#I'll come back and cite sources later
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This is a tired thought, but quite frankly this generation has an issue with thinking being a minority somehow makes you more morally pure. Somehow you can't be biased or some kind of -ism if you're disabled or queer or mentally ill, etc. To the point of that it's extreme. Had a discussion a few weeks ago in my professional ethics class where we discussed the two psychologists who made the CIA interrogation methods post 9/11 (and of course lost their licences when it came to light).
A girl tried to insist that the APA updating their code to be more strict after this was "because they want to make money and cover their ass" (very conspiracy theory and not how things like the APA work), but also insisted the reason why these two men did what they did (and thought they'd get away with it) was BECAUSE they were "cishet abled white men", totally ignoring the fact that they were payed several million dollars each and had CIA backing, why would they care about professional backlash after? But no, to her the only reason why they did it was because they weren't a visible minority. And clearly no minority person would break their sworn professional code of ethics for basically a billion dollars and CIA protection.
Being a good person is a choice, not innate. And also, quite frankly I think this is why the pro-Pal leftists are so insistent on claiming Zionists/Israelis are "white/cishet/etc" because they've made an enemy group in their mind and it's so easy to "us vs them".
#next up I talk about ageism#I'll come back and cite sources later#pro palastine antisemitism#leftist antisemitism#leftist hypocrisy
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I'D RATHER PRETEND
CHAPTER NINE
tags: @angryflowerwitch @avvwritesstufff @melpthatsme @rebecca-woso @bueckersg1rl @l0verl4ne @clouded-whispers @dolliest-thena @katemartinlvr @numberonepartyanth3m @glamourdaya @pbbucks @unadulteratedcyclepaper @paiges-1vur thelightknight21 wc: 9.9k notes: with the 1st pick in the 2025 wnba draft, the dallas wings select... the IRP masterlist, lee university! cringe i know but it's the last chapter, let me be happy. i wrote the first half of this chap before the providence game, felt like a witch once the starting lineup dropped, currently manifesting the rest of this chapter ages just as well (my ball knowledge is limited, if the game doesn't make sense just let me be delusional, i dont give a gaf). smut warning, who's surprised. fluffier than chapter 6 methinks. tried to fulfill the nice/gentle P agenda, may have fumbled the bag bc this somehow felt more filfthy? kinda short too idk lmk 😩 not proofread, i'll probably come back later to edit. sorry for yapping (no im not) but i hope you all enjoyed reading irp as much as i enjoyed writing it, thank you for sending in such sweet comments and engaging in the inbox, they were genuinely so motivating and i loved interacting w y'all 🫶 as always i hope we're rocking w this final chapter 🙂↕️
‘The Return of Tess Kennedy’
A little over two years ago, college basketball sensation Tess Kennedy tore her ACL in the Final Four matchup between the University of Iowa Hawkeyes and the South Carolina Gamecocks. Kennedy, who’d amassed fifteen points close to the end of the third quarter, was a pivotal element to South Carolina’s game – Iowa struggled to lock her down. Kennedy stepped off wrong and collapsed on court. Many knew what had happened long before the news broke. Her recovery was far from easy, but Kennedy did the impossible and recovered just in time for the SEC championship and the March Madness tournament, where she led South Carolina to a redemption win over Iowa with a dominating 30 points. Following the win, Kennedy shared a photo of herself holding the championship trophy, one eye closed in a wink and her lips curled into a smug snarl, and captioned it, “took a year off to cut you bitches some slack, tell a friend to tell a friend tess kennedy’s back.”
Many athletes often need a long period of adjustment after returning from a serious injury. Kennedy, however, played as though that statistic did not apply to her. Kennedy played as though she had something to prove. A loud majority of fans speculated that Kennedy fought so fiercely because her girlfriend, Paige Bueckers, and the UConn Huskies had been eliminated by Iowa in the Final Four match only two days prior to the championship. A smaller few claimed Kennedy holds a grudge against Iowa for her injury – although Kennedy disputed this theory in a presser, linked here.
The simplest truth of the matter is that Kennedy did not play any sort of way for anyone but herself and her team. She proved to herself that she could come back even better from an injury that she thought would uproot her life. She played for her team, who uplifted her during recovery and gave her the tools and the support to show up and show out when the world was watching. Kennedy played the way she did because that’s just what Tess Kennedy does.
During South Carolina’s 2024 Senior Night, Kennedy announced that she would stay at South Carolina for another year of college basketball. She cited her injury as the source of her decision. She explained that there is still more recovery for her to do and that she did not feel comfortable declaring for the draft with only five games post-injury under her belt, especially since she was under a minute restriction during those games. We believe that decision is the best she could have made for herself.
Throughout the 2024-2025 regular season, Kennedy has averaged 26.2 points per game, 4.3 steals per game, 3.7 blocks per game, and 3.2 assists per game. Since her injury, she’s turned into both an offensive and defensive dual threat, leading the South Carolina offense with help from Raven Johnson, MiLaysia Fulwiley, and Te-Hina Paopao. Coach Dawn Staley describes Kennedy as “unguardable” from the perimeter and “unstoppable” from the midrange. Coach Staley also notes that Kennedy’s midrange improvements have pleasantly surprised her as Kennedy was usually a reliable three-point specialist. Coach Staley would not elaborate on where Kennedy’s sudden game adjustments have come from, but one basketball analyst noted that Kennedy’s midrange proficiency looks stunningly like girlfriend Paige Bueckers’s. This is not surprising in the slightest as Kennedy and Bueckers spent the offseason together on a joint “world-tour” that evidently included lots and lots of time in the gym.
The SEC tournament has come and gone with, you guessed it, South Carolina as the winner, having defeated Tennessee and LSU back to back. South Carolina dominated the first five rounds of the NCAA tournament. In the Final Four, they defeated UCLA in a convincing 78-71 victory. For the championship match, they’re against UConn, who is fresh off of a hard-fought Final Four victory against Notre Dame.
This is precisely the clash of the titans that basketball fans have been looking forward to since June of 2023. UConn vs. South Carolina. Bueckers vs. Kennedy. This is a rematch for the 2022 championship game wherein UConn fell short, but many are questioning South Carolina’s ability to go back to back, especially since UConn has seen tremendous growth over the past season. With a healthy Azzi Fudd and a healthy Aubrey Griffin, sharpshooters Ashlynn Shade and Allie Ziebell, energetic KK Arnold and Morgan Cheli, imposing Jana El-Alfy, transfer portal weapon Kaitlyn Chen, do-it-all field general Paige Bueckers, and Sarah Strong – no title, Sarah Strong is that girl – UConn is a fan favorite to win. With the final tipoff only an hour away, we are at the edge of our seats in anticipation. Let us know in the comments below – who are you rooting for?
-Penelope Lancaster, Bleacher Report
APRIL 6, 2025
If there’s one thing that Tess knows is true about Paige Bueckers after over a year of dating, it’s that Paige always keeps her promise.
You and me, same time next year?
Tess watches her warm up only a half court away. She’s stunning, donning a UConn sweatshirt and matching sweatpants, her hair up in her gameday braids that Tess has full intention of ruining later after her girlfriend is crowned an NCAA champion. That thought alone shouldn’t excite her as much as it does, but she can’t help herself. Paige and her team have worked incredibly hard to be here – Tess has gotten to witness that first hand. She also can’t help feeling a little smug because she was right. Kaitlyn Chen, transfer portal weapon. Freshmen Morgan Cheli and Allie Ziebell – they both needed a few games to get comfortable, but once they were hot, they were hot. And finally, Sarah fucking Strong, Paige’s freshman menace that honestly needs to declare right now because college basketball will not be safe with her on the court.
Tess has no intention of rolling over and letting them win – Paige would honestly break up with her, which would ruin the entirety of Tess’s five year plan: get drafted. Win some shit. Dunk on Paige Bueckers. Marry Paige Bueckers. Free agency. Simple and easy. But Tess also knows that UConn will be playing with something to lose, a chip to win, and that they were easily the most challenging match-up they’d faced all year with the exception of the final SEC teams. UConn defeated them at home, even after Tess dropped 20 hard fought points – they honestly just had no answer for Sarah Strong, which is becoming a recurring theme as of late.
“Oh my God, not this shit again,” Raven complains. Tess turns just in time to catch the ball that Raven had definitely aimed at her ass.
“Stop throwing balls at me!” Tess exclaims, chucking the ball back.
“Stop staring at your girlfriend!” Raven retorts. “Like, for real. It’s making me sick. Do you want me throwing up before a natty match?” Tess pauses, tapping her chin dramatically like she has to truly think about it. “I wish you’d declared last year. That way I wouldn’t have had to deal with all of this ‘when will my wife come back from war’ bullshit.”
Tess rolls her eyes. “Where’s Chloe at? I suddenly have an opening in my bridal party.”
“Wait, no!” Raven says quickly, her entire expression shifting. “You can’t kick me out of the wedding. I didn’t even know I was in it!”
“You weren’t,” Tess states bluntly, which makes Raven huff again. “Kam’s my maid of honor, obviously. Then Aliyah’s coming, Bree, Destanni, Zia. Do you think I can get A’ja there?”
Raven looks her up and down, unimpressed. “No,” she says flatly. “You’ll be marrying a Husky.”
Tess lights up. “Oh my God, I can get Stewie there. That’d be cool, too.”
“How about you pump the brakes and lock the fuck in so your girlfriend doesn’t embarass us?” Raven suggests. “Like, did that ever cross your mind?”
She shrugs sheepishly. “I’m locked in,” she says. “Go do your weird pregame rituals, sacrifice a chicken or something.”
Raven rolls her eyes, stalking away with her ball. Tess watches her try to sweet talk an assistant coach into rebounding for her and she can’t help but smile. She’ll miss Raven when she’s in the league – sure, they’ll keep in contact, but it’s different when you’re no longer a few doors down from everyone. She’ll miss all of her girls. Not Ashlyn, though. The charges may have been dropped but assault and battery and kidnapping? Is nobody the least bit concerned? Tess digresses, though. She’s gonna miss her team, especially annoying ass Raven Johnson who likes throwing shit at people.
Before she returns to her own warmups, Tess looks across the court once more. Paige is already staring at her. They share a soft, private smile – and then Paige is grabbing Sarah by the sleeve of her shirt, causing her shot to sail out of bounds as Paige points at her with a proud smile that clearly says look at my freshman! Sarah looks unbelievably confused at first, but levels Paige with a nasty side eye once she realizes that she’s been dragged in as a ploy to tease Tess. She shrugs out of Paige’s grasp to continue shooting which makes Tess laugh and Paige huff dramatically.
The both of them resume their warmups and before they know it, tip off has come around. Paige, Sarah, Azzi, Jana, and Kaitlyn are starting for UConn, whereas Raven, Chloe, Tess, Sania, and Te-Hina are starting for South Carolina. Both teams set up around Chloe and Jana to receive the opening tip, and once the referee throws the ball into the air, Jana knocks it over to the Huskies. Sarah kicks it out to Paige, who begins directing traffic as she brings the ball up court. Tess, tasked with guarding Azzi, sticks on her like glue, trying to not let her get her hands on the ball. Raven’s defense is suffocating, but Sarah gets open and Paige passes it swiftly to her. As Chloe and Sania fold in on her to prevent the shot, Sarah passes to Jana, who gets the easy layup under the bucket. Sania inbounds to Raven. She’s delayed in bringing the ball up due to Kaitlyn’s defensive pressure, and, much to Tess’s surprise, Paige is guarding her and Azzi is on Te-Hina.
Raven dribbles, directing the other four on the court while trying to keep the ball far away from Kaitlyn, but the congestion becomes too much and she passes it to Te-Hina. Azzi’s defense is relentless, too, and eventually, Te-Hina passes to Sania, who passes to Tess on the wing, and she knows she can’t get crafty. She and Paige spent the entire summer in the gym together. Paige knows her moves as well as she knows her own, which is why she keeps pressing her further and further away from the three point line and Jana angles herself to clog her lane to the bucket. The clock is winding down, so she makes the decision to squeeze past Paige, driving to the bucket, but at the last moment, she passes it behind her back to where she knows Sania is waiting. She shoots and it swishes in.
The first quarter is incredibly close. Every time South Carolina gets a defensive stop, UConn responds with one of their own. A two-point jumper is countered by a layup, Azzi and Tess go three for three. Tess steals the ball on one possession, although Chloe gives it right back as she tries to get smart on a pass. By the first media timeout, Tess has five points, two assists, and a steal, although UConn leads them 14-12. Both teams take the time to sub out and let some of the starters rest. Bree, Ashlyn, MiLaysia, and Joyce come in for Tess, Chloe, Te-Hina, and Sania respectively while KK, Aubrey, Ashlynn, and Ice enter for Kaitlyn, Sarah, Azzi, and Jana.
Once play resumes, Tess almost immediately understands the game plan. Raven guards Paige on UConn’s offensive possessions, but when South Carolina has the ball, Paige guards MiLaysia, a high scoring guard just like Tess. Depending on who is on the floor, KK or Kaitlyn defend Raven or whoever is running point for South Carolina at the time. Raven’s defense is suffocating, but most of all, exhausting – tasking someone else with guarding Raven gives Paige more opportunities to score rather than tire herself out, but her own defensive assignments are focused on shutting down South Carolina’s point producing guards. Tess was held to five points with Paige on her, shooting only two out of her five attempted shots. She wasn’t completely useless, though – she held Azzi to six points, congesting two of the four shots she took.
She sits for the rest of the first quarter. The score is up to 25-20 in UConn’s favor and all of the starters are back on the court for the second quarter. It’s hard fought, too. There’s not a lot of foul calls going either way tonight, but the lead is so slim that Tess doesn’t want to overstep on defense and give away points. At 31-24 in favor of UConn, Paige is subbed out for KK, which means Tess finally gets a bit of a breather on defense. KK is unrelenting, but Paige had played a little closer, a much tighter game as she knew Tess so well as a player. She couldn’t even be mad about that, although she did take advantage of two back-to-back threes, pushing the score to 34-30. UConn still has a slight lead, but Paige gets subbed back in. Tess knows she has to play smarter now and take better shots.
Halfway through the second quarter, Raven gets subbed out for a breather, too, and UConn immediately puts the pressure on Maddy, not used to the intensity that the UConn starters were playing with. Kaitlyn forces a turnover, sailing it high to Paige, who lays it in the basket with ease and winks at Tess as she passes her to get back on defense. In response, Tess calls for the ball and Maddy passes it to her. She doesn’t call for a screen or any sort of help as she steps back, shooting for three directly over Paige’s head. They watch it both fall in seamlessly, much to the crowd’s amusement, and Tess sticks up her fingers in an ‘L’ shape as she backpedals for defense. Paige shakes her head, amused, but at 41-38, the both of them know they need to lock back in.
The two teams trade a few more shots and stops before the end of the quarter, entering half with 47-41, UConn leading. Paige also hit a nasty buzzer beater to welcome in halftime, which sent the UConn bench and the crowd into a frenzy, but Tess doesn’t think that’s something important to note. Paige doesn’t need the ego boost and it wasn’t that cool, anyways. If Tess wanted to, she could have had a better buzzer beater.
In the locker room, Coach Staley emphasizes the need for defensive stops while the team catches their breath. Ball movement and being selective with shooting was also important – as a team, they were shooting 39% and taking far too many contested shots when there were wide open players on the wing. Tess honestly couldn’t be doing much more – she’d racked up 16 points. Joyce and Te-Hina were doing their thing too, but UConn was overwhelming. Their points were far more widespread with Aubrey, Sarah, Azzi, and Paige leading the pack. Ashlynn had two crucial three point shots, KK was critical on defense as she was forcing turnovers and fastbreak points, and Tess has never seen anyone hustle for rebounds like Morgan does. UConn was playing a cohesive game and they were struggling to respond in full.
The second half goes similar to the first, although UConn starts to make a concerted effort to break away. They’re playing with a renewed vigor and while Azzi, Paige, and Ashlynn were crucial in the first half, they start scoring a lot more points in the paint. Sarah, Jana, and Aubrey are particularly explosive and Ice holds her own when she subs in halfway through the third to give Jana a break. Defensively, they’re all restless – they’d played so conservatively in the first half while South Carolina tried to wear them out that their energy is overwhelming and is exhausting South Carolina. By the end of the third, UConn had extended the lead to 67-56. Tess is up to 26 points now, but it’s not doing enough to clear the deficit.
All of the starters are back on the floor at the beginning of the fourth for one last push, and for a while, it works. South Carolina holds out UConn and they go on a 9-0 scoring run, evening the score to 67-65 with three minutes left. Paige hits a long three, increasing the lead to five points, Azzi forces Te-Hina to turn the ball over and she sprints for the basket, although she passes behind her to Sarah for the finish, and Tess is a little too strong on her three point jumper and it bounces off the rim directly into Kaitlyn’s hands. She scores, pushing the score to 74-65. One minute, thirty seconds left.
The last bit of the game is frantic. Tess and South Carolina try to get the lead back, but UConn is unrelenting, pushing against them on every possession. Jana scores. Sania scores. Kaitlyn shoots, but Raven blocks it. Chloe scores on the fastbreak, and with twenty seconds left, the game is up to 78-69 with UConn steady in the lead. There’s no coming back from this gap and UConn has the ball. Tess thinks Paige just plans on dribbling it out, but as the clock winds down, five…four…three…two… she shoots from the perimeter, the shot clock expiring, and the last three, the nail on the head, swishes in cleanly as the crowd erupts. UConn had just won the 2025 national championship, and all Tess feels is overwhelming relief.
Confetti pours down, covering every inch of the court as all of the Huskies swarm and pile on one another. Paige’s smile is bright, beaming, and Tess swears she can see the tears streaming from afar. Then, they lock eyes, Paige in the middle of a bunch of jostling, and she has the decency to look a little sad for her, but honestly, Tess doesn’t care. She grins at her girlfriend, making a heart with her hands. The relief is palpable on Paige’s expression but Tess knows she needs the time to celebrate with her teammates, so she turns away, patting her own teammates on the back and murmuring her own congratulations.
Sania and Joyce were explosive in the paint. A vast majority of their points had come from them and Tess, but it just wasn’t enough to beat the deficit. Tess would find the stat sheet later, but she racked up 31 points – 61 in two back to back championship games wasn’t too shabby, and honestly, the 31 points feels more like an accomplishment than the win. She’s a competitor, she lives to win and loathes losing, but tonight doesn’t feel like a loss at all, despite what the box score will say. Looking back at everything she’s accomplished, she’s satisfied where she is. She’s grown as a player, as a person. She went from almost being the cause of her end in her junior year to dragging herself out of the deep end, committing to rehab, and winning the natty on the redemption match. This year, she molded herself into a better basketball player, cementing herself in the Gamecock record books – and while she doesn’t have a natty win this year, she’s not mad about it. It’s difficult to describe but at a certain point, the win just doesn’t matter anymore. It’s the journey, growing with your team, and everything you did leading up to it.
Last year, she said she has everything she’s ever wanted, and that much is still true. She has her rings, she has an excellent collegiate career, she has records that will be damn near impossible to beat until the next Tess Kennedy is recruited to South Carolina. She has the best friends in the world, the best girlfriend in the world, her knee is healed, she’s healed, and in less than two weeks, she’ll be drafted to play professionally wherever the wind takes her. The past two years have been the best and the worst time of her life but never will she ever wish that anything occurred differently. It’s all led her to this – her wins, her losses, to Paige. It’s more than she could have ever wished for.
She showers, zones out during the presser until the questions are directed at her, which she answers robotically, uncaring. When she’s out, she locates Paige in the tunnel, who scoops her up with such unadulterated glee and excitement that Tess giggles like a fucking schoolgirl. Paige is fresh, clean, and fuck it, she’s hers, and sue her if she sounds like a broken record, but she just loves her. “Congrats, baby,” Tess says into her neck, feeling Paige squeeze her around the middle before she lowers her to the ground.
“Thank you,” Paige murmurs as she presses a soft, unhurried kiss to Tess’s lips. “Promise you didn’t sell on purpose?”
Tess scoffs, shoving her away with a hand to her chest as Paige laughs, a sound that’s infectious and far too annoyingly charming. “Paige Madison. I dropped 31 on your ass and you think I sold?”
“Locked you down,” Paige says.
“Maybe romantically but not in basketball,” Tess corrects. Paige’s face brightens and Tess can’t help but lean in to kiss her again. “Congrats though, for real.” Paige’s eyes blink open, tilting her head down slightly to gaze at Tess, her expression full of lingering excitement, love, and unequivocal happiness. “You worked so hard for this. I’m proud of you, you know? 28 points, too? Who you showin’ out for?”
Paige laughs at Tess’s impression of her. “For you, always.” Tess can’t help but soften, grinning in that stupid way Paige always elicits. “We’re goin’ out,” she says. “The team, I mean. Some bar Aubrey found. You wanna come with us? You don’t gotta do nothing you don’t wanna and they’re all keepin’ it lowkey, nothin’ crazy–”
“Paige,” Tess interrupts, watching an adorable flush appear on Paige’s cheeks. “Don’t worry about me. Celebrate with your team, okay?”
“I’m always gonna worry about you,” Paige says, a little indignant. “You’re my girl. S’my job. But I want you there if you wanna be there.”
“You’re amazing, and I love you.”
Paige sighs. “Where’s the ‘but?’”
Tess rolls her eyes. “But you need to spend time with your team. Alone, without your unbelievably sexy girlfriend distracting you. You’re gonna miss them once you’re drafted. I need to chill tonight, so I’m gonna play UNO with my girls and stack +4s on Chloe to get her back for missing a layup that would have made our score look a little less pathetic.” Tess kisses the pout off of Paige’s lips. “I could convince Bree to room with Raven tonight?” she suggests intentionally.
“Okay!” Paige agrees quickly, her voice cracking, squeezing Tess’s hips once more, causing her to laugh lightly. Paige presses her lips to Tess’s forehead, the shorter of the two feeling the curve of her smirk. “I’ll see you later. Don’t fall asleep. I love you.”
Tess huffs, which makes Paige grin. She loves being on Tess’s nerves more than anything else. “I love you, too. Have fun and don’t drink anything KK gives you.”
Paige only shakes her head, their noses brushing slightly. “Not drinking. Wanna remember tonight.” Heat rises to Tess’s cheeks as she’s suddenly aware of what the night holds for them, but Paige just smiles at her, releasing her hips and squeezing her hand one last time before she disappears inside the media room for the presser. Tess exhales, shaking her head like an etch-a-sketch to fix her train of thought before she gathers herself and makes her way out to the team bus.
She slides into the seat next to Bree, placing her bag on the floor. “You’re rooming with Raven tonight,” Tess says to her.
Bree stares at her long and hard before her expression hardens. “You’re a fucking freak,” she gripes. “But you’re buying me breakfast tomorrow morning.” In lieu of a response, Tess pulls her wallet out of her pocket and hands over a $20 bill. Bree wrinkles her nose, her face going through the five stages of grief. Tess can’t even bring herself to feel ashamed as Bree takes the money. “God,” she whispers. “Freaks.”
Tess only smiles.
After a couple hours of music and various games, Tess says her final goodbyes to her teammates before she heads back to her room at the end of the hall. Paige had texted her only moments before that she was on her way back to the hotel, which she took as her cue to go. Her teammates gave her knowing looks, but Tess couldn’t find it in herself to be any sort of embarrassed.
Bree had cleared out most of her stuff before they all gathered in Raven’s room for games, but Tess just makes the conscious effort to clean up a little. She knew Paige wouldn’t care. Whether or not Bree’s bed was made would be the last thing on Paige’s mind if Tess had anything to say about it. Despite that, she just wanted it to look nicer for her. Paige had just won a championship, damn it, and she deserves something a little more fitting of that.
Tess isn’t nervous, but she’s almost giddy with anticipation and excitement. The last time she and Paige saw each other was when they played each other in February. They were unable to synchronize their schedules for spring break, so Tess is reasonably going through girlfriend withdrawals. She just wants to be close to Paige – nothing inherently sexual about it, but she misses their intimacy now that they’re always hundreds of miles apart. It will be the same situation when they get drafted – Tess watched the lottery despite everyone’s recommendations not to, but they’ll have a little bit more money and freedom to make the distance work once they’re in the league. But the league is the last thing she wants to worry about right now.
She checks herself one last time in the mirror, satisfied, but she pulls off her South Carolina hoodie, shivering a little at the chill in the room, and rummages through her suitcase until she finds the white jersey tucked underneath the rest of her clothes. A large 5 is emblazoned on the front and the back, the Big East logo on the collar, just a size too big for her – she’d stolen it directly from Paige’s bag when they played each other in February and they hung out after the game, but she supposes her lie was just convincing enough because Paige genuinely thought she left it in the locker room. She pulls the hoodie over her head, not bothering to tuck it into her sleep shorts, and gives herself one last look before smiling.
A knock at the door draws her attention. Finding her resolve, she walks over and opens it, coming face to face with Paige, whose cheeks are slightly flushed from the Tampa heat. “Hey – oh.” Paige stops in her tracks immediately, her eyes wide as she takes in Tess’s attire. Her jaw hangs open slightly as she leans against the door.
Tess laughs, reaching for Paige’s hands and pulling her inside. Paige lets herself be dragged, but she remembers where they are and closes the door, setting the lock without looking away from Tess. “You like?” Tess asks, tugging on the hem of the jersey to showcase Paige’s number. She smiles at Paige, a little smug but also a little breathless. Paige isn’t sure where to look – her face, her jersey, her legs, long and lithe and bare with the exception of a pair of shorts that would otherwise be indecent. “Figured I’d try something new.”
“Do I like?” Paige repeats, sounding a little incredulous. Her voice is rough and Tess shivers, feeling the heat pool low in her belly as Paige rests her hands on her hips, her fingertips brushing the swell of her ass. She pulls Tess into her until there’s barely an inch of space in between them – Tess can feel Paige breathing against her, her breath minty and fresh, her cologne so prominent and heady in the air that Tess’s head spins. “Like doesn’t even begin to cover it,” she murmurs, her lips dragging across the line of Tess’s jaw. Tess tilts her head back, giving Paige more access as she sighs softly. Paige’s fingers bunch in the fabric of her jersey as she noses her way down her neck, pressing wet kisses to her skin. A groan builds low in the back of her throat as she pulls away, her eyes blown wide and slightly out of breath. “D’you have any idea what this does to me?”
Tess chuckles, letting Paige lead her towards the bed, trusting her to not let her fall over. “I think I’m starting to understand,” she says. Paige smiles at her, softening the heat of the moment. Tess can’t help the grin that covers her face as she pulls Paige on top of her, sliding her zip up UConn jacket off of her shoulders. Paige situates herself in the gap created by Tess’s outstretched legs, leaning down to finally press their lips together. Their kiss is tender, lingering, and slow; Paige is deliberate in the way her hand slips under Tess’s jersey, her fingers brushing against her skin, and Tess sighs against her. They part and the expression on Paige’s face is so soft, blissed out like she has everything she’s ever wanted right in front of her. That thought alone fills Tess with an overwhelming amount of love and appreciation that she can’t help her starstruck smile. “You played really well today,” she whispers, working her fingers against Paige’s hair tie as she loosens her braids.
Paige hums, her eyes closing when Tess’s fingers drag across her scalp. “Says you,” she retorts, her head dropping to Tess’s shoulder. Her lips find her neck again, nipping gently and soothing the bite with a pass of her tongue. “31 fuckin’ points?” Paige emphasizes her words with an emphatic groan, her hands pushing up Tess’s jersey and her fingertips just barely breaching under her bra strap. “You tryna go to Dallas?”
Tess laughs, tangling her fingers through Paige’s hair as the blonde hides her smile against her neck. “Nah. That’s all you. I’m very happy going number two.”
Paige scoffs. “Yeah, ‘cause you get Cam and Rickea.”
Tess smiles knowingly, rolling her eyes. “Your hand is literally under my shirt and you wanna talk about other people right now?” Paige glances down, her brows raising and her eyes lingering on just how far the jersey is bunched up, miles upon miles of Tess’s tanned skin on display.
“Take this shit off,” she says, hands reaching for the hem of the jersey. Tess raises her arms compliantly and Paige pulls it over her head, throwing it to the side before leaning down and connecting their lips again. Tess relaxes immediately, circling her arms around Paige’s neck, drawing her in closer and closer until the space between them is negligible. Paige’s hands are warm against her bare skin. One leaves her chest to cup her jaw, her lips slowing, controlling the pace. Every motion is purposeful, deep and lingering, until Paige pulls back just enough that her nose brushes against Tess’s. “Wanna take my time with you.”
“You won,” Tess reminds her, fighting through the burn on her cheeks as Paige presses open-mouthed kisses to her neck, her jaw. “Tonight’s for you.”
“Yeah,” Paige agrees, her mind clearly elsewhere as she pulls her shirt over her head. Tess’s mouth dries instantly, her gaze unashamed as she takes in Paige’s toned figure, the definition of her abs despite the softness of her stomach. She’s equal parts sinew and grace, beautiful beyond any human measurement – Tess would never be able to put Paige’s beauty into words. She transcends language and meaning and Tess is so irrevocably in love that it should scare her; her feelings are overwhelming in the best way possible and Paige doesn’t even know the extent of it.
“Paige,” Tess tries again, her hands reaching up to push Paige’s hair out of her face.
She shakes her head, her hand returning to Tess’s jaw as she kisses her again, taking the very breath from her lungs and relishing in the sigh that she pulls from her throat. Her hand slips lower, her thumb brushing the apple of her throat while her index finger rests on her pulse point, feeling the spike in her heart rate. “Wanna take care of you,” Paige murmurs, the plea evident in her expression when she pulls away. “Want this to last, wanna feel you. Please?” She dips lower, her lips pressing against her skin, and Tess doesn’t have any choice but to let Paige have her way. She nods, her hands finding purchase on Paige’s shoulder blades as Paige descends further, her lips leaving marks over her clavicles.
Paige undresses the both of them with a deliberate slowness. Her hands roam like she’s trying to commit every inch of Tess’s body to memory, her eyes wide in wonder. Paige stares at her like it’s the first time all over again and it makes Tess shiver, feeling warmth all over. They spent the entire offseason together, late nights in hotel rooms much like this one as they travelled. They’re far from the first time, but the fact that Paige still handles her with the utmost care, respect, and devotion only makes her needier.
When they’re both bare, the first press of Paige’s skin against her own is electrifying. She draws Paige in again, connecting their lips, relishing in the soft, unhurried push and pull as Paige’s hands roam. They’re firm around her hips, her thumbs brushing the area where her thighs meet her pelvis. Then they’re trailing up, brushing against her navel, gripping her love handles and the parts of her stomach where she’s more skin than muscle. Further up, Paige’s hands splay out across the lower end of her ribcage. The amount of skin that her hands cover makes Tess ache, but Paige keeps wandering, her hands cupping her breasts, thumbs tweaking her nipples. Tess sighs at the contact and Paige immediately takes advantage of the way her jaw drops, deepening their kiss as Tess holds on to her shoulders for stability.
She can feel the flex of Paige’s muscle, see the way her shoulder blades jut out slightly – it shouldn’t excite her, but it does. She’s firm, solid, soft, and human, a paradox and a myriad of different feelings. Tess can’t help but be attracted to every single thing she does and every single thing she is. God took his time creating Paige, that much Tess was sure of; the fact that Paige is hers, for better, for worse, forever, makes her feel like she needs to be far more thankful than she already is.
Paige pulls back. Tess nearly whines at the loss of contact until she takes in the blown out and messy look on Paige’s face. Her lips are swollen, spit-slick, covered in the lingering smear of Tess’s lip gloss. “Okay?” she asks, her voice rough. The check-in is just a reminder of how much Paige loves her. It never fails to make her heart beat out of her chest.
Tess nods, her hands coming up to smooth out the baby hairs at the back of Paige’s neck, damp with sweat. “Keep going,” she requests, closing her eyes when she feels Paige kiss her cheek, her jaw, the spot under her ear that makes her shiver.
“Wanna try something with you,” she murmurs, squeezing her around the hips, and Tess blinks her eyes open to stare at her. A new, shy sort of flush creeps up her neck and Tess gives her a reassuring kiss.
“Anything,” she says, her voice soft, albeit a little breathless. “You know I trust you.”
Paige glances up, searching her eyes for any hint of falsehood. When she finds none, she leans in, kissing Tess one last time before pulling back. “Tell me to stop and I will,” she says. Tess nods again, waiting with a bated breath as Paige pulls back completely, much to her chagrin, but her hands find her knees, spreading her legs wider, slotting her own legs under and over Tess’s thighs like puzzle pieces, and – Oh. They haven’t even made full contact but her entire body burns. Paige is just as red, her chest rising and falling with uneven breaths. “Okay?” she asks again, her words sounding a little choked.
Tess nods rapidly, not trusting herself to speak, but her words spill out anyway. “Please,” she says, looping her arms around her neck again. Paige nods, too, her breath a little shaky, but she connects their lips, swallowing the greedy sound that Tess makes when their cores finally align. Her fingers dig into Paige’s shoulders, eliciting a groan from the blonde as she rolls her hips experimentally. Paige is warm against her, slick against her skin, and the brush of her clit against her own nearly makes her soul leave her body.
Her head tilts back, overcome with euphoria and pleasure, and Paige takes advantage immediately. Her lips are on her neck before she has the chance to react, sucking dark, purple marks on her skin, soothing the sting with her tongue. Tess pushes her hips into Paige’s, causing her rhythm to falter and a whine to fall from her lips. Tess really likes that sound, when Paige succumbs to the feelings and lets her hear it. “Fuck,” Paige whimpers. “That’s it.”
That sends a wave of heat directly to Tess’s core. She ruts up again, relishing in Paige’s exhaled moan, the way her elbows shake as she tries to hold herself up. Each and every roll of her hips adds to the tightening band in her stomach, threatening to snap as her pleasure builds – but it feels like she’s reached a plateau. She pushes against her a little faster, trying to chase the high, which forces more of those sounds to tumble from Paige’s mouth. The feel of her skin against hers, sticky with sweat, is intoxicating in the best way possible; the roll of her hips sets her nerves on fire; and when she glances down, her eyes honing in on where their bodies connect, Tess grips her shoulders a little tighter as she cries out, her nails leaving marks in their wake. “Paige,” she gasps, feeling Paige’s nose brush against her collarbone, licking the salt off of her skin. “Talk, please.”
“Yeah?” she asks, her voice a little broken and high-pitched as she holds out, trying to make Tess reach her peak first. The sound of her so wrecked, so destroyed makes Tess tremble beneath her. “Wanted you to – fuck, wanted you to come with me earlier,” she babbles. Tess barely registers that she means the bar. “Wanted to show you off. Tell everyone you’re mine. Wanted to kiss you in front of everyone, take you back here – fuck, Tess, right there – take you back here and show you how much I want you.”
“Keep going, please,” she begs. Tears of pleasure bead at her waterline. The brush of their cunts and the whine in Paige’s voice makes her dizzy with desire.
Paige sighs, the sound getting trapped in her throat as her lips find her ear, her ruts becoming a little more desperate. And when Tess’s hips jump up again, seeking out that pleasure, Paige’s breath catches. She leans her head against Tess’s shoulder, her body tense with the effort of trying to stay composed. “God, there you go,” she murmurs, her breath fanning against the shell of her ear. “Take it, baby, whatever you need – gonna give it to you, I promise.”
Tess whimpers, her grip tightening as she rolls her hips against Paige’s, her pleasure building and nearing the peak as she confesses, “Paige, I’m gonna–”
“That’s it,” Paige whimpers, meeting Tess’s hips with more purpose, more intensity, guiding her closer and closer. When Paige keens into her ear, her voice cracking, “Fuck, I love you – so perfect for me,” Tess falls apart completely, clutching onto Paige as her orgasm washes over her. Paige is right behind her; Tess can feel her release, her body shuddering against her own. They rock together as they ease through the aftershocks, drawing back when the sensitivity becomes too much.
Carefully, Paige extracts herself from Tess, the both of them exhaling when they disconnect. Paige rolls onto the bed next to her, her head finding home on Tess’s chest as she slings an arm across her stomach. Neither of them say anything for a while, sitting in a satisfied silence as they try to catch their breaths. It’s Tess who finally breaks the quiet when she says, “I think you ruined me.”
That makes Paige laugh, still breathless. She cocks her head, meeting Tess’s eyes. Gingerly, she wipes away the tears on her cheeks, smooths out the hair at the crown of her head. “Good,” she murmurs, leaning up to press a sweet kiss to Tess’s lips, a stark contrast from the moment prior. “Gotta trap you so you stay with me forever.”
Tess snorts, brushing her nails against Paige’s jaw and cheek gently. “Trust me, you don’t have to worry about that.” Paige hums, her fingertips tracing patterns against her ribcage as their breathing finally evens out. A few moments pass. “Are you sleeping?” Tess asks, a little shy.
“Yes,” Paige deadpans, but she turns her head again, smiling up at Tess. Her expression is soft, relaxed, blissed out. “What’s up?”
Tess can’t help the smile that breaks out across her face. “I love you,” she says simply.
Paige’s entire demeanor brightens. She tightens her grip around Tess’s middle, drawing in closer and pressing her lips to her chest, directly over her heart. “I love you, too.”
Tess tangles her fingers in Paige’s hair, smoothing out the flyaway strands near her temple. Paige smiles against her, her face tranquil, happy. In a little over a week from now, they’ll be in Brooklyn together for the 2025 draft. They’ll be selected to play in the professional league, which is everything they’ve dreamed of and more, although their dreams have expanded to include each other. Tess has everything she’s ever wanted in life – an outstanding college career, a promising future, Paige, and she can’t wait for the rest of their lives together.
APRIL 14, 2025
Tess can’t believe this is her life right now.
She, her parents, and Bree and Raven are sitting at a table in the Brooklyn Academy of Music, the selected venue for the 2025 WNBA Draft. The energy in the atmosphere is electric – there’s muted chatter, excited hopefuls trying not to freak out about which team will be selecting them. Tess is a mixture of anticipation and nerves. She’s been the predicted number two draft pick for months now, only second to Paige, which she can’t even be upset by. She has a pretty good idea of where she’s going, but she can’t help being worried about dropping in the rankings – the 2025 draft class is full of young talent. She wouldn’t mind Chicago. Playing with Kam again would be amazing, and Washington isn’t bad, either. She is really interested in the Liberty, mostly because they made such a good impression on her during rehab and that’s not something she would ever forget. Unfortunately, the Liberty decided to do the worst possible thing ever and win a championship, which means they’re nowhere close to getting Tess unless they want to trade up and Tess highly doubts they’d be willing to part with their entire roster just for her.
Tess can’t keep her eyes off of Paige. It’s slowly becoming a recurring theme as of late, much to the chagrin of everyone around her, but she can’t help it. She sits only a table away, surrounded by Bob, Amy, Drew, Lauren, and Ryan. The happiness is evident on her face, her hair done up in a ponytail with two loose strands framing her face, and her make-up natural. The real nail on the coffin is the tailored suit she’s wearing. It’s a dark purple in color, nearly black; several buttons on the blazer are undone to reveal the sharp lines of her clavicle and the dark shades of her undershirt. A chain glimmers around her neck, rings adorning her fingers, including the rose thumb ring Tess had gifted her for their first Christmas, before they knew they loved each other. Tess is honestly too much of an overachiever – she picked the finest person in the world to be her girlfriend and now the repercussions of that are coming back to bite her in the ass.
Her stylist – well, Paige’s stylist, Brittany Hampton is the goat – did her big one, too. Brittany has her decked out in a rich, dark, glossy, blue satin dress. Much like Paige’s suit, the shade is dark enough that it almost appears black, but the blue hue sticks out, complementing her complexion perfectly. Her heels match (and most importantly, they’re tall enough that she and Paige are finally eye level). Her jewelry is minimalist, donning her signature bracelet and their charms, along with a gorgeous necklace Paige had bought her for their second Christmas together – the first as an official couple. The both of them look good, probably too good, and Tess is preparing herself to cut someone if they stare at Paige for too long.
Her family and friends try to make small talk to distract her from the looming draft, but her heart isn’t in the conversation. Her mind runs a mile a minute; she’s thinking about all of the iterations of the mock draft – honestly, she should have listened to Paige when she told her not to watch the draft lottery or get too invested in the draft talk, anyhow. She’s thinking about Paige, how she looks so gorgeous at her table; she’s thinking about how Paige’s dreams are coming true right before her and that chokes her up a little bit. Paige was a little kid once, just like her, dribbling a ball that was nearly as big as she was – now she’s here, the predicted number one pick and it just feels like everything’s coming into fruition. They’ve both worked incredibly hard for this, all of the trials and tribulations and injuries and miscommunication – they’re here, together, and Tess couldn’t dream of anything better than that.
Finally, the beginning of the draft rolls around as the WNBA commissioner, Cathy Engelbert, steps up to the podium for opening remarks. Tess motions to wipe her sweaty hands on her dress, but Bree’s gripping her wrists and pushing a small handcloth into her waiting palms. Bree knows her so well and Tess gives her a silent nod of thanks, a small smile. She doesn’t think she’s quite made her peace with the fact she’s leaving her girls behind after today. Training camps and final roster deliberations and the preseason all await, but Bree’s rubbing her shoulder and murmuring, “Soak it in, babe, we’re so proud of you,” and she thinks that maybe she’s on the right track.
Cathy leaves the podium to await the official first pick. Tess glances at Paige again, who is clearly dissociated as she tries to not look at the cameras that are obviously pointing at her. Then, she glances over, her eyes finding Tess’s. Her entire demeanor shifts and a bright smile spreads across her face. It’s scrunchy, somehow both soft and mischievous, but Tess knows her well enough by now to understand that smile is reserved for her only. KK called it her “Tess smile” which was a little ridiculous, but when Tess returns her grin, the love clear as day in her expression, she knows that KK’s observation had a little merit.
Cathy returns with the pick in hand. The entire room falls silent, waiting with a bated breath as the older woman leans into the microphone. “With the first pick in the 2025 WNBA Draft, the Dallas Wings select…Paige Bueckers, University of Connecticut.”
The room breaks into applause immediately as the tears spring to Tess’s eyes, overcome with emotion and appreciation for her girlfriend. Paige stands, embracing her parents, her siblings, and then she’s stepping towards Tess’s table, her expression so grateful and a little awestruck. Tess reminds herself that they’re in front of thousands of people, in front of prominent WNBA players and coaches as she molds herself into Paige’s arms, keeping it classy as Paige squeezes her tightly around her waist. “God, I’m so proud of you,” Tess murmurs, feeling Paige’s shoulders shake a little bit with her emotions. “I love you. Go get your jersey.”
Paige huffs out a laugh, releasing Tess as she wipes at her waterline. “I love you. See you soon,” she says, winking at her, which makes Tess chuckle, taking a seat and watching Paige make her way to the stage. Tess pulls out her phone, taking photo after photo as Paige poses with the commissioner and the Wings jersey.
Holly Rowe talks her through a couple of interview questions, her responses making the crowd aww or applaud, and soon enough, she’s returning to her table, embracing her family once more and smiling gently at Tess. Cathy returns to the podium after allowing the allotted time for the next selection.
“With the second pick in the 2025 WNBA Draft, the Los Angeles Sparks select…Tess Kennedy, University of South Carolina.”
Tess doesn’t register it at first until her family and friends are cheering, their applause loud, and Tess finally snaps back into reality as she stands with an elated, shocked laugh. She pulls Raven and Bree into her arms, her teammates whispering their congratulations before her parents pull her into bone-crushing embraces. And finally, she makes her way to Paige’s table – she was polite for Paige’s pick, but this is different now; it’s hers and after what she’s been through, she can’t find it in herself to care much for what’s proper. She throws herself into Paige’s arms, squeezing tight enough that anyone else would have complained, but Paige holds onto her with the same intensity as she murmurs, “So proud of you, baby. You and me, huh?”
Tess laughs, the sound tearful. “You and me,” she affirms, releasing her girlfriend, and she makes her way up to the podium where Cathy holds out the yellow and purple jersey to her. She takes it, her fingers trembling a little.
When she makes it down, the reporter waiting for her isn’t Holly Rowe. She’s blonde, radiant, and shorter than Tess, but Tess gets the strangest feeling like she knows her. She glances down at the lanyard around her neck, the media pass reading P. LANCASTER. Tess grins. “Tess, you were just selected number two overall for the 2025 WNBA Draft. Can you tell me what was going through your mind leading up to the pick?”
“Um, ‘don’t throw up,’” she answers honestly. Her candor makes the crowd laugh. She chuckles, feeling some of the pressure ease off of her as she gives a proper answer, the usual ‘I’ve been dreaming of this moment since I was a kid,’ and ‘I’m so grateful to be here and this is an honor that I don’t take lightly.’
The reporter talks her through a few more questions, such as how excited she is to be working with the Sparks. Between Cameron and Rickea, Tess feels like she’s in good hands, and knowing that Lynne Roberts, the new head coach, is a huge fan of three-point shooting, she feels like there’s a lot she can bring to the team. The reporter asks a fluff question about getting used to the Los Angeles heat, to which Tess jokingly responds with, “Well, I hear Dallas is hotter.” That makes a small smile appear on the reporter’s face.
“Speaking of Dallas,” she segues, which makes a knowing smile spread across Tess’s face. “Your girlfriend, Paige Bueckers, was just drafted there. The two of you met twice in national championships in college – can we expect some exciting match-ups between the two of you in the W?”
“Of course,” Tess says coyly. “We’re 1-1 on championship wins right now. I’m looking to add a couple more of those to my resume, and if that means beating my girlfriend? Even better.”
Penelope Lancaster thanks her for her time as the crowd applauds once more. Tess makes her way back to her table, smiling smugly at Paige, who rolls her eyes, but the love in her expression is hard to hide. The rest of the draft passes in a blur, as does the afterparty they’re both invited to afterwards. It’s well past midnight when they leave the club, their hair a mess from dancing and Paige’s blazer settled over Tess’s shoulders to stave off the late night chill. Paige already has an Uber called to take them back to Tess’s parents’ house and she pulls Tess into her side as they wait outside.
There’s something so magical about the night, about the energy in the atmosphere. The bass from the music reverberates and Paige sings along to whatever rap song is playing from inside, her body warm against Tess’s, and she finds that she suddenly can’t take it anymore. The overwhelming emotion in her chest, ready to burst at the seams, the sheer happiness and hope and gratitude that seeps from every pore in her body. She wraps both of her arms around Paige’s waist, resting her head over her chest, listening to the steady beat of her heart. Paige quiets down, a little confused, but she melts into their embrace until there’s no air left between them.
Tess doesn’t know how to put it into words – she doesn’t think she ever will. She’s so in love, even after a year together officially. There was a point in her life where she didn’t think she’d be here. She didn’t think she would be able to heal, that she would be able to play basketball again, that she would be drafted to pursue her dream professionally. She never thought romance was in the cards for her, that she would ever find someone like Paige – that she would find Paige herself; she never thought she would be in love or that someone would be in love with her, too. It’s surreal, encompassing, and call her cheesy or down bad or whatever, but she can’t wait to live life with Paige.
“You okay?” Paige asks softly, her fingers trailing up and down Tess’s back soothingly.
“I’m perfect,” Tess responds, smiling against Paige’s skin. “I just love you.”
Paige’s hand leaves her back, but it’s not long before she’s cupping Tess’s cheek and drawing her closer to her until their lips touch. It’s soft, unhurried, a promise. It’s just as electric as the first time, as warm, as perfect. Paige breaks away long enough to whisper “I love you, too,” and then she’s sweeping back in, kissing Tess with the vow of forever. When she first met Paige, almost two years ago, she’d told her that home was a feeling. Right here, wrapped up in Paige’s arms, kissing her under the streetlight as they get ready to walk into what is the beginning of their life together, Tess knows in her heart that she’s finally made it home.
‘Happily Ever Draft-er’
In April of 2025, the Dallas Wings and the Los Angeles Sparks drafted Paige Bueckers and Tess Kennedy first and second overall. Every basketball fan knew that Bueckers and Kennedy were sure bets for the top two picks. If there was one thing that the WNBA season could promise us, it was the match-ups between Bueckers and Kennedy – they certainly came around more often than they did when Bueckers and Kennedy were in college. They sold out arenas with many fans vying to see their clash, and they did not disappoint. Each game was intense, hard fought until the very last second.
In their rookie year, Bueckers and Kennedy helped lead their teams to the playoffs, although they both fell short – the Wings lost 2-0 to the Aces, while the Sparks lost 2-1 to the Liberty. In their second year, the Wings forged ahead to the semi-finals where they lost 3-2 to the Fever whereas the Sparks were defeated by the Sun 2-0 in the first round. Their third year was the complete opposite – the Wings lost to the Valkyries 2-1 in the first round, although the Sparks lost 3-1 to the Lynx in the semi-finals.
Their fourth year, the last of their rookie contracts, was long anticipated. In the first round of the playoffs, the Wings defeated the Storm in a clean 2-0 sweep. Similarly, the Sparks sent the Dream packing 2-0. Then, in the semi-finals, the Wings plowed through the Lynx 3-2 while the Sparks dominated the Fever 3-1. The finals match that everyone had been waiting for – the Wings versus the Sparks was underway. This would be the first year that the WNBA implemented a 7 game series.
The WNBA finals were back and forth. The Sparks took home the first win, the Wings took home the second and the third, although the Sparks bounced back with the fourth and the fifth. The Wings beat the Sparks on their sixth game in an overtime thriller, tying the series 3-3 and forcing a game seven. Bueckers and Kennedy were electric on the court, averaging 30 points in the postseason, but ultimately, the Sparks won the WNBA championship.
When approached for a comment, Kennedy stated, “Well, Paige won Rookie of the Year, so I think it’s fitting that I get a ring first.” Bueckers, who was standing next to her, rolled her eyes, but she seemed smug, as though she had another trick up her sleeve. Kennedy continued, “We’re free agents, so who knows who’s winning the chip after this.”
Bueckers did, in fact, have another trick up her sleeve as it was announced early in the offseason that she and Kennedy had gotten engaged in Italy, close to Kennedy’s hometown. Bueckers shared their engagement photos on her Instagram, captioning it, “Her favorite ring of them all 💍”. Shortly after, Bueckers and Kennedy shared their free agency picks – they’d both landed with the Golden State Valkyries alongside 2026 Rookie of the Year Azzi Fudd.
We’re eagerly awaiting the tipoff for the 2029 WNBA season. Bueckers and Kennedy have been rivals for nine years, falling in love despite it all. Finally, for the first time ever, we get to witness the union of the titans rather than their clash. We get to witness a team where Bueckers and Kennedy combine their strengths, and all we have to say is good luck to the rest of the league. The Golden State Valkyries will be a name that we will be hearing for a very long time, especially now that Paige Bueckers and Tess Kennedy have settled down in the Bay and have made San Francisco their home.
-Penelope Lancaster, Bleacher Report
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just to be crystal clear about where i stand on this issue: yes, mo xuanyu sexually harassed jin guangyao
once i'm actually awake and not blearily keymashing about this in bed i will come back with receipts.
not the "mo xuanyu never sexually harassed jin guangyao, jin guangyao made it all up" discourse again
#i'm so fucking tired but like not just figuratively lol#i'm going back to bed i'll come back with CITED SOURCES later#salty peak sect 🧂
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The ambivalence of life: the massage metaphor
I'm going to get straight to the point: Denji is perfectly right to want to suffer - it's precisely what he lacked in his 'normal' life.
To understand this, let's go back to the chapter.
Introducing Denji as a CSM wannabe right at the start of the chapter isn't as insignificant as you might think, because this chapter helps to differentiate between CSM and a CSM wannabe.
After all, Denji could very well be one, and chapter 150 makes it clear that the protagonist's dream is to be a CSM, so he literally wants... to be a CSM.
But in order to become CSM himself, we have to understand what CSM is. And that's precisely where the difference lies between a CSM wannabe and Denji as CSM.
Part 2 has repeatedly shown that 'CSM' has become a marketing product, an idol for young people, a source of detestation for others, like express usurpers who have taken to the stage. In short, CSM's identity began to become more diffuse, questioned to the point where it seemed to escape Denji. So what is CSM?
Well, let me ask you this: what's the first thing you think of when I mention CSM?
Most fans will cite the most traumatic and tragic chapters, shuddering at the mere mention of volume 9. There's your answer: suffering is the secret of CSM's identity.
But let's move away from this more meta side, and get back to the chapter.
I know that Nayuta being pushed aside and put in her place stung some people's hearts and it hurt me too! But Denji is right to push her away, cruel as that may seem. Because the complexity of Denji and Nayuta's relationship also lies in the fact that their relationship can have several negative sides.
Firstly, Nayuta is and remains the demon of control, a demon who can't help but have a hold, even over those she loves. And she has done this with Denji on one occasion: when she forbids him to see Asa again.
She forbids it out of a desire to protect him, fearing that Denji will be taken in by yet another girl. This reaction depresses Denji, but he regains hope by acting as CSM, motivated by Nayuta herself because CSM is admired and loved by people. The first instinct at this stage would be to think that this is a bit contradictory: why push Nayuta away when she's the first to admire and encourage CSM?
Because she hasn't grasped what CSM is all about either. I'll expand on that later, but for now, keep in mind that suffering is intrinsic to CSM. Even when she prevented Denji from continuing his story with Asa, she was preventing Denji from suffering, in itself, from experimenting. The same experience can be just as beneficial as it can be negative, and it's part of the game of life not to know the outcome of a relationship, otherwise you wouldn't go with others.
And that's what Nayuta has done, the demon of control has a happiness that's enough to be two, it's a demon that risks being alone so much that a single loved one is enough to make her happy. But that's Nayuta's idea, not Denji's.
I'll come back to this a bit more, but for the moment I'm still going to follow the chapter. Denji almost comes to thank Barem and the others for burning down his house and his pets, but he's also aware that morality is being undermined and even talks to Pochita about it. And that's fascinating.
Even though it may seem horrible, the loss of his animal family allows Denji to realise that he needs this suffering in his life, for many reasons. If Kishibe judged Denji as a man made to kill demons, it's because suffering makes him gloat, because it's the most intense experience he's had in his life.
Transforming himself into a CSM is a way for Denji to confront suffering; he has even internalised it since he was a child, making his body suffer to pay off his debts.
CSM is a creature made for suffering. When Aki became possessed by the Gun Devil, CSM was the culmination of Denji's suffering, his demonic form killing his brother. Just as Denji transformed into Pochita was saved by a dying Power.
The foundations of Denji, Aki and Power only consolidated Denji's relationship with suffering. This double facet, between love and suffering through grief. Pochita is another example, because becoming CSM was followed by an experience of mourning, the loss of Pochita who had merged with him.
Suffering is as intrinsic to all species as are death and love because suffering is the result of both, the love we have for others is the cause of our suffering when they die.
CSM is this universality, with Pochita sacrificing himself to prevent Denji from dying, suffering every time the cable is pulled. And instead of fighting it, CSM uses it as the engine of his chainsaws. When Nayuta says that this is not the time for chainsaws, she wants to prevent her brother from suffering. But Denji understands that it's precisely when he's suffering that it's time to be CSM.
Having your head and arms brutally chopped off hurts, fighting demons hurts, in short, transforming into a CSM physically hurts and must hurt. Imagine having a cable cut in half across your torso: it hurts, so why pull it? That's why Denji IS CSM, because it's when it hurts that he realises he wants to be CSM?
Hybrids don't exploit this pain, demons like the Eternity Demon are even afraid of it, and that's what explains CSM's superiority: suffering exalts him and he uses it as a means to fight. When Quanxi cut off the weapons' heads, it was enough for them to admit defeat, while Denji calmly puts his head back on, not giving up the fight.
Weapons can't die, but they can see others die, just as suffering can't escape them either. Either they see themselves almost as demigods, as prophets, or they can see themselves as great knights out to save the world.
Denji knows how to exploit his nature; he drinks blood at the slightest opportunity, tries to devour like a demon and is not afraid to use it, unlike the other hybrids. (Quanxi is an exception)
As the spear weapon starts to provoke CSM by saying to really scare them, CSM exploits being sliced in half. Suffering is the fear of weapons.
The whole thing also has a symbolic force, because we've been trying endlessly to cut Denji in two, his human life on the one hand and his life as CSM on the other. Cutting CSM in two won't do him any good, all he has to do is pull his cable.
But above all, the comparison with massage is a very good one, because it sums up life, this combination of good sensations and not-so-good ones. This is precisely what pitted Denji against Makima, that bad films or bad facets of the world and humanity must exist.
This time, part 2 doesn't boil down to this ideology; what Denji is saying is that to live is also to suffer, to be happy is also to have been unhappy. All these things are not mutually exclusive, they go together.
That's why Denji wins against the weapons, because he won't fight against the suffering they'll put him through, he'll use it to the full, knowing that behind it all there'll be a good feeling. And that seeing the positive side even in pain is nothing other than hope.
Denji himself says that life is a superposition of all these facets. There are things we may never get over, but they don't stop us from moving forward. That's why this chapter is incredible, because Denji doesn't accept suffering as a demon when he's fighting, he wants to accept it in his life too, Denji's life, he has to experiment without Nayuta's permanent approval.
Denji has lost many people close to him, including his pets. It is precisely through their loss that he wants to suffer. Because suffering is the privilege of the living.
Chainsaw Man is nothing more than 2 entities reunited to survive together.
CSM's laughter is symbolic of this, and chapter 151 made an explicit reference to chapter 82 when Makima starts laughing despite the paroxysm of suffering for Denji, who has just seen Power die. What Fujimoto does is bring together the previous antagonist and the protagonist, to bring out the essence of his work.
Both Makima and Denji laugh despite the horror of the situation as the mask finally comes off, Makima presents her plans and Denji realises what Chainsaw Man is. In short, laughter is the symbol of letting go, as the mask finally comes off. And all this sums up Chainsaw Man, this confrontation between comedy and tragedy, this strange association.
Readers, don't fight the suffering of the characters either, you're reading CSM precisely because of it. You want to suffer just like CSM. So have fun with it.
#chainsaw man#csm#csm part 2#csm spoilers#csm 152#csm 151#denji hayakawa#denji#asa mitaka#yoru#nayuta#nayuta hayakawa#kishibe#pochita#makima#tatsuki fujimoto#my thoughts#csm analysis
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Honestly I hate that every meta post / analysis / discussion is viewed as "discourse" more often than not. And the idea that one interpretation MUST reign supreme among fandom. That we must all agree in order to get along. Or that one post is the end all be all of someone's takes. As someone who often enjoys entertaining multiple / contradictory takes and angles of interpretation it's...annoying. My opinions also evolve and fluctuate on rewatches / depending on mood / depending on fandom climate at the time / etc.
I like having discussions with friends (sometimes those discussions are public, sometimes they're not). I like trying to see their POV. Sometimes I come away seeing things differently. Sometimes I don't. Sometimes I AM more critical of other characters in the moment. Sometimes I give them more grace. Sometimes I'll make a post in a rewatch, feeling big feelings, and then come back later to amend it, with a more balanced perspective. But there have been times when I have been blocked / unfollowed for one angle or take and that ends up not even being my MAIN mode of interpretation but just something I was rotating around. idk sometimes a post is not the end all be all of what someone thinks abt a character / plot point / story arc. Sometimes we can be critical without being a capital H hater. There is room for nuance. multitudes. contradiction. We can have preferences or think something was not portrayed as well as it could have been. We can be annoyed by those things and talk abt them. I also do not need to agree with every single take my mutuals and pals have. Sometimes I heavily diverge, and that's ok! I think having different viewpoints and candid discussions is often beneficial to fandom. But these discussions are not all "discourse" or "fandom fighting." Sometimes people just have different opinions or interpretations. Sometimes what looks like "discourse" is actually just fandom friends discussing differing viewpoints.
As someone who also likes arguing a thesis and citing sources to support an argument and doing analysis and literary interpretation, I can say that even for takes I don't necessarily agree with, effective arguments can be made for that interpretation and supported by canon evidence. I think that's why "open to interpretation" often chafes at some fans. Because it means multiple interpretations CAN exist and be effectively argued. Mine and yours. There is no one singular ultimate truth in literary interpretation. Not even authorial intent. That's the beauty and fun of media analysis IMO. We can each find different meaning from the same source material and diverge. I may continue to argue for my interpretation (in the academic sense of "arguing a thesis") because that's the position I've chosen to align with, but that doesn't mean I think it's the only one you CAN have. And no, not all interpretations are created equal or are argued in good faith. Some ARE more valid than others and better argued / supported. And sometimes an interpretation is only one of many a person can have.
Overall, I don't like the idea that fandom needs to be a hive mind, and that we all MUST have the same opinions or interpretations or come away from the show feelings the same way or else it's "ruining the fandom fun." Sometimes I staunchly disagree with people, especially when takes are rooted in bad faith fanon more than anything that actually transpired on screen. I won't play nice with people that are just Making Up Some Guy to be mad and insisting I must also hate that guy, who doesn't exist. But I can and do have discussions with friends and mutuals where we interpret canon events differently! And I value those other perspectives. They challenge me to question my own viewpoint, to interrogate my takes, to check myself when I get too rooted in Only One Way of thinking. I don't want there to only be one way of interpreting. And sometimes even I will contradict myself and explore other avenues, for the fun of it.
and before THIS post gets interpreted as discourse I would like to issue the disclaimer: that this isn't directed at any individual blogger or any specific post. do not go after anyone. this is just some general thoughts and feelings I've been having about fandom for a LONG time.
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this isn't well written or anything I'm just. I'm Desperate to get Ren out of my head he's been living here rent free and I NEED to switch into Taiga mode to write that request so. Please enjoy structureless Ren rambles. He doesn't come off as character with Much Nuance (like some others, Rui!! Jin, Subaru, Haku, etc) but like. When he's been sitting in your head for the past 14 business days....things unravel.
I'm not like citing sources here. This is pure vibes. Please don't crucify me if I got smth wrong 🙏
So he has a Thing about the ocean. He watches horrors movies related to it, he seems especially grossed out by it, but he doesn't seem like he's never had experience with it. Which is why I just can't not think he came from a small, coastal town (like from Aquamarine lmao). The kind that has a Barrage of tourists in the summer and over holidays and he Hated it because now he can't just go anywhere without risking being in the background of someone's vacation pictures. And I also can't help but feel like he probably had a parent/parents who parentified him, probably not maliciously, but they still did it. Like two immature parents or one immature parent and one completely absent one, so when it came to actually being responsible about things, he had no choice but to step in. Which is why he's so annoyed by and against hard work- he's done enough of it and he doesn't want to keep getting involved when he now doesn't feel the responsibility to. He probably feels a lot of resentment towards them for what he had to take on. Whether he feels bad about that resentment or not, I can't say.
He doesn't like messes or the animals in Jabberwock. He doesn't want to have to care for anything besides himself. Haru might remind him of his family which is why he's so hostile towards him. Because like Notably, Ren isn't BAD at hard work. He does go to classes, does missions, has a job at the diner, and still has to help around Jabberwock no matter how much he tries to avoid it. He's even dedicated to his mobile games, which seems silly, but those require a lot of routine daily to keep up and it seems like he has a few he keeps up with! And if we consider the Jabberwock chapter, even though he was against Calamari and resented taking care of it, he still did and he still felt guilty when he didn't do a good job at it, so much so that he ran off to the beach to try to revive the poor thing. Not the actions of someone who truly is selfish and doesn't care. Him carrying Haru to safety too- yes, leaving him to die would have been really. Kind of reprehensible but he carried the guy and rejected any kind of thanks and appreciation for it. He could have used that as guilt-leverage to try to get out of things later but...did he? Not as far as I know.
Like he does all of that no matter how much he complains. Also, who ELSE has a campus job? I'll wait. 🥱. Sho doesn't count, the food truck is a passion project. Even BROKE ASS Kaito doesn't have a campus job. Why is Ren working? Does he NEED the money or does he feel some kind of compulsion to make it for some reason? Because he's responsible? Because he sends it back home? Because he wants to have money for post Darkwick life? Who knows!!!!! He got that job like INSTANTLY bro enrolled and got that work study like the first damn week.
And this is way less in the realm of Theory Crafting and conspiracy and more just a pure hc but I just feel like maybe his hostility towards other people, the MC included, is because he might be dealing with the aftermath of a damaged or lost relationship. Not exclusively romantic but like possibly? Like if he grew up in a small town, he probably knew the people around him from childhood to adulthood. And it's not unlikely that he had a childhood friend that stuck through all the years with him. And it's not unlikely that, if they were friends that long, that people would start making jokes and suggestions about them ending up together long term. And! It's not unlikely that! He felt some kind of pressure to at least pretend to reciprocate feelings towards them. So maybe a close friendship became a relationship and maybe he did have feelings for them and maybe he didn't or just wasn't ready for them. Either way, now he's in Darkwick and given how unhappy he is, it doesn't seem like it was his first choice to be there. Is he running away? Does he not have a home to go back to (either self imposed or true exile)? I just. I have questions.
Please someone ramble with me I'm going crazy here. I'm like God I'd kill this guy [thinking about making out with him sloppy style]. Hate him truly he's so annoying I'd argue with him every day. What if this were us
#tdb#Tokyo debunker#ren shiranami#shaking in the fetal position. im a jiro girl im a jiro girl im a jiro girl#ofc any of this can be rejected by canon. but also the fact hes so Anti Nepotism babies and legacy kids snd stuff like. i can't imagine he#came from a well off family snd has a lot to fall back on. i cant imagine he didnt have some kind of struggle that made him feel so#negatively towards people who#to him#had it easy#this is Not Going In The Masterlist
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Man Who Talk To God Have Difficult Life - Playing Clerics In D&D
(St. Nokta Kinslayer, whom you'll meet further down in the article. Art by the esteemed @druid-for-hire who quite frankly cannot be thanked enough!)
Guess who's back motherfuckers. When they ask how I died, tell them, still angry. After the paladin article I asked around about classes to cover "next" and got a lot of requests; rogue, warlock, sorcerer, so of course I have elected to be a good friend by losing my will to live for months on end and then doing none of those. Let's talk Clerics, shall we? I'll not lie to you, this is going to be an angrier article than the paladin one, in no small part because it's inevitably going to go into contentious ideas like alignment, fantasy religion, and others that the player base has been knife fighting about since mammoths still walked the Earth. There are going to be moments when I look y'all in the eyes and say with my metaphorical human mouth that the problem is you Doing It Wrong, and I can only ask that you hear me out. Not to assign you homework about my fuckin' cleric article or anything, but the one I previously did about The Many may be helpful here as well. There's going to be a bit of a focus on D&D 5e here, and I'll be frank about that: most people are playing 5e these days, and as I'll be arguing further down, Pathfinder's take on Clerics and more broadly on faith are a worthless poison that actively worsens the world.
This article's title is drawn from Small Gods by the esteemed Sir Professor Terry Pratchett. As always, credit goes to Afroakuma for teaching me a great deal of the examples I'm going to give, though citing specific sources are going to be difficult as many of the books in question have been out of print for decades and I am neither an academic nor a machine.
Now for the obligatory Content Warnings. We're looking at discussion of fantasy religion & comparisons to real-world religion, violence, discussions of atrocities such as torture, desecration of the dead, and destruction of culture, as well as traumatic deaths/backstories for the sample clerics at the end. As mentioned above, there is also going to be some alignment discourse. You have been warned; do as thou wilt.
Without further ado, let us begin with...
O Mighty Smiter - Clerics Through D&D's History
We begin the obligatory text wall.
Clerics have been here since the beginning. They were around back when "Elf" was a class, and while their history is complex it has, eternally, been colored by the bit where Cleric has an inherent identity problem. In many ways it is, as a class, too broad, so wide-open that getting something coherent out of it is an exercise in frustration or even futility. It'll be easier to talk about what Clerics aren't than what they are, and oh boy, will I. A brief note here: while Druid is going to come up in the context of 1e and 2e, and again a bit later when I start talking about priests (yeah, that's a separate conversation, we're gonna get there), this article is not otherwise dedicated to Druid. I'm gonna need a significant amount of whiskey for both me and my priestess before we god damn go there.
AD&D 1e and 2e: Deus Vult - Do the world a favor if you ever pass near Gary Gygax's grave: piss on it. Ol' Gary G rooted Cleric in his classic blend of obsession with medieval ideas and piss-poor research, invoking many myths about priests of the Crusades and applying them as a one-size-fits-all vision of war-clergy of Every God. He would personally run into problems with this in his own writing before he got out of the game, and rather quickly at that, as he tried to write faiths whose imagery and ideals did not fit the Crusader Priest ideal, but since he was, and I cannot stress this enough, a hack with all the morals and emotional intelligence of mustard gas, he never quite solved those problems for himself. I'll hop off my screed now, I just want this said up front, especially since it's the fundamental evil that chases Cleric to this day.
The O.G. Cleric was described as a melee combatant that took a close second-place to Fighter in that arena, with proficiency in heavy armor and a variety of useful weapons, though they were forbidden from using "edged weapons that spill blood" (there's those Crusader myths). Random fun fact, the very first incarnation of Cleric only had spells up to 7th level, but the level tables for their class went up to level 29 or so, and man, ain't that just wild. As your Cleric gained levels they also became more highly placed in the church of their god, eventually hitting High Priest and just kinda sitting there as they leveled up. Interesting note here: Clerics couldn't be Neutral (that is, not Lawful, Chaotic, Good, or Evil) back in the day, and instead anyone wanting to run a Neutral Cleric had to take a subclass you might have heard of by the name of Druid, which in turn eventually had to face other Druids in SINGLE COMBAT in order to level up past a certain point. Why? I don't know. Summon Gygax's ghost and ask him between rounds of spiritual torture. This original version of Cleric had Turn Undead, a feature that's been attached to almost all Clerics by some name or another in all of their incarnations, and boy, Turn Undead used to be fucking wild. Roll a dice, consult a table based on your result and your level, and end up Turning or Destroying a number of very specific kinds of undead. AD&D 2e would put "undead gods" on this list starting at 13th level or so, and let me tell you: this came up in published material more often than you might think. Last but not least, like most characters back in 1e and 2e, Clerics eventually got to run a building full of people. At first the Cleric attracted about 20-200 "fanatics" who would work for free and help them build a shrine (no word on how TF you feed and water these fanatics) but eventually was given the right to build a proper castle-temple and produce 1 silver per month per resident via "trade, taxes, tariffs". Ladies and gentlemen, D&D.
Aside from the aforementioned alterations to Turn Undead, AD&D 2e introduced a concept known as Spheres to Cleric casting. Now, stop me if you've heard this before: each god gave access to 1 or more Spheres, which were specific lists of spells that their Clerics had access to (fun fact, Paladin casting was "as Cleric of 9 levels lower", but only with access to specific Spheres). So if you worshiped, say, Lathander, you had access to Healing, Sun, Divination, and IIRC a couple of others, and that's it, that's the whole ticket. Now, you may remember Kits from the Paladin article, and Clerics did have some of that action, but more than that they had "specialty priests", a sort of even-more-hardcore version of this whole proto-Domain deal; a Specialty Priest had different class features in comparison to normal Cleric, and access to different or more Spheres, both of which were determined by their god. Each Specialty Priest was, in its way, its own separate subclass of Cleric and if you published a god back in the day you had to get one of these installed. Were they all good? No. Fuck no. God no. Are you kidding me? But they were often very distinctive.
This doesn't get talked about a lot, at least not until we hit Pathfinder, but Clerics have had codes of conduct like Paladins for as long as they've existed, sort of atomized across their various gods. The rules around these have always been vague, and rarely culturally enforced in the player communities, but they did and do exist. A cleric of Kelemvor raising a zombie has done a bit of a blasphemy; raising a ghoul or vampire probably entails divine retribution, a reduction in character level, or even the loss of their powers. Oh, and other gods are probably trying to court you since clearly you're looking for new management and a trained cleric is a resourced that's hard to pass up.
No version of Cleric has ever particularly had a strong identity, but this original version may have been the closest to having one...because it's bad. To the credit of 1e and 2e, the eventual installation of Nonweapon Proficiencies, later to become the Skills system, did let them be competent as actual like, priests? Cleric got access to the stuff needed to actually minister as a spiritual leader with some extra socked away to practice sacred arts related to their god (ex. bookbinding for a cleric of Denier) and maybe even some god damn hobbies too. But outside of the ever-more-niche & esoteric arena of specialty priests, themselves presented as particular fanatics, agents, or chosen ones, every cleric was a Crusader, and every god's clergy were war-priests. And that's weird, right? And so now we must move on to the demon that never dies.
D&D 3.5: The Word Of My God Is 'Begone' - Quick question, have you ever wanted to roleplay someone perceptive but otherwise deeply stupid and utterly incompetent to move unsupervised through human society, who is, nonetheless, OMNIPOTENT? Welcome to the 3.5 Cleric, one of THE casters of all time in the absolute Caster Supremacy Edition. I hope you came ready to hear casual mentions of mechanics that would make a Victorian occultist cry. If you go looking at the class page for Cleric you might notice there's both jack and shit there, and for my readers who got into D&D at 5e the following might be a bit of a shock: Cleric was one of the strongest classes in 3.5.
In terms of the actual mechanics related to Cleric in 3.5, Turn or Rebuke Undead and spontaneous casting were some of the big ones. Well, "big" ones; Turn Undead qua Turn Undead was actually kind of shit and would often just not actually like...turn...the undead, but the charges of Turn Undead a Cleric kept around could be used for many other options that permitted alternate spending, notably here to include Divine Metamagic. These alternate spends were better than using Turn Undead for its actual intended purpose more or less always, and Divine Metamagic (DMM) in particular was an unholy monstrosity that underlied a lot of Cleric's power later in 3.5's run, letting them customize their prepared spells on the fly without having to use up higher-level spell slots. Now, I really cannot stress this enough: Cleric was one of the most powerful classes in core alone, without adding any supplements. DMM and similar options made Cleric even stronger but they were very much gilding the lily, to be frank. "Hey Vox why are you saying this," you would not believe the number of ignorant pricks who made a literal moral crusade out of going to "core only" in 3.5 claiming it made for a better balanced game. The good version of 3.5 has never existed, destroy anyone who claims otherwise.
Where was I - spontaneous casting, yes. Now, Clerics were still prepared casters, they had X spell slots every day at very specific levels and had to pick specific spells to fill them. That is, if you want to cast create water more than once in a given day, you need to memorize create water more than once that day. However, Clerics could convert a spell of any level to either cure wounds or inflict wounds of the same level, depending on the alignment of the Cleric (Good Clerics Turn Undead and cure wounds, Evil Clerics Rebuke Undead and inflict wounds, and Neutral Clerics not otherwise restricted by their god get to pick one for their entire career). This gave 3.5 Cleric a lot of flexibility, very valuable flexibility in a game environment where casting a heal mid-combat was basically always the wrong move, but out-of-combat healing was still an invaluable resource. RIP to Evil Clerics though, inflict sucked ass.
Lastly, we have domains. Now, if you check through the domain list on the SRD you may notice that they are rather less defining than the 5e Domains, granting a single power apiece and a list of spells you get access to. Most gods in 3.5 granted access to 3+ Domains, and their Clerics got to pick 2; together, these are the "kind" of Cleric you are, the aspects of your god that you kinda embody which then shape your power. Clerics got special extra spell slots solely for Domain spells in addition to their usual progression, and could memorize these Domain spells in normal slots as well. 3.5's list of Domains was deep and wide to the point of self-parody, and the power that gave a player to customize their Cleric's aesthetic and mechanics could be immense. Sure, many Domains were much weaker than others (Magic Domain is bonkers and that asshole is in core) but ultimately every Domain is stapled to Cleric, and since Clerics don't learn spells, only memorize them, there's a floor as to how weak you can possibly be.
So, what are your restrictions on Cleric? Not many. Non-War Domain Clerics had a sort of mid list of weapon options, sure, but if you're not casting you're playing wrong already so who gives a shit. Heavy armor and full access to shields meant a lot of build flexibility as far as that goes, so no problems here. The biggest thing is that a Cleric needed to be, and remain, within one alignment "step" of their god, plus or minus any other specific restrictions. That is, a Cleric of Liira, who is Chaotic Good, must be Neutral Good, Chaotic Good, or Chaotic Neutral; becoming Lawful Good, True Neutral, Chaotic Evil, etc would result in losing all Cleric powers and being unable to take Cleric levels until they fixed their shit or found a new god. Strictly speaking, these Clerics could/would still Fall a la paladins if they sufficiently blasphemed against or angered their god, but in practice this sort of thing was just...not common.
This is the section where I would talk about other divine classes in 3.X but honestly they were all so god damn weird and specific that no comparison really could be made. Shugenja, for instance, just isn't cognate to Cleric. The closest thing is the Healer class, no points for guessing what their deal is, but the thing with Healer is they have more in common with paladin, so like. Cleric or bust baby, welcome to fucktown.
Which brings us back to what Cleric was like narratively, the answer to which is: confused. The thing is...Clerics have always, likely will always, want high Wisdom, which makes them perceptive, good at detecting lies, weirdly talented at handling animals, competent to navigate the wilderness, and also I just described a Disney Princess. The trouble is, nearly everything else is strictly secondary. Every caster wants and needs Constitution in 3.X so they can make those Concentration checks and also, you know, not die, so okay, you're perceptive and you can hold your liquor, but after that nothing else matters. On the one hand, this makes for a great deal of versatility in terms of your ability scores, but on the other hand Cleric had 2+Int skill points per level on the most dog shit skill list in the game so being a very smart Cleric rarely bought you anything. Higher Charisma could be cool, but hey, see that skill list? It's still shit, and if you aren't also buying Intelligence you quite literally can't afford to keep up the social skill tax. A true war-priest wants Dexterity so they can act before their enemies and command the battlefield but that's more or less all you buy out of Dexterity on Cleric so congratulations, you're an almighty quickdraw and also illiterate. "What about Strength," what about it.
I really cannot overstate the paralyzing nature of that skill list, because priests - which 3.5 wanted Clerics to be, which it thinks they are - need more of them than most people think. A proper spiritual leader needs to buy up Insight, Knowledge (Religion), Knowledge (Local), Knowledge (Nobility), and Persuasion at a minimum, and they sure do also want Intimidate and Perception. You get two of those. Two. Just two. If you buy up Intelligence after you eat your vegetables like a good player, you maybe get to buy four of those. And that's it, that's all you fucking get. Clerics are not competent to be priests, which is going to be true of them going forward from this edition on. Now, I'm painting with a relatively broad brush here, and there's definitely religions on Earth these days which did, or still do, separate out roles that might reasonably be called a priest & Cleric vs. those roles that are community leaders and interpreters of doctrine and law, but there's a shocking amount of "here's my vision of what priests are and do" that Cleric wants to be, and isn't, because of this whole fucking deal.
But while 3.5 was extremely blind to the bit where Clerics just were not what it thinks priests are any more, it was very much not blind to the terror and power of their spellcasting. A high-level cleric, in the narrative of any given setting, is a terrifying force - an army unto themselves, a one-woman political bloc whose existence is an implicit threat of violence on a civilizational scale. I didn't spill all that ink about the power and mechanics of Cleric up there for nothing; 3.5 was very interested in how those mechanics could manifest within the narrative, how they are inextricably bound to said narrative. Hell, in Expedition to Undermountain alone the backstory of the dungeon includes one non-relevant sect of Clerics who was, in-universe, trying to game the spell slot system, alongside another unrelated sect that the PCs trip over by accident and fight inside their half-constructed fortress of partially undead bone which they control via Rebuke Undead.
Lemme say that again just for emphasis: there's an adventure where an accidental encounter is a long siege through a half-animated evil fortress that can be controlled through pure divinity, which was invented because its builders, in-universe, were trying to optimize their power and create an advantage they could control but their enemies couldn't. And this is just my favorite example, it's hardly the only one. Even the fucking novels got in on this sort of thing. We all joke about how wizards have no rights, because they don't, but watch a Cleric hit level 7 or so and you'll realize quickly that they are becoming something to which mortal laws are more like polite suggestions. Nor is this necessarily solely the sign of greater favor and thus potentially restriction from their god; indeed, a Cleric has to bring things to the table themself, narratively speaking! Divine spellcasting is a real skillset that you get better at with practice and experience, and part of the reason higher level Clerics get so much attention from other gods - aside from the obvious "this person can solo an army and still go home in a mood to have sex with their wife" angle - is that a skilled Cleric is a rare resource worth stealing.
Overall, 3.5's vision of Cleric is perhaps the one that suffers most from Cleric's identity-draining lack of specificity. Its Clerics were powerful, but they were also largely all the same; they could change their spells every day, but that only really meant that your list of spells doesn't really matter beyond personal preference. Domains offered some customization, but they didn't go far enough, and indeed if they were to go far enough the all-consuming might of Cleric would only be even more flagrant. So let's return to the most honest edition of D&D, shall we?
D&D 4e: Healer Calls The Shots - There are a lot of reasons that D&D 4e was born dead, and a big one is that classes with healing abilities were labeled 'leaders'. This seems absurd these days, especially if you're into esports at all; the support player being the team leader has become accepted strategy in a variety of games, in no small part because one simply cannot win without them, and yet at the time the D&D fanbase - still in an awkward transitional period of nerd masculinity that I don't have the time or the PhD to write about - rebelled against this concept with fountaining violence. The "girlfriend classes", leaders? Absurd. Preposterous. Clearly Sir Dipshit the Fighter with no mental stats or applicable skills is the leader.
I'm not fucking bitter, you are.
So what was Cleric's deal, exactly? Cleric qua Cleric was a Leader, as mentioned before, that could primarily be built either as a scrappy melee type or a more hard-support implement caster. "What's an implement caster?" glad you asked; back in 4e you had to hold a casting implement to cast your spells, something like a rod, staff, wand, holy symbol, your mother's haunted skull, whatever, and these had specific mechanical effects that altered your abilities. Some classes, like Cleric, could also or instead use a weapon as their implement, but in practical terms the strict wealth-by-level guidelines meant you got one or the other and would build your stats accordingly. Keep this in your back pocket for later, it's going to come up again. Also for your back pocket for later: these implements were, well, implemented as part of 4e's item progression, and the expectation was that you would spend your available resources (in this case, gold/phantom gold, collectively Wealth By Level) on better implements that would make your abilities work more work-y. Limited wealth meant that while in theory you could have both a magic weapon and a magical implement, in practical terms you get one or the other 'cause there's other shit you gotta buy.
What Clerics did with these implements was sell healing and healing accessories. While 4e introduced the concept of Radiant damage (used there as especially good against fiends, undead, and other forces of evil) and Clerics did indeed have access to some of that as well as buff abilities, their main thing was being the ranged healer par excellence, able to heal or cause healing far in excess of their peers in the role such as Warlord. Here, then, we return to the throughline of the divine healer which stretches all the way back to fucking BECMI, and which modern audiences may recognize more readily as the JRPG archetype of the White Mage - itself rooted in BECMI again! This hobby is an ouroboros, I say, with love.
Joining Cleric here are a selection of other classes with divine powers who take on a similar conceptual space. I talked a bit about Invoker during the Paladin article so I'm not gonna go over them again (this shit is long enough as it is), so we're gonna talk about Warpriest and Runepriest.
Introduced in the Essentials line, Warpriest was - like most Essentials classes - a simplified take on Cleric meant to be more accessible to new players. It shifted just about everything towards Wisdom in terms of writing one's character. Warpriests were these tanky all-around characters who gave up some of Cleric's team support for better attacks, and notably did not select powers on level-up, but rather got a progression based on their Domain. Readers familiar with D&D 5e might see some similarities here.
Runepriest, on the other hand, was a weird freak of a Defender whose thing was projecting offensive or defensive Auras that they could amplify with their support abilities and swap out every time they attacked. Their primary stat was Strength, drawing on a similar idea to the later revised 5e Barbarian or, perhaps more familiar to y'all, Beast incantations in Elden Ring. Very much not simplified, Runepriest offered some initial build diversity but didn't get a lot of support as the gameline continued, ironically ending up as very limited despite seeming intentions of breadth.
Narratively, these classes were somewhere in the range of 'village preacher with a hidden badass streak' to 'war missionary' to 'literal thug for the literal god of literal fascism'. 4e here stands out for being the first edition to acknowledge that a Cleric is not really a priest as such, and is much more like...a chosen one, a conception that very much fit well into 4e's idea that adventurers are inherently freaks who do things no sane person would ever consider. If you're thinking, "gee that sounds odd, why wouldn't there be like Clerics just existing inside cities", I point you at works like Dungeon Meshi who advance this same idea. Fundamentally, the skills one uses to break into ancient tombs full of undead are not skills you develop while working as a spiritual leader or a bureaucrat or even as a military officer. Adventuring is not a career you get into because your life is going well.
Of course, as mentioned, D&D 4e was born dead, so now we need to talk about the demon that ate its corpse and was, for a time, the unquestioned king of the TTRPG space by dint of its treachery and malice.
Pathfinder: Deus Vult Part II: World Holy War - Keep Pathfinder in your back pocket next to casting implements, they're gonna star in the religion section later as I express a fundamental anger that borders on inhuman rage. You have no earthly idea just how much I'm cutting out of this section alone considering that like many, I was there for Pathfinder during the beta and thus got in on the ground floor of a great deal of incompetence, malice, cruelty, outright betrayal, unexamined double-think, and egotistical bullshit.
That said, let's actually talk about Cleric.
In terms of Cleric qua Cleric, you may be noticing that the table there looks a lot like 3.5's Cleric, and indeed in many ways they're pretty similar. The biggest immediate difference is the addition of Channel Energy, which lets a Cleric become a healing bomb (or harm undead bomb, or vice versa) a certain number of times per day linked to their Charisma modifier. This is in addition to spontaneous casting, so it's a strict addition; further, it being a 30-foot burst means a channeled heal might actually be worth your Standard Action at some point in your career. It won't be, but it might. Additionally, Pathfinder Clerics are proficient in the Favored Weapon of their god by default (more on this later), which - by contrast - was often much harder to access in 3.5.
Like D&D 3.5, Pathfinder has a dizzying array of Domains to go with a default setting packed full of gods (more on this in the religion section later), ranging from things as broad as 'all magic ever' to things as embarrassingly specific as 'ambushes as laid by kobolds specifically'. Seriously, look at this list, it's absurd. And while by sheer numbers and specificity it's roughly equivalent with 3.5, I'm not about to claim 3.5 has the high road here, Clerics in Pathfinder get more abilities from their Domains and thus your choice of Domain and/or Subdomain is far more important to your Cleric than it ever was in PF's parent game.
Indeed, option paralysis is going to be the name of the game here. Clerics in Pathfinder, in addition to Domain and Subdomain and their choice of god, also get to pick out variants on the Channeling ability that I talked about and, like all Pathfinder classes, have access to a dizzying array of Archetypes. These Archetypes in turn range in scope and concept from variations on how one has trained as a Cleric (such as Crusader, keep that name in mind for later) to like, race essentialism as class features such as Fiendish Vessel. Sit on that statement for a bit. Really internalize it.
Now, while the rules for Pathfinder give provisions for older versions of Clerics such as Clerics of ideals, Planar Clerics, etc, in practice Pathfinder is very much married to its one-and-only setting, Golarion, and to its particular vision of Clerics as the dedicated priests of a single god. This is a difficult vision to accomplish, as they still aren't competent to be priests, but it's also one that adds another layer of information a player has to juggle, as Golarion makes a much bigger and yet somehow much smaller deal about Clerics falling and losing their powers; each of its gods has a published code of conduct, Obediences you can perform for mechanical benefits, and sometimes even exclusive spells. I said I was gonna cut my beefs with Paizo out of this section but I really cannot resist just one: this is from the creators who made their first bones by arguing that mechanical bloat was the cardinal sin of 3.5 and advertised a return to the purity of Core. It would be funny if it weren't so fucking infuriating. If you can't hack it as a Cleric of your god, you lose your powers until you either start hacking it, or find a new god that agrees better with your current behavior, and those gods are very much in the market to hire.
In addition to Clerics as the hypothetical main priests (both as PCs and NPCs), Pathfinder introduces Inquisitors, Oracles, and Warpriests and we're gonna have to talk about all of them so I hope you weren't doing anything else with your day. Let's start with Inquisitors. Meant to be to Cleric what Ranger is to druid, Inquisitor is a wildly revealing take on how Paizo thinks about religion and ethics. To wit:
"Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals. Role: Inquisitors tend to move from place to place, chasing down enemies and researching emerging threats. As a result, they often travel with others, if for no other reason than to mask their presence. Inquisitors work with members of their faith whenever possible, but even such allies are not above suspicion."
James Jacobs would like to tell you, with a straight face, that this is a normal and expected way to engage with religion, to think about religion, and that Inquisitors as presented here can be of any alignment and serve any god, all of whom will keep them around on purpose. In a related story, James Jacobs is a sniveling wretch. In another related story, the aesthetics and proficiencies of Inquisitor are very much like, the Hugh Jackman Van Helsing. I do not say this as an insult to either Inquisitor or to Mister Van Helsing, his aesthetics slap, but do keep that in mind for what I'm gonna say later.
Mechanically, Inquisitor drops a lot of control and damage, gleefully sacrificing most of the support a Cleric offers in favor of singling out particular targets and persecuting them to death. They also get a surprising amount of out-of-combat utility, adding their Wisdom modifier to Knowledge checks to identify "monsters" ("hey what's a monster" good FUCKING question), gaining bonuses to tracking like a Ranger, and adding a FAT bonus to Sense Motive (this becomes Insight in 5e) & Intimidate checks. Their combat style is a mix of hard control spells and self-buffs to damage so they can sandpaper their enemies to death; very functional, but also very much a particular vision of a holy warrior. And lest we leave this unsaid, Inquisitor spells were very much concerned with rooting out "heresy", heterodoxy, and punishing "sinners" within their own faiths, which is a wild-ass statement when you remember, again, that they can follow any god. You wanna tell me the god of revolutions runs secret police whose job it is to murder heretics? You wanna tell me that, James Jacobs? That's what you're telling me? Fucksake. Adding to this is that while Inquisitors can take Domains, they more commonly take bespoke Inquisitions that, well, make them better at being the secret police. You know how the god of the harvest runs the Grain Gestapo and they're the good guys somehow? Like that.
This, however, is where I drop the other shoe. Look at Inquisitor's skill list. Look at their skills per level. Are you seeing what I'm seeing? They're competent to serve as spiritual leaders, indeed, infinitely more competent to do so than either Cleric or Warpriest are or ever will be. The rest of their abilities make that idea just a little bit absurd, but if you don't mind every local village priest being an apprentice serial killer on their off hours Inquisitor is the only divine class that can do the job. The only one. There are no others. The next-closest candidates are fucking Bard and Rogue.
Which brings us to Warpriest, I think. I will not mince words here: Warpriest fucking sucks. Pitched as one of the many so-called "hybrid classes", Warpriest's parent classes are Fighter and Cleric, and it really got the worst end of both. Cleric is cracked enough that even with 6th level casting Warpriest evens out to doing fine, but my fucking god. Warpriests get some minor buffs to their weapons and armor, allowing them to customize those items and granting a phantom buff to the budget they can assign to them, as well as access to Blessings, their particular spin on Domains. These are good ways to extend their spellcasting but are, essentially, equivalent to a secondary pool of spells and buffs; likewise, their Fervor ability is a pool of healing/harming in theory, but in practice you burn Fervor to self-buff as a Swift action (Bonus Action for you 5e folks) or you're doing it wrong. The problem here is that Warpriest is just...worse Cleric. The phantom buffs to their weapons and armor, as well as their pool of bonus Combat feats, do not make up for the bit where they swing less accurately, less often, than an equal level Fighter, Paladin, Ranger, etc. You're casting or you're failing, and if you're already a hard caster, you're a Cleric - and Clerics, y'know, are already war-priests.
Oracle is the weird one out of this list. A spontaneous and Charisma-based divine caster, Oracle stands out for having a more limited list of spells that they get to use more often, and for having flexibility with their use of Metamagic feats the way a Sorcerer does. "What if I don't want to use Metamagic feats," I'm afraid you'll need to go fuck yourself, this is what you're doing. Oracle was an instant smash-hit with the player base of Pathfinder for its strong aesthetics and customization; where most Clerics are essentially the same with minor differences, every Oracle is, in some way, different. In particular, each Oracle has a Curse which makes them like, literally & textually disabled in some way but also grants them power, ranging from "you're just deaf, that's it that's the curse" to "you've been infested by an alien hive-mind from literal space, good luck fucker", and also pursues a Mystery that gives them themed abilities and further customizes their spell list. Unfortunately this is still a Paizo class; in terms of the actual mechanics, most Curses are essentially meaningless, with a rare few either being so bad that they're unpickable or so good that you kinda have to justify why you didn't take them (Deafened is the latter, incidentally) and most just being nothingburgers that matter not at all.
Now, notable here before I talk about Mysteries is that Oracle, like Cleric, is living that 3/4th base attack bonus life and can natively wear up to medium armor. Unlike Cleric they are not natively proficient with their god's Favored Weapon but otherwise they're fronting as a gish (spellblade for you youngbloods, a character that mixes magic and melee). The thing is, while that 3/4 attack bonus is great for spells that make attack rolls - here Oracle is handily beating contenders like Wizard or Sorcerer in terms of accuracy - they are, you know, ninth-level casters. The correct move for your turn is "I cast a spell". There are not exceptions to this. In an extremely related story, most Mysteries are full of not-spell things to do with the actions you would normally use to cast spells, and while some of them - such as the endless parade of ways to boost your Armor Class - replace certain spells, essentially saving you a slot, many of them are just kinda...weak blasts or control abilities that don't meaningfully compete with, again, "I cast a spell". And like, the flip side of your choice of Mystery often not mattering is that you're free to pick something that seems thematic to you, but riddle me this: if you never use the abilities you pick up, does it matter that you have them?
There's some obvious winners in Mysteries, as there always is. Lore and Time are cracked as hell, and you can get away with something like Metal that has mostly passive abilities, but here we need to talk a bit about the theme and flavor of Oracle. Paizo sold the class on the idea of mysterious connections to the divine, a sort of divine mirror to their Witch class whose associations with the otherworldly are potentially unknown to them and move them without their consent. They then immediately abandoned this faster than my father abandoned me; every published Oracle is the Oracle of one god in particular, Mysteries are associated with gods the way Domains are, and this means that in all ways Oracle is a Cleric who can get laid. I am, perhaps, disproportionately angry about this, both on a professional level (lying to your readers is a bit of a dick move) and on a personal one (I wanted the Oracle they sold and did not receive it). And that's...a bit of a let-down, right? Paladins are already god-locked in Pathfinder too, so at this point Oracle, while having strong imagery, is not meaningfully different from its peers in a way that you can really latch onto. I dunno. It's a waste, y'know?
Overall, Paizo's vision of its divine classes is not able to be separated from its vision of religion as a zero-sum holy war in which everyone is desperate for converts, no one trusts anyone else, and rooting out one's own flock for heretics and heterodoxy is considered normal and morally acceptable behavior. Paizo deadass thinks the Spanish Inquisition are the good guys, if not literally, then in spirit, and that is, not to put too fine a point on it, disgusting. Mechanical innovations are present here, but to be frank the signal-to-noise ratio is awful, and it's very much not worth the effort to pillage their work for the few good ideas that have managed to survive.
Which brings us, at long last, to:
D&D 5e: The Power of God And Anime On My Side - I apologize for nothing and I will do this again.
So, right here up front, before I talk about anything else, anything else at all, Fifth Edition Clerics are, for the first time, both not priests and not trying to be priests. To quote Pages 56-57 of the 2014 Player's Handbook: "Not every acolyte or officiant at a temple or shrine is a cleric. Some priests are called to a simple life of temple service, carrying out their gods' will through prayer and sacrifice, not by magic and strength of arms. In some cities, preisthood amounts to a political office, viewed as a stepping stone to higher positions of authority and involving no communion with a god at all. True clerics are rare in most hierarchies.
When a cleric takes up an adventuring life, it is usually because his or her god demands it. Pursuing the goals of the gods often involves braving dangers beyond the walls of civilization, smiting evil or seeking holy relics in ancient tombs. Many clerics are also expected to protect their deities' worshippers, which can mean fighting rampaging orcs, negotiating peace between warring nations, or sealing a portal that would allow a demon prince to enter the world.
Most adventuring clerics maintain some connection to established temples and orders of their faiths. A temple might ask for a cleric's aid, or a high priest might be in a position to demand it."
Merciful fucking Illmater, we made it y'all. Not that the player base, by and large, has noticed; many people continue to play clerics as priests, to think of all clerics as priests and spiritual leaders, and to expect them to be such. And they are not priests. As I've argued already they've never been priests, but 5e does have a firm vision of Clerics - they're shonen protagonists. The chosen many, as it were, and that vision is clearer and more thematic than Cleric has been since mammoths still walked the Earth. Y'all are doing this wrong. Please stop.
Anyway, mechanics! The more things change, the more they stay the same; Cleric still has a dog shit skill list, they're still a mid-armored all-rounder with anti-undead features, they're still pretty good at resisting mind control. The Optimal Cleric(tm) is rocking high Wis and Dex so they can act first and get off their powerful control spells, which in turn implies light armor in an unusual first for D&D, but I'll be real with you: Cleric has one of the best spell lists in the game, as long as your Wisdom is high you can do whatever you want and never be punished for it. Notable here in comparison to previous editions are the flexibility of the Cleric's spell slots in 5e - you can cast any spell you have prepared out of your slots rather than locking 1 spell to 1 slot - and Ritual Casting, a feature most people associate with Wizards but which is very, very much available to Cleric and gives them similar out-of-combat utility. Turn Undead and Destroy Undead return, both more functional than they've been in decades, and are now linked to rests of any kind and also used to charge Domain features. "What about Divine Intervention -" what the fuck about it.
Which brings us to Domains. And the thing about Domains is there's still a lot of them in the context of 5e; the Player's Handbook alone published seven of them, and just about every player-oriented book after that had 1-2 more, sometimes as many as three. Cleric is feasting, and while most of the food is decidedly mid it still doesn't matter because it is, again, stapled to Cleric. Like I could wax poetic, at some considerable length, about why Domains like War, Trickery, or Grave are bad options, but y'know, the thing is, they're still fucking Clerics, they'd be doing fine with no Domain at all. I'm not gonna go into a massive breakdown of the pros and cons of any given Domain, but in general you'll have the most harmonious time with Domains that don't expect you to be spending your actions doing things that aren't casting spells. War, for instance, is gonna be a let-down because it really wants you to be making weapon attacks and you do not have the tools to make that remotely worth it; conversely, Grave also sucks, but it mostly fills in actions that your spells can't or won't, so you'll have a much smoother time playing Grave. For those wondering, the hands-down winners of the Domain list are Knowledge, Life, Light, and Tempest, though an extremely dishonorable shout-out goes to Order as a control & utility pick that is completely unaware of its own existence as a cosmic fucking horror story. See the sample Clerics below for that shit.
Now, remember when I told you to keep implements in your back pocket? 5e also has them, but they're introduced a bit...unevenly. Magical items do exist that do what magic implements used to do, namely, boost your spell DCs and spell attack modifiers - the caster equivalent of a magical weapon - but not many were ever published, and the ones that were are mainly for arcane casters. Fans of Critical Role may be recognizing items like the Spire of Conflux or the Hand Cone of Clarity as taking this role (and indeed quite a bit of Mercer's world and mechanics draws influence from D&D 4e), while players of Baldur's Gate 3 are pointing at the screen and naming some of their favorite caster-focused shields, gloves, and helmets right now. Any of these are a pretty neat way to engage on this idea as long as you keep things under control (you don't wanna exceed a total of like, +3/+3 here), but you as the DM, or you and your DM if you're a player, can and will be making this shit up yourself for your Cleric.
So, what's 5e's vision of Clerics, narratively? Well...see, the thing is, the text I quoted above is mainly it. D&D 5e is remarkably lore-light on the player-facing end, instead investing a lot of its lore writing in wild reworks of various cultures such as drow or gnolls, which I will not comment on because I do need to end this article at some point and I'm still in the fucking context section. There's a soft sympathy towards the position that 5e's Clerics, as they level, are holier Clerics, rather than more skilled Clerics (again, see above), but even that is a very tepidly held position, one which in novel writing and related media is far from consistent or primary. That said, I couldn't walk out of this section with a straight face if I didn't talk about the WILD fucking Domain assignments 5e makes for its gods, which in some cases is an artifact of many more specific Domains no longer existing, but in other cases appears to be the product of some of the most ignorant Protestant bullshit you can possibly imagine when thinking of the gods in question. Again, see the existence and flavor of the Order Domain as an example here, but like, in what fucking universe is Helm associated with the Light Domain? Since when was Wee Jas a Grave Domain kinda goddess? Not to hype this up twice in two paragraphs, but you will notice when we get there that I have chosen to ignore this whole affair for many of the upcoming sample Clerics and when I do there'll be some discussion about it. I do these things to myself and I really wish I didn't but this is who I am as a person now.
Going to the Land Of Context is like going to the Underworld, it takes you three days no matter how fast you travel. But at long last we have arrived, and we can conduct the actual fucking article. May Oghma pity me, for I myself will not.
Gotta Go, The People In The Important Pajamas Are Mad - Clerics At Your Table
Before I say anything else, that headline is not my original line but I cannot for the LIFE of me remember what early aughts webcomic it's from. I am likely misquoting it but if anyone on this hellsite recognizes it and can point me back to it for a proper credit I will be quite grateful & also get the citation in.
The following section is meant to help you in fleshing out a Cleric concept to play or even to use as an NPC. While some of this advice is edition-agnostic and indeed when we get to the religion section we're gonna return to some Takes Through The Editions and I will be very sad and also angry, a great deal of it will be slanted towards 5e because, let's face it, that's what people are playing. Make of this what you will. Also covered here will be same-paging (again), Clerics & alignment, and common pitfalls of playing Clerics (and suggestions of how to avoid them). So, without further ado:
Same Paging - In Which I Blow The Meta Joke About This Being In Any Class Article I Do Early Like A Damn Fool
Same-paging is the practice of talking to your group in a way that helps set mutual expectations, and it’s something every RPG group should strive to do regardless of the system they’re playing in. You’ve probably done this to an extent before, as part of being pitched a game (”We’re going to do a dungeon crawl through the deadly halls of Undermountain”), during character creation, and the like. If this opener to the section sounds familiar, it's because I copy-pasted it from my last class article and there's nothing you can do to stop me. In the specific case of Cleric, the elephant in the room you need to explicitly talk about and not just assume shit about is the sort of relationship you're looking to develop between your character and their god(s) and, y'know, any themes or ideas about spirituality that you explicitly would like to see included or, conversely, very much need to not see included. We're gonna get into it more in the religion section later but man it truly does fucking blow chunks if you're looking to have, say, a serious exploration of your character's faith and its relationship to society, but the rest of your group is on some Reddit Atheist shit, right? Hell, it's not even pleasant if you unexpectedly end up doing the inverse. In addition to this, if you're looking to explore ethical or doctrinal dilemmas (i.e. if you're really into the idea of playing a Cleric of Eldath as a dedicated pacifist, or dig into the conflicts that might arise between the Orders of Denier who preserve knowledge vs. some kinda magical infohazard), this is the time to say it and chew it over with your group. And again, as long as everyone's having fun and not hurting someone else any way you play it is fine - a kick-in-the-door style campaign is a perfectly fun campaign to have. The point is to set expectations up front, not to like, ensure that the group is playing in the one ordained way to play. Which is bold words considering how many times in this article up to this point I've deadass accused people of playing wrong, but I do mean it. I contain multitudes.
One Day, A Tortoise Will Learn To Fly - Making Your Cleric
The Pratchett quotes will continue until morale improves.
Once you and your group have communicated your expectations to each other, it’s finally time to start sketching out your concept! There are many ways to do this, though the two primary schools are mechanics-first and narrative-first. That is to say, opening up with something like "Using the Knowledge Domain to pick up proficiencies on the fly sounds fun to me," works out great, as does opening up with something like, "My Cleric learned her ex-wife was literally a goddess about three weeks ago and is having a wild one about it." However, this article is about to be long enough already without me trying to write a mechanical guide to 5e Cleric, let alone any other Cleric, so we're gonna focus on the narrative approach. If you need a mechanical guide, I promise you that the player base of whatever edition you're into has made several and that the author of each one has some kind of passionate beef with the authors of all of the others. Consider the following questions for your Cleric:
Why Did You Become A Cleric? To be a Cleric is to be of the chosen many; inherently, you're gonna be a bit weird. That weirdness may be because of the conflict between your perceived social station vs. who you are as a person (to wit, people might expect a Cleric of Oghma in the Forgotten Realms to be a stuffy scholar and be surprised when he shows up to strongman competitions or turns out to be one of the Sword Coast's most prolific authors of erotica), but in all honesty odds are much higher that you're a freak. Incredible divine power doesn't erase the bit where adventuring is not a career one takes up because one's life is going well. That said, just because you're a chosen one doesn't mean you didn't also get to choose. Did your Cleric pursue Clerichood for some reason, and if so, why seek that power? If they didn't seek it out on purpose, how do they feel about this change in their relationship to divinity and the burgeoning power within them? This is where you can get both characterization and plot hooks; a Cleric forged when she swore herself to the Red Knight in a desperate attempt to defend her farm from bandits is a very different beast from one who sought power and station from Bahamut so they could enact reforms in their society. Look for connections to the game world and reasons to care about it.
How Did You Learn? There's some obvious things to answer here - your Cleric learned how to wear up to Medium armor, the proper use of shields, and basic combat techniques - but the more interesting question to dig into is your spells. D&D has actually had many different schools of thought here, some of them co-existing or competing with each other. D&D 5e, as mentioned above, breaks on the idea that a higher-level Cleric is a holier Cleric, and that their casting is an almost intuitive process of seeking intercession or requesting miracles in advance in case they need them. Many people play their Clerics this way, but here I will once again climb atop my mountain of old-ass lore and offer an alternative: divine spellcasting as a skill you actually have to learn and practice. In this school of thought, a higher level Cleric is a more practiced and powerful Cleric, and is intrinsically attractive to "rival" deities not simply because they are a great champion of their own but because they are a potent resource. For those in the audience wondering how this makes any fucking sense, I will point out, gently, that this idea is actually still prevalent in Japanese media and its White Mage archetypes, as well as in popular videogames like Elden Ring. These Clerics learn spells from somewhere, and the "somewhere" has a broad variety of answers; they unlock the secrets of their rites through cryptotheology, they experience divine revelation, their god teaches them personally, they're mentored by more experienced Clerics. Indeed, Ms. Jester Lavorre of Critical Role fame engages on her divine casting in this mode, often expressing that the Traveler has been telling her about new spells or teaching them to her personally, and while this is set up as something suspicious about the Traveler in her story it's actually a quite storied idea of Being A Cleric with deep roots in many D&D settings. Regardless of your choice here, though, consider this next question:
How Do You Relate To Your Power? This is another arena with a lot of unquestioned ideas that do not necessarily like, relate to how Clerics have been historically or even what they could be if we took only 5e as gospel. In most cases, people take a very Protestant slant to their Cleric; their spells and powers are divine gifts which can and should be revoked at the whim of their god, who is in turn a being of higher morality who intrinsically knows better. And like, I'ma get into this in the religion section here in a bit, but this is a wild idea when you actually look at the gods in question, let alone when you remember that to be a Cleric is to build a relationship with one's deity. Pious service as thought of by Christians is a way to relate to your deity, sure, and there's even some hanging around that are into it (Torm, f'rinstance), but like, Waukeen would find such a relationship distasteful, would say to such a cleric, "Girl, you're selling yourself short." So put some real thought into this, and you may come to surprising answers for your Cleric. Do they see their divine power as bringing forth the holiness intrinsic to the world? As an outflowing of their own passions and obsessions? Could your Cleric read as a grim cynic to others because they view their spells as not fundamentally different from arcane magic, and caution sternly that power is power regardless of source? Are they gifts from the world of wonder and horror, which anyone could use if they knew the right way of seeing? Your Cleric's abilities are not like a second layer on top of their personality, they're part and parcel of who they are as a person; give it consideration.
What Are Your Values? Hear me out; this seems like an obvious question, something every character should ask, but here I'm going to introduce an argument that I'll elaborate on later - gods in D&D are, essentially, worldviews. And while the worldview embodied by your Cleric's god(s) is obviously the one most important to them - they did become a wholeass Cleric about it - D&D has some specific-ass gods. A Cleric of like, Azuth (god of spells, patron of wizards) is not getting a party line about a whole lot of basic ethics and kinda has to figure that shit out for himself. So ask yourself not just who your Cleric believes in, but what, and how this might relate to their faith or grow from who they are as a person. A Cleric who is the fourth child of a noble house (kicked out to a life of adventure because they ain't inheriting shit) may well have opinions about noblesse oblige, politics, and power that have absolutely nothing to do with their chosen god; likewise, D&D has a rich tradition of Clerics of fairly evil gods such as Auril, Loviatar, or Umberlee who are out here selling the wonders those dark powers have on offer because they genuinely believe in helping people or, you know, have Standards, the thing professionals are supposed to have. A frontier Cleric may well have opinions, for better or worse (traditionally worse, D&D has a long history of being friendly to empire) about the colonial project they're a part of, or a Cleric up from the Underdark might be spending her free time in academic knife fights defending the beauty and splendor of her home's ecology. Your Cleric is a real person in a real reality, not an extension of her god; that's the kind of thing that gives a person some fucking opinions, no?
What's Your Relationship To Your God(s) Like? And in a related story, this point! Unless something really odd is going on, your Cleric is not a divine being free from mortal needs or the burdens of history; it therefore follows that she is not about to be a perfect incarnation of her god(s) ideals. That's, y'know, the neat bonus you get for having an afterlife. Let's leave alone for a moment that there is a pretty strong possibility that your Cleric is so uneducated and/or fucking stupid that they don't know the textual dogma of their own faith (though please, do not forget this, it's one of the funniest things about Cleric); the ideals of that faith, and of their god in particular, are something they are probably growing into. This really should not be a controversial take, not after Critical Role blew the fuck up with the likes of Caduceus Clay and his spiritual journey in the name of the Wildmother, but you might be surprised. It is, genuinely, okay if your Cleric is kinda bad at following their god(s) in some ways! Maybe even many ways! A dwarf Cleric who's out adventuring instead of at home using their magic to help their clan is already failing at least one major ideal of the dwarven pantheon, for instance. Clerics and even priests of Sune Firehair (goddess of art and beauty, a chaotic and capricious foe of evil whose mantle is the splendor of the living world) have a partly-deserved reputation as shallow hedonists who reify existing beauty standards; the entire faith of Lathander has a serial inquisition problem that they haven't stopped having an ongoing civil war about since the fucking Dawn Cataclysm. So how does your Cleric see the divine ideals to which they are meant to aspire? Is their deity their teacher and guide? A stern master to be obeyed? A distant and dazzling figure almost disconnected from matters of dogma in the Cleric's mind? Their literal actual lover? There can be many answers here, and while I don't want to downplay the delicious angst of a well-done "I'm a bad worshipper of my god and I'm guilty about it" arc...well, the signal-to-noise ratio there is real bad, let's say. More on this in a later section.
Hobbies? Pick some. I really should not have to be saying this and honestly it's a dependent consideration with the whole 'what are your values' thing but if I see one more Cleric whose entire life and job is religious service with no interests outside of it I'm going to drop the moon on Europe and whatever happens will happen. Fucksake, this isn't even a 'many D&D players are culturally Christian' thing, this is just lazy writing and historical illiteracy. Did you think all those monasteries and temples in like, Redwall and such making beer or growing crops was just the authors having a fuckin' laugh? Come on.
Playing With The Big Boys Now - Cleric Aesthetics
You may be remembering this section as where the Paladin article talked a bit about refluffing. This is...sort of like that. As one of D&D's full casters, Cleric is deep in its particular idiosyncrasies, and using the Cleric kit to make a non-Cleric thing, while possible, is still going to have a...a particular shape, let's call it. If, for instance, your setting doesn't have any separation of arcane and divine magic & "clerics" are just a different school of magical study, you're probably fine. If you're trying to do a fully technological setting where "spells" are high-tech gadgets, you're gonna run into a bigger set of problems much faster. All of that said, though, there's still quite a bit to talk about in terms of bringing out unique flavor for your Cleric, some of which are habits that the 5e player base has already rushed ahead to hold up as good practice and others which are rarely thought explicitly about. I do hope you came ready to learn about obscure TTRPG audience drama that has never wholly died out. Let's start with the easy one first, shall we?
Spell Aesthetics - I'll not lie to you, I should probably be angrier about this topic but the convoluted history of the player base's relationship to "what do your spells look like?" is too fascinating for me to really build up the fury it deserves. There has been, indeed, in some senses still is a shockingly vitriolic argument within D&D circles about whether or not all spells of the same name look the same, and while I am vastly simplifying the two perspectives generally break down into "they need to look the same so that they are identifiable for balance reasons" vs. "having your own personal brand is sick as hell". The latter has traditionally won by default in terms of the overall body of D&D's work, especially in the spaces defined by the novel-writing, though the influence of CRPGs like Neverwinter Nights who break on the side of spells looking the same for everyone (for obvious reasons) shouldn't be downplayed. D&D 3.5 had a Feat for this that makes your spells a little harder for people to recognize via the Spellcraft skill but mostly just gives you absolute reign to customize the look of your casting; Pathfinder, by contrast, doesn't want you customizing jack shit (and indeed late in its run also edited Silent Spell and Still Spell so that your casting of spells is still detectable to the naked eye, cowards that they are). That said, and to the surprise of absolutely fucking nobody, I break very strongly on the side of "having your own personal brand is sick as hell", as do many of the major works of modern 5e, here to very much include Critical Role but also many other actual plays such as Dice Shame or Planet Arcana.
So, what goes into deciding what your spells are like? First things first, the mechanics; an aesthetic that doesn't do what the spell does, or have the components the spell uses, is right out. It's one thing if your group handwaves certain ideas for ease of play or because they don't interest y'all (see here the common practice of replacing expensive material components with just subtracting the gold from your sheet when you cast), but like, your guiding bolt fires Something that requires an attack roll, it deals Radiant damage, and it causes some kind of light that clings to an opponent. Verbal components, mechanically, must be spoken in a clear voice. Somatic components...exist. To be perfectly honest no one has had a clear idea of what Somatic components are ever aside from a vague idea that they require your hands (this is mechanically explicit in 4e & 5e) and even then there's exceptions, dishonorable shout-out to the scene in War of the Spider Queen where a wizard casts with his fucking feet. Notable here is that casters in 3.5 through 5e can replace non-expensive material components with a focus/implement/character feat, such as a staff, orb, wand, crystal, or in the case of Clerics, their holy symbol; these implements are touched, invoked, involved in the somatic components, or otherwise pretty obvious. The next bit of this is gonna be all about selecting your own aesthetics but I do want to reiterate first something I have said before and will continue saying over and over and over and over and over and over and over again: in any conflict between the narrative and the mechanics, the mechanics win by default. This is because they are the tools with which you actually engage with the game world. When your Cleric of Umberlee casts flame strike, there is some manner of dealing Fire damage involved. Maybe it's boiling sea water, maybe you hit a motherfucker with an underwater volcano, maybe you just go "the classic burning column of fire is fine", but you can't bitch slap people with that spell and then say it's actually the cold ocean depths. Alright? Alright.
So when you're looking at "what do my spells look like" there's three places I like to interrogate. The first and most obvious is, what's the deal with my god? This can be a pretty broad thing to look at; gods are worldviews, and those can be interpreted very differently. Not to return to a super famous example here or anything, but when your friend and mine Caduceus Clay (Critical Role) has spiritual guardians that look like swarms of beetles and manifests his damage spells as aspects of decay, another Cleric of the Wildmother may well lean into vines and trees, or their guiding bolt might appear as hurling a whole-ass rhino at your face that then explodes into light. Here, then, we roll into the second question: what domain is your Cleric? This is the aspect of your god or your faith that you're the closest to, which is dearest to your heart, and will therefore manifest in the act of spellcasting - which in turn is derived from your relationship with the divine. A War Domain Cleric of say, Eilistraee, may well emphasize the martial prowess of that goddess in their spells, manifesting spiritual armor, blades of moonlight, mighty shields, numinous warriors, while a Twilight Domain Cleric of the same goddess is gonna be all in on the moon and stars, the sky at night, crescents, and the like.
Lastly there's the physical action of spellcasting to consider, and here I would like to hasten to point something out. While it is common practice to simply use one's holy symbol as a divine focus, it is not required. Many faiths on Earth have holy symbols or something cognate to them, but there are also many that do not, and for those looking to explore a faith in a D&D god which doesn't practice that sorta thing Clerics are, like all casters, perfectly empowered to use a Component Pouch and cast spells in a more formal, ritualistic fashion than the typical image of calling out to one's god and seemingly producing a miracle without actually casting a spell (but more on this in a bit). Is your Cleric a student of divine magic, going through carefully-practiced forms? Are they intuiting their way through spellcasting, a razor's width away from being something like a Sorcerer? An almost saintly figure, whose spells appear for all the world as miracles (and if they are how do you square that with the dumb plans the average adventuring party engages with)? Do they speak their spells in a booming voice, announcing the presence of the divine? Are the rites they chant almost business-like, a concession to the needs of the casting but perhaps not seen as properly holy or reverent? What language are you casting in? Give it some thought.
Turn Undead & Other Features - Surprise bitches, there's old-ass lore about this too. While all Clerics can Turn Undead no matter how little sense it makes (look my in my lich eyes: what the fuck does Azuth care about undead?) and this is for Doylist reasons of legacy design, how they've gone about doing so and why have multiple interpretations. Way back in AD&D 2e this was something you were encouraged to think about and design for your cleric (see: The Complete Cleric's Handbook & The Complete Paladin's Handbook), both in terms of the physical action and what the power looks like. The classic wave-of-radiating-force look, displayed in Baldur's Gate 3 and used extensively in Critical Role, is indeed an old one with a lot of pedigree, associated with Clerics of sun deities such as Pelor or Lathander, but also with militant deities like the Red Knight, Bahamut, or even Wee Jas (it might seem weird that the goddess of necromancy is out here sponsoring Turn Undead but for the Ruby Lady specifically it's less 'begone, unnatural horrors' and more 'behold, my eviction notice'). Going with this has traditionally been some kind of plainly-spoken invocation or prayer; 'disperse and dispel', 'back to dust', 'return to sleep', that sorta thing.
However, this is far from the only possible look or interpretation. Indeed, popular these days is simply lifting one's holy symbol and calling upon one's god, which I have some objections to - it's not appropriate for every god, and it's also just kinda unoriginal - but is perfectly serviceable. Turn Undead as a sort of spell, with obscure incantations or formal rites for gods like Azuth (here making one's Turn Undead similar to dispel magic rather than any intrinsic divine abhorrence) could fit your Cleric, as could Turn Undead as a power move where you assert your god's greater authority over the undying (excellent for many non-nature Evil-aligned gods, and hilarious for gods like Loviatar). Likewise, Turning or destroying the undead can and should be flavored by your god and Domain; a Cleric of Chauntea that Turns Undead may well terrify them with the reminder of the grave, the bounty of the earth that will grow from their stolen bones, while a Cleric of Mystra simply unbinds the magic that holds them together (and, again, the eternally hilarious Clerics of Loviatar manifest the power of their goddess to beat the shit out of the undead). One move might even be to say your Cleric of a god who doesn't give a shit about the undead is actually drawing on another god from their pantheon who does; the aforementioned Cleric of Azuth is actually invoking his vassal, Velsharoon, who has authority over necromancy.
When it comes to one's Domain powers, you kinda live and die by your brand here. Every Tempest Cleric in 5e is gonna have the exact same fucking power list, so if you're not making your Tempest Cleric of Umberlee different from a Tempest Cleric of Gruumsh what the fuck are you even doing. While the way your god interprets these themes is obviously important - your character chose to follow them for a reason, after all - perhaps more important is the way your Cleric relates to them. A Chaotic Neutral Cleric of Umberlee who has a love of the terrible beauty of the sea conjures storms of sublime awe, like something out of a Gothic novel, while a more traditional Chaotic Evil one may well lean on storms as instruments of vengeance and punishment, sharing in her goddess's petty malice. When your War Domain Cleric takes that attack as a bonus action, is he seizing a moment, or drawing on berserk rage? What kind of Light or Life do you have? The opportunities are here y'all, seize 'em.
Radiant and Necrotic Damage - These are relatively young as far as D&D goes, and while they have bones in with earlier kinds of damage they're actually a bit thematically confused. Just to give you an idea here, Radiant damage is dealt by guiding bolt, the Light Domain power, ACTUAL FUCKING LASER RIFLES, and also flame strike. It has replaced instances of "this damage derives from pure divine power and cannot be resisted", Positive Energy damage, and also just fire damage for some fuckass reason. So when your Cleric is dealing Radiant damage, something all Clerics do, what is it? Nearly any of the above is a potential option, though I'll admit that I'm a sucker for the Positive Energy damage where you give living beings super-cancer that devours them in moments and/or unbind and dispel undead. Complicating this is that in the 5e paradigm, Radiant and Necrotic damage are both associated heavily with divine classes, and have nearly equal claim to holy power.
Which brings us to Necrotic damage, which is dealt by inflict wounds, as well as spells like blight, and also associated with Evil Clerics via spiritual guardians and similar spells. This one is derived from Negative Energy damage historically - that is, pure entropic power, not just death but "stop", "cease", "still", "silence" - but this is not always the case, and it very definitely has been used in 5e to represent things like blood drain, soul drain, pure unholy power, and also flaying someone alive. Similar considerations to Radiant damage apply, but they apply especially when you're out here casting Necrotic blasts when you, say, worship a nature or life god. What exactly are you doing? Why is it you're doing it that way? How is this, too, a miracle?
I May Have Started Worshiping Umberlee Because The Priestesses Are Hot - Clerics & Alignment
So here's the thing. As I mentioned above in the 69 page long context section, Clerics have had Falling mechanics for awhile, even if they have been consistently downplayed or ignored in comparison to Paladin. There's also been a very long time in which Clerics were required to be close to their god(s) in alignment, and there's something to be said there; how can one build up a deep and intimate relationship with a divinity that you have nothing in common with? But there are many groups that don't want to fuck with alignment (I'm gonna do that alignment article one of these days and on that day I will die), settings where alignment and worship are less connected (see: Eberron), and of course in 5e these ideas are no longer formally connected in that fashion, with alignment requirements being removed. Hell, books like Xanathar's Guide to Everything and Tasha's Cauldron of Everything introduce some wild-ass ideas on the random fucking tables like "your Cleric has an ongoing relationship with an imp she doesn't fuckin' like". That seems pretty functional, so, why am I talking about it? Glad you asked: I'm an ancient-ass lich and a bit of an alignment apologist, and also this is my article and I'll infodump about alignment bullshit if I want to.
Now to make a proper run at this I'd really need to actually do that alignment article, so I'm gonna ask you instead to journey with me to an imaginary land where everyone is engaging on alignment in good faith and understands two foundational principles that the modern zeitgeist has kinda left behind; the first being that alignments are broad categories that describe beliefs which have things in common, and the second being that any given one of the nine alignments has room for many, many variations on those beliefs. Not to put like too fine a point on it but just as one f'rinstance there are no less than three different Outer Planes you can point to and say "this is Lawful Good" and each and every one of those three separate dimensions of Lawful Goodness contains its own internal array of differing beliefs and expressions of what it means to be Lawful Good. And in that sense, your Cleric's god is going to be a worldview that is included in their alignment, but is not necessarily, often, or even ever a generative force for that alignment. Evenhanded Tyr is not a fount of Lawful Goodness from which mortal beings drink to become more holy; he has a worldview, beliefs, and dogmas which one can describe as being Lawful Good, and he/his church seeks to teach them. Likewise Umberlee, the famous Bitch Queen, is not Chaotic Evil in the sense of 'overthrow all governments' but in the sense that the sea recognizes no master, is sovereign in itself, and will not be denied; that she is friendlier to Chaotic worshipers comes down to a sort of mutual comfort and expectation. A Chaotic person might not like that her goddess is a divinely infamous bitch, but she like, gets it, y'know?
So when it comes to your Cleric and alignment, there's an easy ask: what is it about their faith that attracted them to it, and in what ways are they aligned with that faith & in what ways are they lacking, opposed, or still have things to learn? The gods of D&D are stranger and wilder things than people give them credit for, to be sure, but the thing is that being a perfect embodiment of your god(s)'s worldview is one of those neat bonuses you get for being a dead person, not something people generally pull off while yet living. And, not to leave this bit on the table, not all or even most of those conflicts are necessarily what one might call a dealbreaker. It can be something as simple and doesn't-need-to-be-solved as like, a follower of Azuth spending time running for political office (a Lawful/Lawful disconnect; Azuth doesn't really give much of a shit about mortal law), something profoundly wrong but understandable (a follower of Oghma who passionately hates certain kinds of literature or poetry; Oghma is the god of all language and written art), or even really major which can form the core of an arc where either the character or god has to give (Shadowheart in Baldur's Gate 3 goes through this, but for the one person on Earth who hasn't played yet a different example might be a worshiper of Bahamut who ended up joining the colonial invasion of Chult, directly angering his god because he has failed to understand some fundamental fucking lessons here).
All of this is a lot of words to re-argue a previous point; your Cleric is not a sovereign being, capable of acting without reference to the real reality or by pure ideal alone. They have baggage, they have community, they have or had a family, they have beliefs shaped by being a real thing in a real reality. Look at the ways these aligned beliefs both touch and conflict with their church, their god, or both, and you will find a bounty of characterization and plot hooks. Keep in mind as well that the gods of D&D are fallible beings; they are students of their own ideals as much as they are teachers of such, and there are, indeed, perfectly usable hooks to be found there as well. Your Cleric is not a saint or a savior, usually; they are a student and teacher of divinity who seeks to understand it, and going on that journey together with one's god is something that has been lost in the current paradigm of the D&D audience being friendly to fucking Reddit atheism.
Call It A Girlfriend Class One More Time Motherfucker - Common Cleric Pitfalls
I'm not bitter, you're bitter.
D&D is a snake devouring itself, and like many such ongoing communities and fandoms it therefore has a lot of cultural baggage which is, how do you say, completely disconnected from objective fucking reality. This section covers some common pitfalls people walk into when making and playing Clerics. If some of these end up sounding like personal callouts...dunno what to tell you. Examine your shit.
Healbot.exe - Yeah we're starting off with the big one. Look me in my eyes. Look me directly in my fucking lich eyes. Clerics are not healers. No one in D&D is a primary healer. There have been exactly two effective primary healers in all of D&D history; the first is the Vitalist, a Psionic class published by Dreamscarred Press as part of a third-party supplement for Pathfinder 1e, and the second is Life Domain Cleric in 5e. That's it. End of list in all of history. "But what about -" no. I promise you, whatever you're thinking of is not a primary healer in the fashion you think it is. This is an ancient misconception, rooting all the way back to when only divine-type classes could heal (Cleric, Druid, Paladin, Ranger), but even back in that day healing was valued more highly than its actual effectiveness; the archetype of a videogame healer, someone like Mercy in Overwatch who can turn the tide by keeping vital people alive long enough to make big plays, that has never been part of D&D - at least not before players have access to the spell heal, which radically flips the math by itself. Much like the question of alignment, I do not have the page space or the fucking game theory degree to give this topic the attention it truly deserves, but the very short version is that PC hit points are very low, damage is quite high, and healing doesn't solve either of those problems. When you burn your action, Bahamut fucking forbid your one spell per round, on a heal what you have done is a few things: failed to advance the combat towards a conclusion, failed to meaningfully mitigate damage, burned a spell slot that could have done one of those first two, and quite possibly put yourself out of tactical position. There are cases where a heal is the right call - the spell heal as mentioned already, or in 5e getting someone to stop making Death Saves - but in general if your options are healing or doing literally anything else, pick literally anything else. Am I coming at this very strongly? Yes, but the thing is that the perception of Clerics as being "healbots", expected to memorize primarily healing spells and cast the same, has been an equally ancient and infamous perceived drawback to playing Clerics; indeed, there was a time when tables would offer incentives to someone for playing the Cleric because "someone has to be the healer" and nobody wanted to be. Does that sound like a fun experience to you? Is that the future you want to keep having? No? Good, STOP FUCKING HEALING.
Now, I said I don't have the game theory degree to unpack this, and I don't, but that was aggro as hell so I do owe a bit of an explanation. Healing being bad in D&D comes down to a few incentives, some of which I just mentioned above, but there's another big one - the only hit point that matters is your last one. Your PC, and indeed NPCs/monsters, are just as effective at 1 hit point as they are at 100 as they are at one thousand as they are at one million. Meanwhile, especially in 5e towards which this article has a significant bias, average NPC/monster damage is more than double that of an on-level heal until, again, heal; therefore, a cure wounds or healing word for someone who isn't unconscious has, at best, bought them half a turn of being alive, and given that the real swing is much larger than actual average damage the odds that you get that half a turn - pathetic in and of itself - are not in your favor. Your party does not need to be healthy, only alive; this, then, is why you only start healing once they stop being alive. Area-of-effect heals like mass cure wounds change this math a bit especially in response to area-of-effect damage which is typically lower than single-target damage, but here I will finally hold to my repeated statements that I lack the education to unpack this; if a mathematician wants to compare a devil's fireball to mass cure wounds in the notes here, please, be my guest, genuinely.
Zealotry - Welcome to the Cleric version of "stop making your paladin a cop", which readers may remember from the Paladin article. Here I need to cut a fine line; the average D&D player likely has a pretty strong idea of a particular kind of person when I say "zealot", and that kind of person is the scum of the Earth. And, indeed, while masterful roleplaying and acting might make running a fanatical missionary interesting for your play group, this is a common failure mode and I do not fucking encourage it unless you're really sure that you are, in fact, the god-king of Big Dick Mountain. However, this mode of like, the Baptist preacher is a very narrow and specific kind of zealotry and passionate belief, and I am here to make the argument that a good Cleric is, indeed, a zealot on some level, at least in part because odds are good that you, person reading this article, are yourself a zealot on some topic or other! The esteemed Kendrick Lamar, for instance, is a zealot of hip-hop. I am a zealot of old D&D lore. Ed Greenwood, praise fucking be, is a zealot of anthropological worldbuilding. To be a Cleric, one of the chosen many, is to have a deep and passionate connection to the ideals of your god; it is to care about those ideals, and to learn them further, to be a student and teacher of them, to be a disciple and practitioner of them, and that indeed is a kind of zealotry that has nothing to do with trying to convert people or oppress them (usually). Kill the part of you/your Cleric that cringes; if you're running a Cleric of like, Sune Firehair, right, pour in your passionate opinions about art and beauty and love. Go on rants about proper trade and taxes when you're running a Cleric of Waukeen. Get fuckin' homoerotic about the ocean with your Cleric of Umberlee. When your Cleric is moved to share their wisdom with others, look for ways in which these lessons are relevant to their lives, and commit to the fuckin' bit. These are the things which are, definitionally, most important to your Cleric, closest to their heart. By all means, act like it, yeah?
Slapfights And Other Bad Ideas - Way back in 1e, D&D described Cleric as a secondary weapon-user, competent to fight in melee but lesser than Warrior-group classes. This is a lie. This has always been a lie. 5e furthers this lie with the Divine Strike class feature, but the thing is that while you are not technically doing nothing by making a weapon attack you really are not doing much and should be looking into doing literally anything else; if you're not casting, you're doing it wrong. There are going to be levels in which Divine Strike edges out a Cantrip, but ultimately you are not a weapon user and should not be acting like one. Going further here, the sanctioned action for Cleric is to bump your Wisdom as fast and hard as you can, because it controls all the Cleric things you do. Here I again return to my statement that in any fight between mechanics and narrative, the mechanics win by default because they are how you engage with the game world. Once you eat your vegetables, then you can go off doing wild shit like taking strange Feats. If you need to see this in action, look no further than the oft-cited Ms. Jester Lavorre of Critical Role fame (Campaign 2, The Mighty Nein).
St. Dipshit the Illiterate - Man I hope you're ready for a third version of this joke when the inevitable Druid article happens. Like with the Paladin article, this isn't so much a pitfall as it is a for-your-consideration; Intelligence has long been a real easy dump for Clerics, and that's gonna shape how they move through the world. While D&D 5.5 (the 2024 releases) went some distance here by giving Clerics the ability to add Wisdom to their information-style checks, for every other Cleric you have someone who is very attuned and attentive to the living world (high Perception, Insight, and Survival), but very bad at formal learning, academic study, and the like. Does your Cleric compensate for this by seeking aid when they need that kind of intellectual rigor? Taking more time (that is, making more rolls) so they can correct for their own shortcomings? Do they embrace the intuitive knowledge they can gain via their Wisdom-based skills rather than attempting to record or examine? Of course, I should not leave this on the table either; as of 5e, Charisma is also an extremely easy an attractive dump stat, and since CLERICS ARE NOT PRIESTS exploring a low-Charisma Cleric who can only really show her troth through works rather than words could be quite interesting, should you be inclined.
The People In The Important Pajamas - "Cleric" NPCs
Again, if anyone can track that webcomic down my life is yours.
You may remember this section from the paladin article and be wondering what the scare quotes are about. Following through with my argument that Clerics aren't priests, some of the potential NPC roles I'm about to outline aren't Clerics, strictly speaking, but would have been Clerics back in 2e (when they could be priests) or 3.PF (when everyone was in fucking denial). Our first entry is going to cover a concept that you could pillage for worldbuilding purposes, and then the rest are potential Cleric roles. Ready set GO!
Adepts (Revenge Of The Old Lore) - Introduced by this name back in D&D 3.0 and rarely used by Dungeon Masters or, if we're being honest, the game writers, Adepts were an NPC-only class back when PCs and NPCs were built using similar rules. Sorta like a Cleric, and sorta like a Druid, and sorta like a Wizard, but absolutely dog shit at all three of them, an Adept is the spellcaster who is worse than other spellcasters at everything; that is, they're meant to suck shit, but can be competent to, say, buy a remove curse from, to manufacture magical potions, to help enchant divine-type magical items, and the like. Notably, being an Adept means you're not part of the chosen many - this was the class associated with people who put in the work to learn divine magic the hard way, or who for one reason or another could not commune with their god in a manner that might be more associated with a Cleric. As little use as it saw, this is a concept that could use some bringing forward - many, many D&D settings, here to include Greyhawk, the Forgotten Realms, and Eberron, blithely assume that these services are on offer, and indeed that in a big enough city you might even be able to buy raise dead or stronger magic. You know who sells that but isn't qualified to be the kind of freak an adventurer is? Adepts!
Retiree - Of course, sometimes Clerics do survive being adventurers, often "intact" for a given value of that (having regeneration in-house saves you a fortune on prosthetic limbs). This kind of Cleric-as-NPC are going to be famous figures, perhaps thrust into positions of spiritual or communal responsibility they might not be equal to; after all, Clerics aren't priests. Make an NPC a lot like a Cleric, turn them middle-aged or old, call it a day. Someone like this may have taught a PC Cleric, especially if they caught said PC early on and intervened to try and ensure this youngblood doesn't die screaming between learning the difference between "my god is with me" and "I'm invulnerable."
Rival - As a PC Cleric gets more powerful and starts, you know, slaying fucking dragons and shit, the strength of their legend may well give their word weight on dogma, doctrine, and ethics. Someone more happy with the status quo of their faith, or someone with a differing vision, these can be great Cleric NPCs, rife with potential for social conflict and always able to be tapped for an epic caster-on-caster showdown. Your goal here is to make someone who could be a player character, they just aren't; bring in passionate ideals, think through their reasons for supporting the vision of faith they do, and, oh yeah, don't forget the weird pile of magic items endemic to all adventurers.
Cackling Villain - Did you know Clerics have been either the best or second-best necromancers in D&D for nearly every edition? They're third-place in 5e, behind Necromancer Wizards and Oathbreaker Paladins, a first-time event for them, but quite literally every Cleric of 5th level or higher can wake up in the morning, decide to raise an army of the dead, and then do that. They can just do that! Even outside of strict necromancy Clerics have that combination of zeal, competence, perceptiveness, and, let us not forget, terrifying magic that can make them excellent setpiece villains or even non-villainous antagonists. Your party thinks a wizard is behind this bullshit? They're gonna wish it was a wizard.
Religion In D&D Part 1 - Context Part II: Revenge Of The Context
Do I need to break this up into two headlines? Strictly, no. However, this thing is already a fucking doorstopper, I might as well give a place where people can pause.
So remember, eighty years ago, way back at the top of the article, when I said this was going to be an angrier article than the last one? Despite writing that warning myself I have, during the course of this, been shocked at how salty and aggressive I've gotten about things thus far, and this is coming from someone who knows he has anger issues in the first place. I genuinely did not realize the depths of passionate opinions I have on offer about Cleric. However, that warning was for these next two sections, as I'm very, acutely aware of my beef here, my deep well of bitterness, and my years of confused rage that have become a kind of formless hate for the way the discussion on fantasy religion across the genre, but especially in D&D, has been discussed. Y'all got a lifelong atheist out here about to tell you that you're being harsh and reductive about religion as like, a concept, and to make matters worse the behavior of the D&D audience in general has been such that I am now in a position where I need to do apologetics for known genocide enthusiast Gary fucking Gygax. Do you have the slightest idea how little that pleases me?
So let's start this off right. A lot of folks operate on incomplete, incorrect, or just plain nonexistent ideas of what faith has, historically, looked like in various D&D settings, so I'ma play the hits here and then we're gonna get into the next section where I make some suggestions. Alright? Alright.
Greyhawk: Weirdly Coherent - Commonly and incorrectly hailed as the first D&D setting (rest in peace Blackmoor & Dave Arneson), Greyhawk (known in-universe as Oerth) was written primarily by Gary Gygax, though shaped heavily by his home games and the players thereof. Now, I'm not gonna veer into a hit piece on Gygax (and even if I wanted to better ones already exist), but notable in the context of his writing on fantasy religion is that Gary Gygax was a fanboy for the Crusades, but also a massive (and half-educated, poorly researched) fanboy for ancient Celtic legend. Some of the oddities for this strange mix have already been mentioned, such as how the original Cleric is based on Crusader priests and the modern Cleric is still feeling that influence, but this - alongside growing up very culturally Christian in, you know, the United States of America - was also very much influential on how Gygax would come to write his fantasy faiths and also run up on his own limits with the same.
Faith in Greyhawk is polytheism as brought to you by someone who almost sort of understands the idea of polytheism. Genuinely, Gygax made a good run at this and kinda tripped over his own shoelaces at the end...well, his own shoelaces and his unrelenting race essentialism, thanks for the racial pantheons buddy. Greyhawk is home to many faiths, which worship and/or fear and/or oppose multiple gods (for example, Erythnul is associated with the so-called New Faith of the Flaeness but is more of a demonic figure of evil than a god you are, socially, expected to 'worship'). For your average person, the buck stops here. While an individual god may have greater prominence in a given region for political, social, or mythological reasons (for example, the relative prominence of Boccob the Uncaring in the Free City of Greyhawk in no small part due to the influence of the legendary Cleric known as Riggby) and therefore have a grand temple or dedicated cults in their name, this isn't the norm everywhere. When the Church of St. Cuthbert of the Cudgel installs a building in your frontier village they're here on a mission, it's weird, and you should be worried. On a normal day, your average lay member performs acts of worship as part of their day-to-day life, calling upon the god(s) who are relevant to their endeavors to give thanks, to ask for blessings, to honor them, or to plead mercy. Clerics, in turn, while socially conflated with the more specific cults are often pantheistic Clerics, drawing upon many gods as representatives of the overall faith. Dogmas are typically a little light on details when it comes to the afterlife, in part because the idea of an unearthly reward for one's faith is often seen as a little distasteful, and in part because going to the afterlife of a particular god is actually pretty rare on Greyhawk. Your average person is drawn to the Outer Plane that most aligns with their worldview, and goes on their spiritual journey in the hereafter without reference to a particular god.
Which is where we get to the weird shoelace tripping, because you only get an afterlife related to your faith if you've developed an intimate and intense relationship with one god in particular. When this relationship has become a defining, perhaps the defining part of your life (whether or not you're a divine caster), then you go to that god's afterlife when you die. The typical case here is someone with a deep passion for work that falls under the purview of a god, such as a master thief ending up with Olidammara, or a mountain man passing into the dominion of Elhonna. Clerics, though rarer, are prime candidates for this sort of afterlife, but also like...the fuck were you on, Gygax? Admittedly not all faiths in the real world particularly concern themselves with the hereafter or claim to have answers about what it might be like or what it entails, and in that sense Gygax's Planar afterlives as soft mysteries and a sort of default state aren't entirely out there - it's the strange dash of monotheism at the end that gets me. And, not to leave this unsaid, Gygax is not a particularly good fantasy anthropologist, so sometimes he just. Wrote shit. That he perhaps should not have written if he wanted to retain the chunk of his dignity that he lost by publishing it. I'd say to do a shot every time he writes something weird about women as gods or women in faith but you'd get through one book and be dead already.
Forgotten Realms: The Original Sin - Ed Greenwood you are this hobby's cool grandpa and also mine and I'm so sorry that I need to put you on fucking blast here. I can only hope that you've heard all this already; it's been being bitched about for twenty years, after all.
Statistically the first D&D setting that you personally have encountered, the Forgotten Realms (the continent of Faerun on the planet Toril, in-universe) was originally written by Ed Greenwood and has been contributed to by a list of other authors entirely too long for me to cite without dying of starvation at this keyboard. Most commonly known for its gonzo locations, intricate worldbuilding, and being absolutely riddled with famous high-level NPCs engaged in high-level bullshit with one another and the world at large (a status encouraged by the staggering array of novels and videogames set in it), the Forgotten Realms is also infamous in the audience for requiring that people worship a god that is their closest and most favored god and to be true to that god or face punishment in the afterlife. Those who are False to their faith face an eternity of civil service in the City of the Dead, while the Faithless end up mortared into the Wall of the Faithless to suffer until eventually becoming one with the Fugue Plane. It's very easy to point the finger at Ed Greenwood's Catholic faith when it comes to these worldbuilding elements, and while I'm certain that has something to do with the state of affairs I need you to take a walk with me.
The Forgotten Realms is a land of miracles and wonders. It is lousy with gods; indeed, if you ever go look up a full list (do NOT fucking use the FR Wiki) you may well spit your drink at the screen. Faerun is home to gods native to the world, interlopers from other Primes, gods from human cultures that ended up here when their faithful were kidnapped across the Planes (here to include gods from Ireland, Egypt, and Finland, raise your hand if this sentence is how you learned that there are gods native to Finland), alien horrors from beyond the stars, Planar luminaries, ascended mortals, and more. These gods gather into pantheons, though to be frank that relationship is often quite uh, feudal, or familial. Trying to claim the gods of someone else's pantheon don't exist or are lesser than your own god on Faerun is a real fast ticket to getting your ass beat by said gods while your own gently asks what you've learned from this experience. Among other things, though, this means that "converting" within your own faith basically isn't conversion; if you grew up in a family of Chauntea worshipers and you get real into Mielikki this event, socially, is fucking nothing, it's a non-event. It might be a different story if you turned around and started worshiping Mystra, but even then that question is very much mediated by one's culture and geography; converting even far outside one's current or native faith is a non-event in, say, Waterdeep, but it might be a little more surprising in Neverwinter.
Here's the thing: the Forgotten Realms does not experience a separation of "religious life" from "normal life". This is gonna be a hard idea for my American readers in particular to grasp, but while Jane Average Realmswoman has a single patron deity and she is trying to emulate that god's example as much as possible, it is perfectly normal for her to pray to other gods, ask for their favor, and interact with their worshipers, and this is in no small part because they are inescapably bound with Jane's everyday life. The local cults of Azuth and/or Mystra bankroll the parchment makers who print the novels Jane reads (because parchment is required for scrolls, and both churches are also in heavy on magical industries), the fishermen who catch the food she buys offer fearful worship to Umberlee who is both their provider and their destroyer, the faithful of Sylvanus, Chauntea, or Eldath maintain the city parks and fight tooth and nail to keep them wild. When she feels lost in her life and needs guidance, the temples of Selune are open at all hours of the day and night and are the closest thing the Realm has seen to A. therapists and B. benevolent therapists. The weird BDSM club she goes to every now and again opens every party with a hymn to Loviatar. The Temple of Illmater doesn't run a fucking bake sale once a month vaguely for poor people in general, they go forth amongst the downtrodden and help them every god damn day, offering food and potable water, healing, healing again, healing a third time it's a bit of a theme, a listening ear, and campaigning for their interests in the political arena. Jane herself is a worshiper of, oh, let's say Deneir, she runs a bookstore and dedicates herself to the Goddess of Libraries; she goes to the temple of Deneir for copies of their holy texts to give away to those who ask, to verify rare tomes or donate them for the public good, and for those rites which are held in the temple, but when she went and got married a few years back she and her wife were joined in the temple of Sune Firehair, goddess of love. These gods and the organizations they run have been part of Jane's community since that community was founded, and each advances something in the living world that they see as holy and worth having; they are entwined, active, earnest. You've gotta be chill about people worshiping another god or being part of another faith entirely or your social life is going to just fucking explode.
This, then, is the full and glorious flower of Ed Greenwood's zealous dedication to anthropological worldbuilding, and unfortunately it has been sorta softly hidden and scraped under by years of corporate writing. Back in AD&D 2e, the books Faiths & Avatars and Powers & Pantheons went in deep on this subject, digging on all levels into how these religions practice and their role in everyday life, but from 3.0 onward this theme has seen less importance alongside a plethora of other writers who did not understand the vision, not that I'm looking at any RA SALVATORE YOU FUCKING HACK in particular. The end result is that the average player for 20+ years has been introduced to the part of faith in the Forgotten Realms that is deeply weird monolatry, and has reacted to that vision, but been denied the full view of a strange but very functional polytheism whose bones are still in the setting. That vision of strange monolatry is also one that other settings have been copying for a dog's age, here to include our next subject, Pathfinder. Strap in, I am going to say a lot of things and none of them are kind.
Golarion: World Holy War - Originally written by James Jacobs and contributed to by a plethora of freelancers and internal staff members at Paizo, Golarion is a shallow theme park of a setting characterized by incuriosity, disinterest in the human condition, incompetent homages to other, better settings, and thoughtless, distinctly American sympathy for empire. Like with many things James Jacobs claims to love but refuses to understand, Golarion's model of divinity is very much based on what people think the Forgotten Realms model is, and even in the context of that already-corrupt shadow, Golarion's is much worse. Much of the worldbuilding around divinity and cosmology is utilitarian; for instance, Mr. Jacobs is on record stating that gods on Golarion empower Clerics and other champions because direct miraculous intervention would set off a chain of mutually assured destruction that would leave no mortal life behind. Other bits are clearly more personal; as a key for-instance here, gods on Golarion are generative forces for alignment. That is, a god defines what it is to be, say, Lawful Good or Chaotic Neutral, and to defy a god is to have your alignment changed (see: Wrath of the Righteous). It is for this reason that the churches of Golarion concern themselves to an extreme extent with orthodoxy ("right thought", contrast orthopraxy, "right action"). Sharp-eyed readers may be recalling that I talked about paladins in Golarion being expected to root out heresy; this situation is also why every god on Golarion supposedly maintains Inquisitors, as seen prior in this article. Further, these literal thought police deploy spells like castigate which punish and humiliate victims, primarily those of one's own faith, into confessing their "sins", which, while we're right here, how did the literal god damn Catholic remember that not every faith has sins or engages with the idea of sin and James Jacobs fucking couldn't pull that shit off?
Churches on Golarion do not have broad faiths that include multiple gods. Any given god may have divine friends, allies, or slaves, but ultimately the churches they run all have missionary work & attempted conversion in common. There was a good chunk of time in which Sarenrae, goddess of redemption, was running a fucking slave empire into swordpoint conversions, and only as of Pathfinder 2e has that been being fixed at all, in no small part because, again, James Jacobs does not understand the things he claims to love and dug his heels in when readers told him to his fucking face that this was a bad look. Likewise, these churches are separated from "normal" life quite a bit, being a place where one walks to in order to get one's worship on before returning to the rest of one's life, a particularly Protestant model of worship reproduced so thoughtlessly that I'm shocked Mr. Jacobs didn't achieve a state of no-mind and escape Samsara. Sometimes they sponsor religious organizations such as knightly orders or wizard colleges but these are exceptions, not the rule, and even then "oh hey the Hellknights are coming to town" isn't exactly a day to day kind of fuckin' event, is it? Mechanics like Obediences attempt to walk this back, but the thing about requiring you to spend resources to get mechanical benefits from worshiping your god is that you've turned around and made this a strange thing. Praying and honoring, say, Shelyn every day is no longer something you just do, it's something weird freaks do and they get divine power from doing it. There is no escaping the blade of the ludonarrative; mechanics win all conflicts because they influence the actual game world.
Now, while I sincerely hope my complete contempt for James Jacobs has come across here, I do have an obligation to be evenhanded. Pathfinder 2e has walked some of this back, but the root problems remain. The second edition of Golarion has, for example, removed Alignment entirely, which certainly solves one problem, but it also replaced castigate with crisis of faith, a Cleric spell designed to kill other Clerics by making them doubt their gods. Likewise, Pathfinder 2e has been mum on certain cosmological revelations from late in Pathfinder 1e, one of which being the idea that only one god will survive the end of the universe and they get to be the supreme god of the next one, which is given as the motivation for them being so far up on the nuts of getting converts. This idea is, to me, completely repulsive, but it's also just such a revealing take on what Paizo thinks gods are and what they think of faith. And unfortunately, the broad zeitgeist of the current D&D audience is very sympathetic to that idea, which brings us to:
Religion In D&D Part 2 - I Cannot Believe I Of All Fucking People Have To Tell You To Stop Being Such A Cynic
Man the little icon on the scroll bar is gettin' real fuckin' small at this point. This will be the last major set of arguments for the article; following this section will be one sample Cleric for every Domain published in 5.0 (5.5, released in 2024, is a bit young for me to bother just yet), so just stay with me here y'all. It's been a long, angry, bitter journey, and yet there is this final hill to die on.
So, what's this broad zeitgeist I was just talking about? To be frank, it's a combination of thoughtless American Protestantism and some r/atheism bullshit. As the audience for D&D has gotten more left-leaning and queer, in no small part due to the wild successes of shows like Critical Role and Dimension 20 (and WotC's weak, half-done, and yet unambiguously open support for including queer players, players of color, and others traditionally gated out of D&D), there has been a...conflation, shall we call it, of the fictional religions in various D&D settings with, not to put too fine a point on it, real-world Evangelicals and others who perpetuate harm in the name of faith. And, y'know, I get it. I'm a whole-ass bi dude from the edge of the Bible Belt, I used to get fuckin' jumped every other day or so, I lived in Kansas for six mother fucking years, I get it. But uh, remember when I said I'm a bit of a zealot for the old lore? Remember my consistent theme in articles of not liking it when things with great potential are left on the table because there is an Approved Way to view them? Yeah. So. Let's talk. We're gonna lay out some arguments and some suggestions.
Everything Old Is New Again - "But Vox," the strawman who teleported into this sentence is saying, "you yourself have said that the stuff you're into is old! Surely there needs to be an accounting for the changes in play culture, let alone real-world culture?" And like yeah, sure, but here's the thing: edgy-ass immature atheism (I say, as an edgy atheist) is also old as hell in D&D. Like, old-old. Late-game AD&D 1e old. Older-than-me old. Now, D&D's first serious and nuanced internal conversation about the nature of divinity and its role in mortal lives was part of Planescape, whose bones remain in all modern settings to this day (even Exandria, primarily written by Matthew "I Am In Every Videogame, Yes, Even That One" Mercer), but like a lot of settings it was very...inconsistently brought forward during 3.X, leading to the loss of a lot of its strangeness, its philosophy, and even its earnest willingness to simply be cringe but free. Though this was by no means confined to Planescape, as many writers of D&D novels were extremely willing to question the utility, motives, or even divinity of the gods - here to include Paul Kidd (author of the novelizations for White Plume Mountain, Descent Into The Depths Of The Earth, and Queen of the Demonweb Pits), who I usually claim as my gold standard for D&D novelizations but whose attitude here is, quite frankly, embarrassing in its confident thoughtlessness and cynicism. The ideas that gods are super-predators, that they are a class of abusers, that they are false idols, that they cannot claim divinity because they are limited/can be killed, these ideas are, statistically, likely to be older than you are. Better writers than you have been fumbling this since before you learned how to read.
Jesus Christ Is An Outlier And Should Not Be Counted - So here's the thing. The idea that a god needs to be a transcendent being, with attributes that render them sovereign from the living world, removed from time and supreme in all senses? That's just Christianity. If you go talk to like, a rabbi, an imam, if you can have a frank conversation with a Hellenic pagan or a Zoroastrian or a follower of Voudoun, they'll offer quite different perspectives, often a number of different ones from within their own faiths. There are more conceptions of what it is to be divine, to be a god and to worship gods, than there are cultures that have believed in gods, and to be frank the best advice I have for you here is to go outside and touch grass. Then, take some of the grass with you and have some fascinating & frank conversations with anyone who is not Christian. Even Gary Gygax, fanboy of the literal fucking Crusades, tried to handle his shit here and got more than nowhere in terms of success. When you insist that the gods of D&D need to be like the god of Christianity, you are both limiting yourself creatively and engaging on a great deal of art in bad faith, bringing with you your own baggage which you are failing to question. These conversations are gonna be difficult! You're going to feel ignorant; you may try the patience of the people you're seeking to learn from. But to learn is an unalloyed good, and here I am speaking of far more than the hypothetical benefit it's going to bring to your Cleric in your happy elfgame time.
The Lord Is God Of Both Good And Evil - Surprise bitches it's a second alignment section. First tings first, I want to repeat again that gods in D&D are not generative forces of virtue; rather, they are worldviews. This changes if you're playing Pathfinder, but if you are playing Pathfinder, stop immediately. And this argument can seem like I'm splitting hairs, but it changes the game quite a bit; a lot of players and readers wonder why, say, Liira isn't out here trying to solve all of the world's problems, but that is not Liira's fucking job, y'know? Her job is to be the goddess of joy, the pure light and laughter of seeing the world of wonder, to be god of delights and surprises, and it's not exactly fair to ask her to be something else. If your character is a Liiran and you have some concerns about, I dunno, the homelessness problem in Waterdeep, that's on you to work towards.
Broadly, though, there is a problem in the fanbase that was laid out excellently in The Ones Who Walk Away From Omelas, written by the esteemed Ursula K. Le Guin; people find it very easy to assume that if something is described as good, as benevolent, as truly kind and compassionate and full of wonder, there has to be some kind of catch. There is a hidden evil, there is a dark cost, there is an ulterior motive. And like, look, the gods of D&D are fallible beings, they make mistakes, but the thing is that when D&D tells you a god is Good, it like...means it. Does the writing always bear this up? No. The writing is often friendly to things that are in fact bad. But even figures like Bahamut or Tyr, infamous for their associations with fantasy cops, they're trying to be the gods of like, Sam Vimes, not the gods of police brutality. Likewise gods are not the primary drivers of the battle between good and evil - they are prosecuting their worldviews, and those worldviews relate to a Prime Material Plane that is of both wonder and horror, that is full of the creations of many gods and even many mortals. It is the law of the living world that wasps lay their eggs in living things, but so too is it the law that the land is bountiful, that a shocking number of alien beings would love you to pet them, that the sunrise after a storm is uncommonly beautiful and glorious.
As far as evil gods go, let me link my article there again so I can expand on it. Broadly, evil gods in D&D can be thought of as part of two camps; Greenwoodian evil, and Dickensonian evil (shout-out to my close friend and priestess - don't question it - the Celt for this framework). Greenwoodian evils are parts of nature, unrelentingly bound to the living world, who are gods over things that are terrible but necessary. Talona (goddess of plagues), Umberlee (goddess of the sea), Auril (goddess of winter), Loviatar (goddess of suffering), these are Greenwoodian evils, and if you're noticing that most of these are women, well, Ed Greenwood seems constitutionally incapable of writing a woman who is not, at worst, both glorious and terrible, and this is a compliment. Now, Greenwood has gods that don't fit this conception - look no further than Bane, god of tyranny - but the great joke at the expense of these gods is that they are not, contrary to their own belief, sovereign from the living world, they are not above it, removed from it. They are, instead, bent, defeated, broken, and beaten down until they service the natural order, and each time they attempt to shatter the cage the world of wonder has woven around them they lose some part of themselves in the process.
Now, Dickensonian evil is named for the works of Seth Dickenson, which concerns itself with the Sword Logic, the logic of empire. The argument it makes is that reliance on others makes you vulnerable, and only through becoming a sovereign being can you be safe and complete; the ideal being, in the conception of Dickensonian evil, interacts with others not at all, or, if it must, interacts with them only to consume them for resources. Bane is a Dickensonian evil, as are Bhaal, Myrkul, Gruumsh, Hextor, and the like, and the thing about the Sword Logic is that it is persuasive, powerful, and wrong. However, while it is ultimately self-defeating, the harm done to real people in the meantime is an incalculable tragedy, and thus it needs to be opposed at all times. As edgy bastards say constantly: you can't let God do all the work. This style of evil appeals to people who are, themselves, cruel, ruthless, and inclined towards consumption, but it also appeals to people who are hurt, who have been betrayed, whom the world has let down, and in that sense there is quite a lot to explore here. The ordinary person does not give in to the logic of empire without cause.
For gods of both good and of evil, the question at the root of it all is this: why do people willingly worship them? What worldview is on offer, and why are you sympathetic to that worldview? What would it mean to change, adopt, or oppose that worldview? If you take nothing else from this section, take that and ponder it.
Death Is For The Dead - Going with the above, holy fucking hell y'all the cosmology is not as important as you think it is. There is a vast emphasis placed by the player base upon the afterlife, one which sometimes bleed into the writing (in Starfinder, published by Paizo, "choosing your own afterlife" is seen as the ultimate expression of religious freedom) but you know what most people know about the afterlife? Nothing useful! Jane Average Realmswoman knows that she will in some way be with her goddess when she's dead and that it'll probably be pretty cool and that's about it, and as far as these things go Jane is correct. People tend to react with shock and horror when they learn for the first time that the usual spiritual journey someone goes on in the afterlife will end with them becoming one with the Plane and/or god they're associated with, and to an extent I have some sympathy for this. Lifelong atheist, remember, the idea of "losing myself" to become part of something greater sounds terrifying...but is that what's fucking happening? If one is to experience an afterlife, that is, a form of life, one must be able to change. There is no escape from eventually changing so much that you would be unrecognizable as the living person you once were, and for those who want to try we have undeath on offer (except we don't, undead also experience those sorts of changes and as a result there is truly no escape from being a real thing in the real reality). And in this cynicism for the afterlife people miss the forest for the trees. When you end up, say, in the divine realm of Oghma and are filing books in his infinite library, Oghma isn't using your soul for slave labor here. You're a newly dead person who needs time to acclimate to not having the needs of the living, and moreover you're a newly dead person whose greatest, most ardent passion was language, poetry, prose, nonfiction, the glory of writing in all its flower, and now you have unlimited access to such, an endless opportunity to truly understand and grow closer to this thing that was so important to you. I'm not saying not to involve cosmological themes or to not take adventures to divine realms, don't mistake me, but...maybe try to open your mind to the idea that this thing which is supposed to be good and natural is, in fact, good and natural.
Gods & You - This is more or less re-stating some arguments from above, but put some thought into the churches and faiths your character has a relationship with. Are they part of a broader faith? Is such a faith big where they live, and what does that mean for them? What sorts of interactions and opinions, right or wrong, do they have with the local religions and why? It doesn't have to be anything huge, but the faithful are, again, inescapable. People's lives in these settings are religious, and that faith infuses their day-to-day; so too does it infuse your character's. And while I'm right here, having beef with those faiths and/or the gods behind them? Legit. Not just legit, but on the table to be consummated; there is a long and strong tradition in D&D of killing gods with your own two hands, and while gods can be hard to keep dead (look at Bane), killing them always means something. Maybe you can take their place and try your hand at being a better god than they were. Maybe you're just trying to stop their evil schemes. Maybe they slept with your mom and you take some exception to this. Whatever it is, these sorts of conflicts both have bones in with real-world religion and a storied history in D&D itself, and they shouldn't be considered outside the scope of your ambition if you really wanna go for it.
Y'all, it's been a journey. If you've made it this far thank you for reading, and as always I remain open to feedback and criticism. Please don't let the incredible length of this piece or my unrelenting, undying fucking rage intimidate you; I wouldn't be making articles like this if I wasn't trying to have a legitimate dialogue with my audience, y'know? Now, I have one last bit for you. In an effort to be helpful, to fucking flex with my writing, and as a little treat, the following section will present some example Clerics. All but one (Matthias Winters) are from the Forgotten Realms. If you make the egregious mistake of looking up the Forgotten Realms wiki, it will tell you that Matthias's god is an aspect of Velsharoon; this is incorrect, and the first person to try to tell me otherwise will be turned into a bowl of spaghetti and served up at a high school dance. This is the one thing I will be entertaining no arguments about. That said, please feel free to take these characters as inspiration, mine them for ideas, or even just to play them yourself if you're inclined to indulge my staggering arrogance in such a fashion.
One last note; you will notice that I have often disregarded the Domains associated with various gods in the books. This is in no small part because WotC did those assignments with incredible, mind-blowing fucking incompetence, and also because a great deal of their former Domains or Spheres no longer have adequate representation. I have chosen to ignore them on purpose and with malice aforethought.
Now, without further ado, may I present:
The Chosen Many - Sample Clerics
Our sample Clerics will be formatted as follows:
[NAME]
Species Domain Cleric [Background]
General pitch of their concept & plot hooks
Personality Traits: [HERE] / Ideals: [HERE] / Bonds: [HERE] / Flaws: [HERE]
Matthias Winters
Human Death Cleric [Guild Artisan]
Mattie was only an apprentice when the monsters came to his village, ravening things set loose by an unwise summoner. People he knew died, until the Shrouded Lady came and destroyed the beasts with a dark and divine grace he had never before encountered. This Lady did not ask for money, and she did not ask for favors, but of the proud and simple people of the village she did ask two things: to let others know that they had a friend in the lich-god Mellifleur, Friend of Heroes, and for Matthias's services as her apprentice. Both were granted, with many tearful goodbyes and promises to write, which have been, it must be said, kept. It's a strange life, working as a Cleric to the Lord of the Last Shroud. Matthias isn't terribly educated, no, but he's no fool: he knows his god is evil, far more vile and underhanded than Matthias himself would ever want to be. And yet, "Friend of Heroes" seems to be no empty title. Matthias is sent on odd errands all across the land, all of them ominous and to some nebulous good. Go here, says the Shrouded Lady, and warn the town that a drow raid is coming; go there, and deliver these potions to the Moonstone Four, who will have need of them. Matthias has guarded caravans, healed the sick, slain the wicked, and placed far more magical items into chests within crumbling ruins than he ever thought plausible. During less pressing times, his work as a smith still sees use, crafting items of unusual make and odd, threatening beauty for more powerful spellcasters to enchant. One day, the Shrouded Lady has promised, his training will be advanced enough to create his own.
Mellifleur is evil. Matthias knows this. But does it matter so much, if Matthias is still helping? Does the promise of lichdom for himself really matter, if he can do more right by the world with all that time? He thinks about this, between hammer strokes, and he has no answer yet.
Personality Traits: "I tend to work when I need to think." & "I ask people what they think of death." & "I eat big and hearty; quality is a distant consideration." / Ideals: "If you've helped others, the method shouldn't matter [Neutral]." & "Professionals have standards [Lawful]." / Bonds: "I might uh, be in love with the Shrouded Lady." & "I seek a lost artifact of Mellifleur that can divine the plots of other evil gods." / Flaws: "When I don't know what to do, I take the first order I'm given that sounds right." & "There is no kill like overkill."
Elrissa Morrowmoon
Drow War Cleric [Soldier]
Born on the surface as the first generation of her family to be so born, Elrissa was raised in a community devoted to Eilistraee, actively involved in shepherding escapees from Lolth's dominions. She grew up idolizing the warrior-priests of her goddess, their grace and confidence, their surety, but never felt that for herself; big for a drow, hell, big even in comparison to a human, she despaired at ever achieving her dreams of becoming one of Eilistraee's paladins, even as she trained every day with gritted teeth and tearful eyes. When her community was found and raided in an attempt to capture the escapees as sacrifices to Lolth, Elrissa lost her father, and the very next night she stormed into the sacred grove and screamed her demand for vengeance up to her goddess.
She was answered.
In a sick way, Elrissa feels sometimes it might have been better if she wasn't. Now she's a holy warrior, now she knows she has the favor of her goddess and none can deny it, but she's still the plodding, clonking, clanging thing she was before, hunting the faithful of Lolth in her plate armor like an army of pots and pans. She lacks subtlety; she lacks grace. But while Elrissa is still in some ways the little girl who was never good enough in her own eyes, watch her change when the innocent are threatened, or when the priests of the Spider Queen are within striking distance. She does not leave survivors. She will not heed surrenders. She is coming, in a tide of moonlight and hateful sorrow, until no brick stands atop another.
Personality Traits: "I am very earnest and forthright." & "I get easily distracted by nature." & "I maintain my own equipment; no one else gets to." / Ideals: "People get better when they're offered love and support [Good]." & "For drow to have a future, Lolth must die [Neutral]." / Bonds: "I will find the ones who killed my father and repay them in kind." & "Sacred groves, even those of other gods, are worthy of my protection." / Flaws: "My hatred of Lolth can blind me to practical realities." & "Alcohol isn't a problem, it's a solution."
Gemma Rivergard
Half-Elf Forge Cleric [Noble]
Gemma acquired her vocation the way she gets most things: she bought it. As the fourth child of the noble Rivergards, who make their money in trade, her life was always a bit of a loose end. On a dare, she walked into a temple of Waukeen, laid out a spread of gems and gold and art pieces from the family vault, and announced her intention to purchase the exalted station of Cleric. She was as surprised as everyone else when the Goddess of Coins agreed.
Gemma is still a bit of a loose end. Waukeen blessed her with the power to make the goods her family merely trades, and much more besides, but lacking a specific holy mission she's taken to traveling, and it's broadened her horizons. One walk down a poorly maintained road might lead to a quest to cull the monsters threatening it, or politics with a greedy lord who has forgotten the value of commerce. She's set predatory contracts to rights, fought to the death against slaver rings, and purchased a truly concerning amount of amateur art from various goblins. And yet while she's happy with her growth as a person, Gemma still feels like she's lacking a purpose. Surely she can't purchase that.
…Surely not?
Personality Traits: "Is this some kind of peasant joke I'm too rich to understand?" & "You not understanding if I'm joking kinda is the joke." & "That really updated my journal." / Ideals: "To broaden one's horizons is to improve oneself [Good]." & "Every man has his price. That's not always a bad thing [Neutral]." / Bonds: "I haven't left my family! I'm still looking out for them." & "I still keep up with the goblin artists I've bought paintings from. I'm kinda their patron." / Flaws: "You bet I can't? Hold my beer." & "I forget sometimes that my experiences aren't universal."
Neela Wagonborn
Halfling Trickery Cleric [Haunted One]
So, here's the thing. This isn't Neela. Neela is not here at the moment, and you can't leave a message. Neela, you see, was captured by a Thayan looking to build a better Mirror of Opposition, and the wizard's experiment spit out Aleen, the Lawful Evil reflection of the original Neela, who had spent her life to date as a Cleric of Liira, Goddess of Joy. The mirror's enchantment, normally used to compel the summoned copy to kill the original, did not do this to Aleen, who was swiftly captured herself, brutally experimented upon, and then turned loose with the promise that her "creator" would be watching.
She's been hiding for all her life is worth, posing as Neela and playing a nerve-shredding game of balancing distance from Neela's loved ones with staying close enough to not arouse suspicion. Who knows if she'd survive getting killed in this Faerun, which is so unlike the one she knows? Praise be to the gods both above and below, though, Aleen here has an excuse: she's been receiving revelations from Liira, which are guiding her on a quest whose objective is unclear to her, but which has enabled her to become more powerful as a Cleric. If she's tricked the Lady of Illusions…well, that speaks well of her odds, right?
Liira has not been tricked. This journey of self-discovery into the world of beauty and wonder is about to be the funniest prank the Lady of Mists has pulled in fucking centuries.
Personality Traits: "The road calls! Immediately!" & "I remember those who wrong me." & "I have a weakness for musicians." / Ideals: "A deal is a deal [Lawful]." & "Everyone else is looking out for themselves first. Why should I be better? [Evil]." / Bonds: "That Thayan needs to die. Screaming." & "No one can find out who I am. No one." / Flaws: "I'm a good liar, but not as good as I think I am." & "My cruel streak can snatch defeat from the jaws of victory."
Fila Firetouched
High Elf Tempest Cleric [Entertainer]
Descended from a long line of Waterdhavian elves, Fila broke with family tradition by converting to the worship of Sune Firehair, goddess of beauty and patron of the arts. During their more youthful years they lived down to the stereotypes of the many lay members, producing a frankly embarrassing catalogue of love poetry, ex-lovers, and amateur paintings, but after the loss of their sibling to a sea storm their art took a rather more gloomy and Gothic direction. Storms and landscapes featured heavily, and with their newfound focus Fila was praised as an artist to watch, with a keen eye for the sublime. Their parents and community did their best to support Fila, but they were determined to process their grief in their own way, seeking to capture the "true heart of the storm", which they feared, hated, and also loved.
It was atop a hill in the Dessarin Valley, during a savage spring storm, that Fila was struck by lightning while trying to paint. They died in an instant of eternal agony, but it was not to be their end. Rather than claim Fila's soul, Sune Firehair offered them the chance to return, to continue their art and seek out others whose beauty was hidden by the cruelties of the world. Fila accepted, and returned to a body branded by the storm and crackling with divine power.
The plate armor is still taking some getting used to, as are the odd glances and awkward greetings from the church, but the storm, oh, the storm…
It feels like an old friend now, beautiful and terrible. It's all too happy to help with Fila's work.
Personality Traits: "Hold a moment, I need to sketch this for later." & "There is a party person in me that comes out sometimes." & "The amateur poetry will continue until morale improves." / Ideals: "The world is good, the world is beautiful, the world is worth fighting for [Good]." & "If you don't challenge norms and expectations, people will never examine them [Chaotic]." / Bonds: "I don't always get on with my family, but I'd still do anything for them." & "I haven't forgotten any of my ex-lovers; they can ask a lot more of me than I care to admit." / Flaws: "My resurrection was a miracle, but sometimes when people say my scars are a curse it still feels like they're right." & "I may be a little too excited about my newfound powers of violence."
Nattie Kells
Human Order Cleric [Hermit]
Nattie's family likes to say she was born morose; a depressed and somber child, she never quite got on with the people of her river town, and made few friends, not even during her wild years of late adolescence when she carved her way through every interested lass available only to seemingly lose her passion. Oh, yes, people tried to help, but the things they found meaning in just didn't quite resonate with Nattie, and she dabbled with this church and that career and suchlike before, inevitably, dropping them in favor of her only seemingly eternal passion: reading. Eventually she scraped some money together to go traveling, looking for anything that could speak to her, and she found a long-abandoned shrine to Jergal, the Last Scribe, assistant to Kelemvor and Lord of the End of Everything. It wasn't meaning, not exactly, but the idea that all would be ash one day, that meaning was not required, it had a comfort to it.
She was 23 when Jergal came to her in her dreams and requested her services, which would necessitate a return to lands where other people dwelled. Nattie awoke to find a pile of equipment near her, along with a holy symbol, and she set off, learning the ways of divine magic in her dreams as she made the long and pointless trek back to "civilization". Now, as the Quill of the Last Scribe, Nattie enacts what she thinks of as fate. A charm spell here, a nudge there, and things happen; a man meets his future husband by taking a road he would have walked past, a goblin scout is devoured by an owlbear he would have avoided, a horse spooks and kills its rider. Nattie has hurt people. She has saved people. She tells herself it doesn't matter, but beneath the layers of lassitude and nameless sorrow there is an uncertainty. What is she becoming?
This, too, is Jergal's design. Nattie is determined to live in misery, but the Last Scribe can wait for her to realize better. He can always wait.
Personality Traits: "Ugh. People." & "Primary sources motherfuckers! Write some! Keep them safe!" & "Nobody talk about the kind of person I am around furry animals. I mean it." / Ideals: "It means something, that you were here, and that you were alive [Good]." & "People return to dust eventually. It doesn't matter if they return to dust faster [Evil]." / Bonds: "My lonely home in the shrine is sacred to me." & "The bookstore I used to go to as a child was nearly going out of business, but as long as I keep spending adventuring money there it will never die." / Flaws: "I don't really have any bad feelings about people dying. People die all the time. They're very good at it." & "I wish I felt more blessed by the attention of my god, but he's such an aggravating little bitch. Why's he gotta be so annoying?"
Dagill Tapper
Shield Dwarf Knowledge Cleric [Background]
The son of miners, Dagill quickly proved to have a keen interest in learning, if little talent for academia. For much of his youth he found employment running books for the clan's mines, until - on the advice of the local priests of Moradin - he was sent to Neverwinter to be educated in magic, as the gift was in him and his home had little resources to explore it. Wizardry did not work out for Dagill, despite his passion for the Art, but that passion saw him into the worship of Azuth, God of Spells, and eventually he was chosen as a Cleric.
Dagill's interests lie in the recording and advancement of magical knowledge, and his new faith keeps him busy. Between expeditions to recover lost knowledge and study traditions of spellcraft, he assists in scribing scrolls and seeks out potential mages in under-served populations. Though his clan doesn't approve of his conversion, he's still a dwarf's dwarf, with a deep love for the gods of his people, who returns home often and pays his dues in gold, labor, and knowledge for the good of his people. They'll come around eventually. They must.
Undiscussed with most is Dagill's dearest ambition: to find one of the lost scrolls penned by the very gods, and cast it with his own hands. What else could bring him closer to his new god?
Personality Traits: "Have you heard the good word about how great wizards are today?" & "Despite it all, I'm still a dwarf's dwarf in a lot of ways." & "I make a big deal out of Azuth. All the time! People should appreciate him more!" / Ideals: "The advancement of the Art is meant to help people [Good]." & "We have obligations to truth, and to history [Lawful]." / Bonds: "I still send money to my clan, and I should visit again soon. I might have an arranged marriage coming up." & "The wizard who tried to teach me is a good woman; I need to repay her kindness." / Flaws: "I have a bit of an inferiority complex about wizards." & "I am easily distracted by puzzles and riddles."
St. Nokta Kinslayer
Goblin Life Cleric [Outlander]
Honesty can change a life, you know. Nokta's warband came up against a pack of tall-folk adventurers, as goblin warbands sometimes do. She was a soldier, then, seemingly destined to be smeared beneath a mercenary boot, but when she was captured the adventurers said: talk, and we will let you live. She talked, of course she talked, Maglubiyet teaches survival at all costs, but her fellows found out, and intended to kill her along with the adventurers during an ambush.
The tall-folk fought like demons to save Nokta, because they had said she would live, and they meant it. Despite their best efforts she died, to an arrow in the throat, only to wake with the battle still raging, brought back to life by diamond and spell and the tall-folk shaman in his metal armor. Three times did Nokta die, and three times was she brought back, only to watch the tall-folk shaman take a blade to the heart. Gripped by something she couldn't name, Nokta raced over, and took his diamonds, and tried to speak his spell, fervently calling out for his strange tall-folk god to spare him.
Nokta was answered in the name of Illmater, the Lord on the Rack, god of mercy and of self-sacrifice, and has served him since. For dying and returning, her new church calls her Saint, but her people call her Kinslayer, and the Traitor Shaman, and more besides. There will be no peace, and though Nokta knows her suffering reduces that of the world, this cannot continue. If the Fire-Eyed God wants her head, there can only be one recourse: break his priests until the cost of war sickens Maglubiyet , and he accepts peace. Saint Nokta is unafraid, and she is unmerciful.
Personality Traits: "What, tall-folk - uh, I mean, yes, my child?" & "I don't hate vegetables, I love meat." & "The Tall God says His blessings are for all. For some reason." / Ideals: "Peace for peace, wrath for wrath [Neutral]." & "I don't understand the compassion I was shown, but I do treasure it [Good]." / Bonds: "The adventurers who fought for me have my service for the asking." & "I'll drop everything to fight the servants of the Fire-Eyed God." / Flaws: "I don't know what this 'love' is, and 'trust' is also still pretty difficult for me." & "My fears drive me to violence far more often than the Tall God likes."
Jelka Threebones
Orc Grave Cleric [Acolyte]
Jelka came to live amongst the Sky Pony tribe of the Uthgardt as a young adult, one of several political hostages exchanged between her own tribe and the Sky Pony as part of a peace agreement; with both in the shadow of the Kingdom of Many-Arrows, wise leaders on both sides sought to cool traditional conflicts between them in favor of looking to the greater threat to their mutual north, and Jelka was selected for her cool head, proud bearing, and great foresight for such a young orc. The story might have ended there, if the Cult of the Dragon hadn't moved into the area looking to pillage the spirit mounds and burial grounds of both tribes' warriors to secure a supply of corpses for their necromancies. Outraged at this desecration and disrespect, Jelka called upon Gruumsh and Tempus in the name of both her peoples for the power to revenge herself upon the defilers, and her prayers were answered.
Today, Jelka continues her campaign of revenge in the name of Gruumsh, hunting down those who raise the dead, defile graves, and bend the minds of warriors. Her list of enemies is long and only growing longer, and she is keenly aware that she is not yet mighty enough to face down the likes of dracoliches or, say, the entire sovereign nation of Thay. But she will be. She must be. Wrongs have been done, and she wades into battle chanting the litany of them in an endless roll of accusation and reprisal, screaming hateful hymns alongside her chosen allies. Her new mission has made for strange bedfellows, but for all her outward fury Jelka remains the curious and level-headed young orc she was when she was selected all those years ago. Perhaps there are other enemies she might make peace with, to gain the satisfaction of her almighty vengeance.
Personality Traits: "Raise a cup with me! We should celebrate!" & "I'm very curious about new cultures, sometimes to the point of being annoying." & "I love a good story." / Ideals: "The world will hit you hard. If you don't take revenge, all you'll get is hit again [Evil]." & "If you don't have the guts, you don't deserve the glory [Chaotic]." / Bonds: "My word of alliance, once given, is absolute." & "I have siblings in my first tribe who should be adults soon. If they need my help, they have it." / Flaws: "I never forget a sleight." & "I pick fights I can't win sometimes."
Kellard Frosthalt
Rock Gnome Nature Cleric [Folk Hero]
Kell should have been a druid. He knows it, his clan knows it, druids know it, there's even odds that mushrooms in Menzobarrenzen know it, but he's always had a deep phobia of shape-shifting, so for a long while he was content to study nature…academically. Sure, his papers were trite, but the man published and that's not nothing. When he was hired to catalog finds for an expedition into Netherese ruins, the team found an ancient shrine to the goddess now known as Chauntea, and beset by undead guardians. Unwilling to let the sacred place be defiled, Kell took up arms for the first time, and found himself blessed with power.
Now Kell spends his time in lost places, seeking revelation and tending to the needs of rural communities. His new position is intimidating. More than many other followers of the Lady of Waving Grain, he understands that his goddess is an ancient and persistent foe of evil. Only…can something better truly be grown from her foes? Is Kell ready?
Personality Traits: "I love nature! Let me tell you about this parasitic wasp!" & "I know it doesn't fit my station, but I just, I need to be dressed sharp, okay?" & "I tell jokes with a completely straight face." / Ideals: "There are no pointless things; all things of the world have a treasured place in it [Good]." & "Generosity is the highest virtue [Good]." / Bonds: "Fuck Netheril, fuck the Netherese, burn their ruins and salt the ashes." & "After that first fight in the ruins, a peasant family took me in. I owe them my life." / Flaws: "I have a deep and abiding phobia of having my body changed against my will." & "I never, ever, ever, shut the fuck up."
Dolly Bookchild
Half-Drow Peace Cleric [Investigator]
Most half elves lose their human parent first, but as the child of two adventurers Dolly wasn't exactly surprised when her drow mother bit the big one doing battle with a demon accidentally released from an ancient binding. Seeking to understand her loss, Dolly started spending time in the sacred libraries of Deneir, and eventually converted after falling in love with learning. Academia isn't exactly her strong suit, but Dolly has a lot of practical knowledge that isn't often written down in an accessible fashion. Her new church was proud to fund the publishing of Dolly's Practical Survival Guide.
Still, a new love of learning isn't closure, and Dolly yearned to be an adventurer like her parents. After her second book went off to the printers, she stayed up in vigil to ask Deneir for a cleric's power, vowing to use it to find and advance knowledge, and to protect the ignorant. Her wish was granted, and now she bears the peace of the library wherever she goes. Every day is a lovely day for learning.
Hopefully one of these lovely days Dolly will figure out that the demon isn't done with just her mother.
Personality Traits: "It's a beautiful day to learn something new, isn't it?" & "Ah, the great outdoors!" & "I skip when I'm happy. No really. No, really." / Ideals: "Knowledge belongs to everyone [Lawful]." & "Extend grace to the ignorant; they truly do not know better [Good]." / Bonds: "Dad's getting on in years. I need to make sure he isn't worrying about me when he passes." & "I still return to my temple pretty often; it feels more like home than home does." / Flaws: "Sometimes I forget that my fun adventures can have deadly consequences." & "I'm from the big city where my heritage isn't a big deal, so it's surprising every fucking time that it's a big deal elsewhere."
Jonas Cobbler
Aasimar Light Cleric [Urchin]
So here's the thing. Jonas had a bit of an odd childhood. Raised by a then-single mother who is a devout follower of Lathander, Jonas was maybe six, seven years old when he mentioned in his prayers that he's a boy and asked for some help being a boy because he knew Mommy worked very hard and didn't have a lot of money. His first direct experience with divinity was his god's gentle voice in his mind saying: yes, my child, your new dawn is upon you. He had some explaining to do the next morning, and his mother was happy for him and seemingly cross with Lathander, for some reason?
It wasn't until Jonas was about seventeen that he got answers to that particular mystery; he came home to find his mother, her partner, and a golden-haired stranger waiting up for him. His mother introduced the stranger as Jonas's father...
...Lathander.
Maybe running away from home in a bit of a panic was the wrong move, but uh. Jonas has at least one parent looking out for him now, right? It'll be fine. It'll be fine. It's all gonna be fine.
Personality Traits: "I am extremely food-motivated." & "Let me teach you my secret handshake!" & "Uh, I've got, a spell for this, uh - fuck - uh, in the name of the new dawn uh -" / Ideals: "You don't need a reason to help people [Good]." & "The best time to be a better person was yesterday. The second-best time is now [Good]." / Bonds: "My old friends mostly went off to real careers, but we still stay in touch." & "There's a hidden place in the old neighborhood that I take care of." / Flaws: "I cannot walk into church any more without thinking, holy shit this guy slept with my mom." & "I am embarassingly weak to a pretty face."
Freddie Wright
Human Twilight Cleric [Criminal]
Hailing from a family of Selunite wererats in Yartar, Freddie used to have a fairly exciting life spying on Zhentarim operations, right up until she blundered into a cell of Sharrans in the sewers. They pushed her into a portal to see what would happen, but not before somehow stripping her of her lycantheropy to ensure she would suffer and die. Freddie arrived in Undermountain with nothing but her faith, and in her time of need the Moonmaiden answered. Against all odds, Freddie survived, scrounging up equipment, learning the traps, and eventually staggering out of the Well into the Yawning Portal Inn. She still has nightmares, but Freddie is grateful every day that she's alive to have them.
Now the former wererat stalks the Sharrans up and down the Sword Coast, seeking the return of what was taken. She hates her heavy armor and despises being caged in one body, but despite her snappish ways she takes her duty as a guide very seriously. That's part of the problem, actually. The dead of the Underhalls haunt Freddie and beg her intercession so that they might move on, and with every ghost laid to rest her prey gets further away. But what's a girl to do, ignore them? No. Freddie has faith. This righteous path must, will, make her whole again.
Personality Traits: "Time is money, hurry it up." & "Sometimes I overcomplicate things because I'm biased against direct solutions." & "Hey that reminds me of something that happened in my family -" / Ideals: "If you give people what they need to grow, they become their best selves [Good]." & "No one else can walk your path for you [Chaotic]." / Bonds: "Yartar is still my favorite city, and I stop by to do good by it when I can." & "The dead of the Underhalls that follow me have none other to speak for them." / Flaws: "Do you have any idea how much this stupid monkey body pisses me off?" & "I've got a vengeful streak that is not uh, approved Selunite behavior."
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I'd like to know!
sure thing!
so i was taught this method by my professor for my american women's history class back in 2022, and i've been using it ever since! it's been super helpful with my master's program as i have so much to read.
full disclosure, i'm not usually one to write out notes when it comes to articles--i highlight and annotate in the margins, and this strategy works really well for that. (you can also write out these things as well, i'm just letting you know my approach!)
i'll use one of the articles i'm reading for homework right now as an example lol (this article is Beyond Eurocentrism? Heritage conservation and the politics of difference by Tim Winter, from 2012)
My professor's original list of things for us to watch out for were these, because she had us read articles and then write about them:
the topic of the paper
the author's thesis
the implications of that thesis
the sources they cite
any counter arguments to that thesis
how successful they were at getting their thesis across
when actually reading articles, i condense this list to be three main things you want to find, highlight, and keep track of, and i do these in three different colors:
the topic of the paper and the author's thesis statement/arguments
other authors/sources they cite
important notes you want to take
so, looking at the article i'm reading for homework:
in pink is the author's thesis statement (the first image shows an excerpt from the introduction, the third image shows an excerpt from further in the paper when they lay out their argument). in blue is anything that i think is important or i want to take note of. in green is the other sources and authors that are cited.
(if it helps you, you can always pick these things out and write them/type them out in separate notes if that's your approach!)
for me, this makes it really easy to skim these articles for 1) things i might need later, when i may end up citing these articles as sources for future papers, or 2) are looking for notable points i want to discuss in class when we talk about the lecture subject.
i hope this helps!!
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Hi hello, I've got a question, what that heck happened this week?? I haven't been active in awhile and I just logged back in here to follow an artist from tiktok, and I happened to see the conservative discord server screenshots on my "your tags" section. Is possible to get the sparks note version of what happened? (Sorry if the ask sounds weird, not very good at putting my thoughts into words)
Sorry I only answered this a few days later! You might already know what's happening by now, but in case you didn't I'll give you a TLDR:
- Tumblr user alasse-earfalas makes a post on LU's main tag advertising a conservative christian LU / LoZ server. She claims to want a safe space for those with similar views. What really catches people's attention is a part of the post that speaks about "Pride ideology" and how such "predatory" views aren't allowed in the server. In the same section she talks about wanting a space where characters are not "queered into oblivion." The vibes are utterly rancid.
- LU fandom immediately begins spiteposting. Everyone and their mother starts making LU queer headcanons or posts showing their support for the queer community. The memes flood in. "Queered into oblivion." is immediately reclaimed and added to people's lexicons. People are speedrunning how fast they can get banned off the server. There's almost a unanimous effort to make fun of bigots.
- Further controversy ensues under the surface. As it turns out, several religious people in the fandom had been interacting with Alasse and other people in the conservative server. It was impossible to know whether or not they shared similar views, but you can't blame people's caution. When questioned whether their blogs were safe for queer people, some gave very vague answers that pretty much dialed down to "I love everyone" or "I don't wanna talk about it." Neutrality in such instances is not reassuring for queer people, especially when the other side is claiming we are predatory. Afaik some people have redacted their statements or gone on to further clarify things. But some people still take a firmly neutral stance on the matter. (Don't ask who I haven't been following closely enough to know).
- A few days later Alasse comes back with a follow-up statement addressing the server. She pulls a mix between "gay people I respect VS gay people I don't respect." and "I'm not homophobic I have a gay friend." By stating that the server is not homophobic, but simply does not support the pride movement. Which is allegedly pushing to show porn to kids in school. When asked for a source on such a shocking claim someone on the server cites Fucking Matt Walsh rather than a non-biased and or scientific article. The transphobia also pops out when she claims the pride movement is trying to push surgeries on children (It's not. Children do not get gender realignment surgeries. You can find this out from five minutes on google). Addressing "queered into oblivion." Alasse goes on a rant about "queerwashing" characters, stating the Links are canonically straight and making them queer invalidates their identity. Alasse conveniently forgets that Nintendo has never canonically given Link a partner. She also forgets that bisexuality, asexuality and other sexualities that may include romantic attraction to the opposite sex do, in fact, exist. The rest of the post is whining about people joining the server to troll and basically just her reaping what she sowed for advertising on Tumblr Dot Com.
Aside for further outrage and memes, that's pretty much where we're up to so far. Things are dying down and hopefully the bigots will keep to their own corner and or fuck off from the fandom entirely.
#askbox#long post#Fuck it I'll tag as LU for anyone who hasnt been keeping up lol#linked universe#feel free to add any tidbits i missed
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The Origins of "DeLorne": An Update, A New Mystery, and Fandom History
So I've had this little thing among my pinned posts for a while, but basically, I've been curious where "DeLorne" (Christophe's almost universally agreed upon last name in the fandom) comes from. Previously, the earliest instance I'd found was on a dA art post in 2006, but I've since done more research and uncovered incredible pieces of fandom history, as well as a mystery! It's a pretty long story, but if you're interested in South Park fandom history at all (especially pertaining to Gregory and Christophe), I think you'll find it all fascinating. Let me rope you into the journey I've found myself on.
While I've been curious about "DeLorne" for a while, this particular phase of my research initiated from another pet project of mine— that being to read and archive all Gregstophe fics on FFN should the site go down someday. The oldest Gregstophe fic you can find just using filters was published in August 2005 and is called There's Always Tomorrow by Bagatelle. While this is the only Gregstophe fic on their FFN account, I've come to learn through sources I'll mention later that Bagatelle was a prolific Gregstophe author.
Anyway, the important thing to know for now is that I thought There's Always Tomorrow might actually be the true originator of "DeLorne" for a bit, as it uses it for Christophe's last name.
The author's intro of the first chapter cites two fics as inspiration for their own: Fierte Dedans (supposedly by KyleBroflovskiFan) and Parable of a Boy Named Gregory (supposedly by someone named either Oyaji or Zidane 2003). They also refer to Qindarka, aka the author of the famous Creek fic Aisle 10, as "my love" which is just an extra fun piece of fandom history to me.
With these other fics serving as a reference to There's Always Tomorrow, I figured they might also have "DeLorne". I went looking and discovered Fierte Dedans, which turned out to have been published in May 2005 by Saboteuse (their deviantArt name was KyleBroflovskiFan which is likely why they were called as such earlier). It's an unfinished fic, only getting two chapters and one sect of the love quadrangle(?) in (the fic was set to be a Gregstophe/Tophlovski/Style fic). In the first chapter, however, during a role call scene, it used "DeLorne" as Christophe's last name.
This was very exciting— I'd found a new origin point!
The author hadn't uploaded a fic since early 2014, but I decided "fuck it" and sent them a PM on FFN, asking if they were the first to use "DeLorne" or if they'd gotten it from somewhere. Miraculously, I got a message back!
So, not an origin, but at least it was a definitive answer! It also raised a new question, that being about Gregory's old fanon last name "Thorne". The aforementioned fic There's Always Tomorrow also uses "Thorne" as Gregory's last name and mentioned taking it directly from one of their inspirations— Parable of a Boy Named Gregory. I mentioned this to Saboteuse, who said that fic was definitely what they associate "Thorne" with but they weren't sure if it was the originator or simply popularized it.
Naturally, I had to find what I could about this Parable fic. Google was mostly a dead end though, only giving me its shoutout in There's Always Tomorrow and a mention of it in the Tropedia article on Celebrity Paradox. I learned it was a Pip/Gregory fic, that it was "of epic length", and there was a plot point involving a North Korean invasion. Put a pin in Parable, we'll circle back around to it.
Back on the trail of the origins of "DeLorne", thanks to @/stankvle's help, there seemed to be a new potential origin point:
February 2005 was now the earliest Christophe had been given the last name "DeLorne". This made me curious and I searched "christophe delorne" on deviantArt. This sketch was the earliest published thing in the search results, but I decided to check out other works and came to a fic from Jan 2006 called Brimstone by BassistArtistLoser. In the description, I found this:
This to me seemed to imply that "Twitch" could've been the first to use the name and everyone else copied them. I had to find Twitch.
Among the comments was a user named "twitchablewiz", who I assumed to be the same Twitch. Their deviantArt was mostly empty, seemingly wiped clean, save for a few posts including a poll asking what their final fic they published to FFN should be. I went searching and found one of those fics mentioned in the poll. I didn't care about that fic; instead I was more interested in another fic on their profile: a Tophlovski fic from December 2005. I had hoped to find "DeLorne" there, concrete evidence that they indeed used that last name.
Sadly, this fic with almost completely gutted because it was a smut fic and FFN was apparently cracking down on those back then. Twitch claimed they would reupload the fic on "FOSFF dot net" aka Freedom of Speech Fan Fiction Archive but apparently that entire site was wiped clean in 2013.
The interesting takeaway, however, was this bit:
There was another mention of Oyaji, the supposed author of Parable of a Boy Named Gregory, aka the possible origin of "Thorne"! I had tried searching "Oyaji" and "Zidane 2003" before to no avail, but now I had a new name to try. With this, I was able to find Oyaji's deviantArt. In scrolling through their past posts, I discovered this:
So here we have it: the reason why Parable was impossible to find before was because Oyaji intended on publishing it! This fic that might be the origin of "Thorne", Gregory's old fanon last name, might have been turned into a real novel. Oyaji says nothing in any of their other posts about whether or not they were actually able to publish. What they did provide though, as you can see, is their email.
So I emailed them, asking about Parable— if it got published, if I could read the original, if it truly was the origin of "Thorne". And, since Gregory and Christophe have been intrinsically linked to one another since their inception in 1999, I also asked if Oyaji might know anything about the origin of "DeLorne". I had hoped that I could get a response like I had when I messaged Saboteuse but, sadly... it seems that email account has been deleted.
As of March 12th, 2023, this is where the story ends. I feel like I'm so close to solving this fandom mystery, but there's still so many questions remaining. Is me-ladie the one who originated "DeLorne" as Christophe's last name, or was it Twitchy, or was it someone else entirely? Is there even an origin at all, or was it just collectively agreed upon by all the Christophe fans back in the early 2000s as Saboteuse supposes? Does "Thorne" come from Parable of a Boy Named Gregory, and did it actually get reworked and published as an original novel? Does anyone out there have a copy, or is it lost to time forever? I still don't know, and may never, but I wanted to get what I have thus far out there.
In looking for the origins "DeLorne", I came across this: the very first fic to tag Christophe on FFN.
It was published in October 2003, less than five years after Bigger, Longer, and Uncut premiered. It's mindblowing to me that people were loving Christophe and writing about him all the way back then! And yet... this is only the idea of history, since the author gutted the fic. I appreciate it remaining up in a way, though I wish there was a way to find and read this honestly historic fic.
So much of fandom history is forever lost to time as the web and vibe of the fandom evolves, especially something as little as popular fanon last names of one-off characters from South Park. Even if some of it isn't relevant anymore ("Thorne" hasn't been popular for Gregory in years), to let it be lost or pretend current fandom is all that matters feels sad to me. Even if what we have now might be better, I think it's important to appreciate or at least take the time to really understand where what we have came from.
#south park#sp fandom#christophe delorne#gregory of yardale#ze mole#sp christophe#sp gregory#sp ze mole#sp meta#kind of?? it's like.... a fandom meta
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HEY so I skim read your new Keefe hate post and I have some thoughts I'd like to share (all good ones!!)
As someone who also wrote a very long essay about [a] fictional character(s) while citing the page number and book word by word, you freaking ACED it. I'm always gonna be impressed when people take the time to cite your source and give a in depth explanation about it
You're lowkey not too wrong about Keefe infantilizing Sophie. For something silly and stupid, like "Iggy ate my mallowmelt!! >:( Now im mad!!" yeah I bet Sophie would seem cute lol. But for when she's genuinely angry and pissed?? Maybe lay off a little bit dude 😭 Like cmon she can murder you with her mind- There are moments where he does talk about how powerful she is though, throughout the series, but tbh as much as he does that he probably inhantilize her too *shrug* I need to reread the series, but you are making some sense.
I need Keefe getting mad and someone asking him if he's on his period LMAOOOO
Anyways as someone who loves Keefe you're making valid points. He has his flaws, and sometimes he isn't the best person. In summary
Never post that on pinterest. Those crazy Keefe loving, Fitz hating, Sokeefe shipping 11 year olds will MURDER YOU. I will respect your opinion, but they sure don't.
(your opinion is valid and you have facts *clap and approving nod* you have my respect.)
the post in question
okay, first of all, i need this essay immediately. i literally do not care what it's about but words! lots of words! about kotlc! need.
ooh, thank you so much! i mentioned this in the post itself, but this is a rework. the quotes were originally in one post (copy-pasted from another post) and the explanation was in a reblog, which was hella annoying, so i condensed them. i suppose it does make much more sense now. and my explanation is based in the fact that i don't think people were understanding why this isn't a good thing to be saying, period, when i posted it for the first time. even without context.
yeah, keefe displays a consistent attitude of "sophie is so adorable and small and cute and ditzy and soft". seriously, if you don't believe me, read his perspective in unlocked (or don't, because i'm going to do it for you in my part two keefe rant). it's why i don't buy his accepting sophie as a leader in stellarlune (done in a very, very tell-not-show way, may i add), unless he went through some serious development in unraveled. i may have to dedicate a whole post to that topic . . . anyway, yeah, him calling her powerful and talented feels very, very, very tell-not-show, and when you look at his internal thoughts in unlocked, it portrays her very differently. i'm not a fan of the way he sees her, truly. it feels very dumbed down and uwu-ified. no quotes from unlocked have been put into the post, so i'll have to update it later, but if i included unlocked quotes, this post would be like sixteen times its length. but yeah, you should reread the series before you come to a serious opinion. i'm obviously incredibly biased.
GOODBYE I WAS CITING THAT POST BECAUSE IT GAVE OFF THE EXACT ENERGY I FEEL KEEFE GIVES OFF . . . I DON'T EVEN THINK ELVES HAVE PERIODS (please nobody bring back that cursed discussion again, please, i beg) BUT YOU'RE SO CORRECT. SOMEONE WRITE A HUMAN AU WHERE THIS HAPPENS IMMEDIATELY
yay, a level-headed keefe lover, i love you guys. lol . . . i don't plan to go on pinterest anytime soon, or ever (and i also don't even think pinterest's format even allows for a long post like this . . . ). honestly the thought would have never even crossed my mind, because keepblr is my one true love and i'd never cheat on her. but now that you mention it, it might be funny . . .
#jkjkjkjkjkjk i'm not actually gonna. dw lol i don't have a death wish#kotlc#anti keefe sencen#kotlc keefe#asks#crippling-pages#kotlc discourse
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Since we're keeping with the theme here, how about one for Loki? A silly little guy that may have started an apocalypse and can transform into anything he wants, be it animals, genders, or animal genders? That's prime Pride Month material
Loki - Day 51 (Request)
Race: Tyrant
Alignment: Dark-Chaos
June 10th, 2024
Trickster gods are a rather common sight in most mythologies- people always love an underdog story, stories about characters who rise from the depths below and strike out their own niches through their wits and manipulation of coincidences- and this one is no exception. Commonly cited as the archetypal trickster deity, though highly debated as to his very existence, today's Demon of the Day is one of the most famous members of the Nordic pantheon, a god who needs little to no introduction- Loki. This deity appears back and forth in pop culture, no matter where you look- from Marvel movies to spotlights in podcasts, sitcoms, and video essays, it's not hard to see why he's such an infamous figure throughout. As the Æsir of chaos, a shapeshifter, and a perpetual underdog, he's a common sight in stories regarding Norse myth... but not the mythology itself.
As mentioned before in my Idun spotlight, Norse mythology is frustratingly archaic to research- there are precisely two sources to work off of, neither of which truly being primary, as almost every primary source has been lost through either the eternal game of telephone history is, actual fragmenting, or a simple inability to read runestones. As such, the only two sources most contemporary scholars have to work off of are the Prose Edda and the Poetic Edda, a pair of tomes who are strained, to say the least. Both collections of tales, rather infamously, have been bastardized due to the fact that their authors were both Christian, and cared little for historical accuracy- instead, they rewrote as they saw fit, giving way to frustrations such as the insertion of a 'one above all' god that was never mentioned in any actual stories and is almost purely believed by scholars to be a future retcon of capital-G God into the text. However, this issue only pervades the text in some aspects, and we can look at it as a relatively accurate collection. However, what this has to do with anything is that Loki is a... controversial topic in some areas in the scholarly world, which I'll get into later.
In the mythos surrounding Loki, he was the son of a jötunn by the name of Fárbauti and a hitherto unmentioned goddess by the name Laufey. Laufey's existence is also seen as somewhat controversial- while mentioned as a goddess, from what I can tell, she's only mentioned in reference to Loki, which could entirely mean she's only been added in the Edda's in order to explain away Loki's origins, or, in another possibility, she could exist purely on the fringes of the mythology. Either way, though, this is just the start of several reigning problems with the presence of Loki in Norse text, and one of the most glaring ones in my eyes.
An observation borrowed from Overly Sarcastic Productions' excellent video on Loki is that he is incredibly hard to research for a myriad of reasons- his name roughly translates to 'The Entangler' for a reason, as his mythology is a confusing web of contradictions and baffling ideas, even in the few sources we have to work off of. While I won't repeat her points wholesale, in short, Loki's existence is hard to even verify- it's entirely possible he was a later retcon to explain some unexplained aspects of the mythology, such as how Ragnarok would come to be. Speaking of... what the hell is the deal with Ragnarok and Loki? Aren't I good at segways?
Moving away from the debated existence of Loki, we should center on his role in the mythology from what we know from the Edda's, which is quite a bit. While Loki may be hard to research for a myriad of reasons (refer to the OSP video above), we have several confirmed sightings of this cryptic cryptid of Scandinavian stories, starting with his general role as a mixed practitioner of both being good and evil. While Loki is most well known for his role in perpetuating Ragnarok, the literal apocalypse in Norse mythology that it almost all circles around, he's not a wholly good or wholly bad figure- no, he's a wholly mischievous one. I'll save the Ragnarok talk for a future DDS, such as one on Fenrir, so we can focus on Loki in the day-to-day lives of the Æsir, which is that of being an absolute pest. As a shapeshifter, this genderfluid icon is prone to several bouts of mischief, including but not limited to:
Starting the entire bout with Útgarða-Loki,
Turning into a fly to bother the smithing dwarves,
Becoming a pregnant horse,
Eating a burning apple and becoming pregnant,
Causing the death of Balder, a major point in the start of Ragnarok,
and entering the god's banquet, crashing their party, and being an awful drunk.
Yes, the pregnancies are just... a thing. Don't ask. Overall, though, Loki served as a troublemaker in every sense of the word, stewing up chaos wherever he went. Which included the research of him. Again, as mentioned before, and to quote 20th century scholar Gabriel Turville-Petre, "More ink has been spilled on Loki than on any other figure in Norse myth. This, in itself, is enough to show how little scholars agree, and how far we are from understanding him." Even the exploits listed above are debated somewhat, and many of them don't appear in some canonicities, while others do. The hot debate regarding Loki has been smoldering for centuries, with some proposing him as the God of Fire, others proposing him to be a retcon of Lucifer himself, and still others believed him to be a trickster figure. However, the most interesting of the four popular theories to me has to be one about him possibly being a Hypostasis of Odin.
"Cool, what does that mean?" I hear you asking. Hypostasis is a hard to explain term, to say the least, but it effectively means something that exists to support something else. Think of the Holy Trinity of Christian myth- The Father, the Son, and the Holy Spirit all support each other in simultaneously being god and not each other at the same time. In effect, this means that Loki could, theoretically, be an aspect of Odin to support his own existence- without Loki, there would be no Odin, and vice versa. This theory, first proposed by Folke Ström, however, has been hotly debated- three others also have quite a lot of credence from around the same time. While I personally find the hypostasis theory the most fascinating, the other three have several credentials as well- Jan de Vries concluded that he may be an archetypical trickster god, while Anna Birgitta Rooth came up with the idea that he was originally a spider, a storyteller, and a weaver.
Hilariously, the fourth conclusion about Loki at the time, one written by Anne Holtsmark, says that no conclusion could be drawn about Loki, making a neat little bow over this entire debacle. Fittingly for a trickster god, research into Loki and his continued existence is incredibly difficult. It's almost ironic, in a way. A common consensus now is actually quite a bit more simple- the idea that Loki is one and the same with the creator of humanity in the text, Lóðurr. The main argument in support of this lies in the idea that, in the Edda's, a set of three Æsir appear often together- Odin, Hœnir, and Loki, who each appear together in Haustlöng, Reginsmál, and a ballad by the name of Loka Táttur. The idea this theory supports is that each of the three- Loki, Odin, and Hœnir- created different aspects of humanity. Loki made the tricky and cunning side, Odin the loyal and intelligent, and Hœnir the commanding and violent. Odin and Hœnir are well marked as being creators of humanity alongside Lóðurr, and it's entirely possible, given the similar pronunciation of Loki and Lóðurr, that it was another epithet for Loki.
Overall, though, Loki is confusing, and I don't even know where to begin on this past the damn Wikipedia article, so I'm cutting this short before I get a headache. Loki is well documented, sure, but those documents are so filled with blots of ink that it makes it hard to look into. So many leads about Loki simply head in circles upon circles, up to the point one may find their own head in their ass in their research- when even the scholars whose jobs are to investigate find this topic frustrating, you know it's bad.
Now, impromptu venting out of the way, how is he represented in SMT? Honestly, I'm not a big fan of his original design- it's cool, sure, but it feels too plain and like a Dragon Ball antagonist to really stick out in my mind. However, the other interpretations throughout the series stick the landing on this tricky trickster far better.
My personal favorite has to be the Soul Hackers design, but Persona 5's is far from bad either- Akechi's Loki looks demonic and cruel, while the Soul Hackers Loki looks far more tricky and conniving, painting well into his role as, well, a trickster! The long blonde hair and bat-like wings make him intimidating and mysterious looking all the same, plus I'm just a sucker for blue and yellow. Mostly appearing as a magic attacker, befitting of his role in the mythology as a tricky shapeshifter, he's a definite favorite of many in gameplay.
#smt#shin megami tensei#megaten#persona#daily#ask#loki#dont feel bad anon but this one was exhausting lmao-#i'm a tad bit burned out due to it sorry#so yeah thats why its a bit of a late upload
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What do you think of this anti endo's response here?
https://www.tumblr.com/cloudpeoplesys/756660678138413056/if-a-theory-is-still-heavily-backed-its-going-to?source=share
In short, it's bad.
In long...
It's really, really, really bad.
Might as well get into it.
I agree with the first part that most academic sources are reliable until disproven. We'll get back to how they're misapplying the structural dissociation model later.
Although this post is already instantly concerning in that they're implying a New York Times article is unreliable because it's not on a .gov domain. This is American Middle School-level thinking.
And they're cherry-picking the few sources that are that old, when most are from the last decade and many as recent as last year
It should also be noted that there's a big difference between news sources and scientific sources when it comes to age. The 1979 NYT source is for the Dalai Lama, the highest authority in Tibetan Buddhism, stating that religions the West could use their meditations. While older scientific sources may become less reliable as new findings emerge in the field, a quote from the Dalai Lama is going to be relevant until the Dalai Lama says something that suggests his opinion has changed.
Basically, this seems to be in reference to the Youth and Policy Center saying their editors don't have time to make detailed corrections.
It does NOT say editors won't check to see if the sources are reliable. Just that they won't make detailed corrections themselves.
They also conveniently gloss over the fact that it's stated all articles here are subject to peer review.
Like I said. Middle school-level thinking.
This is just completely untrue, and grown-ups in higher education learn to check the reliability of the publications. Not the domains that happen to host the articles.
In general, sure. 🤷♀️
But social media posts, for the most part, are reserved for the community explanations section and parts about plural history. Not treated as academic sources.
Actually though, why is Reddit listed first? That kind of jumps out at me, because Reddit isn't sourced very often, and I think it's actually referencing the AMA with Dr. Lifshitz and Dr. Luhrmann.
I'm not certain, but this seems a popular conspiracy theory with anti-endos who are in denial about this study. The theory basically goes that the AMA isn't real and the people behind it are just pretending to be doctors.
Something which is absolutely wild when both are names of real people who have published works, including studies into tulpamancers.
Essentially, for the AMA and the FMRI study to be fake, you would have to believe that mods of multiple tulpa communities coordinated for years to create an elaborate hoax where they started gathering participants for this fake study in 2019. They created multiple accounts to pretend to have participated in it. They then faked an entire AMA by impersonating these very real doctors, knowing the entire thing would come crashing down if either real doctor found out they had been impersonated. And this would damage future research, because again, they have both published works about tulpamancy.
It's difficult to put into words the sheer ridiculousness of such a belief. It's frankly on the level of Q-anon conspiracy theories.
I don't know what "medium section" it's talking about.
The first article that mentions mediumship in the document is Dissociation in Trauma: A New Definition and Comparison with Previous Formulations.
This is cited by 177 different articles.
(I'll talk more about this later. Don't forget that article.)
The next one about mediumship, Comparison of brazilian spiritist mediumship and dissociative identity disorder, is cited by 16. (The results say 17, but one of those is the article itself. No clue why it's counted as citing itself.)
The ones with fewer citations are, unsurprisingly, newer papers.
It's likely that most papers published in the past few years won't have many citations.
Which is a bit of a catch-22.
Sources that are too old, anti-endos will say aren't valid because of how old they are. But new sources are bad because nobody has cited them. It's a great tactic if your goal is just making up excuses to pretend none of the evidence against you is real.
Yes, finally, we reach the end where we can talk about how sysmeds don't actually understand the theory of structural dissociation.
Let's take a step back and revisit that article, the first one to mention that mediumship in the document, that had 177 citations.
They may, if they looked, recognize these names. Because they're two of the same names from the first source they posted:
Notice, by the way, that this source never once claims that this is the only way to experience multiple dissociated parts. It only says that this is how they work in trauma-related disorders.
Going back to the new definition of dissociation though and what it actually says.
These are the creators of the theory of structural dissociation explicitly saying that there may be other ways for self-conscious dissociative parts of the personality to form.
And this is five years AFTER the article the OP sourced, from the same exact authors.
So the creators of the theory of structural dissociation have said, in essence, that you can possibly be a system without trauma after publishing their theory.
They specialize in trauma, and their theories only apply to dissociation caused by trauma.
Anyone who tries to say these authors are arguing that you can't have dissociative parts without trauma is lying and misrepresenting their views.
And the stupidest thing about this is that it probably wouldn't even matter to the OP
I'm almost certain that if you presented them with this fact, the OP would argue that Ellert R Nijenhuis and Onno van der Hart are super reliable sources when their article happens to be hosted on a .gov domain, but you can't trust those same exact authors when their peer reviewed papers are hosted on a .com domain instead.
That's what happens to your brain when you're focused less on knowing the truth, and more on making up reasons to dismiss the other side out of hand.
#syscourse#pro endogenic#pro endo#systempunk#syspunk#psychiatry#psychology#structural dissociation#dissociation#science#plurality#plural things#endogenic#multiplicity#systems#system#plural system#sysblr#actually plural#actually a system
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Wizard School Mysteries: Character Inspiration Boards
A while back one of my friends suggested I do a Character Inspiration Chart for my Wizard School Mysteries characters, which sounded like fun but also like a lot of work, so I put it off. But since the new book is on track to come out pretty soon, I really should start advertising it, and unfortunately one of the best tactics to sell your original content on the internet is to point out how much it's like other things (despite this also being one of the most popular tactics to "critique" an original work as well). And it gives me a chance to gush about media I love AND a story I've made, and you know I like to do both of those things! So, using this template by deviantart user-with-a-deactivated account SlackerArtist, let's dive into what inspired some of the characters from Wizard School Mysteries!
There will be spoilers for both WSM and the media that inspired it, by the way, so read on at your own risk.
Now, when I say "character inspiration" here, I'm talking about two things: inspiration for a character design, and inspiration for characterization/personality. Some of the examples listed will be here purely because they designed the look/aesthetic vibe of the character in question, others because they inspired the character's personality, and some who did both.
I'm also not going to cover EVERY character in WSM because hoo boy there's a LOT of them even with only two books so far, and a good number of them would not have enough separate sources of inspiration to fill out this meme. So we're just going to have the 8 Meddlesome Youths here, and maybe later I'll tackle some of the other members of the supporting cast.
Which means we should obviously begin with:
James Chaucer
I'm going to talk about the three anime boys on the left hand side first, both because they're probably the most important influences on good ol' James here, and because they share a unique status as being Video Game Player Characters. From top to bottom, they're Yuu Narukami (i.e. the player character of Persona 4, who was named Yuu Narukami in the first anime adaptation of that game, and who I'll be calling Yuu from here on out), Joker (i.e. the player character from Persona 5), and Byleth (i.e. the player character from Fire Emblem 3 Houses).
Now, I'm sure some might be raising an eyebrow at me citing the player characters from some RPGs as influences, given that RPG players characters are, well, "cipher characters" - i.e. designed to not have one single characterization, but rather a variety of options the player can choose so they can feel like they're in the story. A cipher character is supposedly meant to be lacking in substance on their own, or so a lot of RPG writers seem to assume, as any display of personality could clash with what the player might be thinking in their own head. I think the ultimate example of what people think of when they think of cipher characters is the player character from Fallout 4, who, no matter what situation you are in, refuses to show even a shred of personality in any of their interactions, always talking with a tone of dull surprise and never having any unique turn of phrases or inflections when speaking. That kind of character is PRETTY BLAND, and definitely not going to inspire characterization in others because, well, they have no character.
(the Silver Shroud quest in Fallout 4 is a must because it's literally the only way to get any dialogue options that show even a smidge of personality, even if that personality is just "a really bad Christian Bale Batman impression")
Not to get on a soapbox, but while I'd definitely agree that a lot of RPG player characters are written like this, I don't think they should be, and in fact I think the best RPGs do not do it this way. The best RPGs, in my opinion, write their player characters in a way where you naturally have a reason to inhabit their head and share their feelings. I'll take an example that's not listed here, Hawke from Dragon Age 2. To get into Hawke's head, they show you the opening scene where Hawke and their family are running from a disaster overtaking their home, and arrive in the new to them (and to you, the player) city of Kirkwall. They don't have money (just as you don't have in-game currency), they don't have great lodgings, they're desperate. A character approaches them with an offer of jobs to improve their circumstances, and you, being int he same boat as your player character, get to take it and live their life from there. The dialogue you can have is filled with choices that allow you to color who exactly Hawke is, but despite the choices being different in many ways, they're all written with a voice that is authentically Hawke's, rather than Generic Player Character, but you don't mind because, well, you sympathize with Hawke, because the game makes sure you feel what they're feeling.
(Pulling this off takes more writing skill than just writing a bland character, though, which is why a lot of companies don't go this route.)
So, like, there's an art to writing a good RPG protagonist, right, and understanding of that art can be applied to writing protagonists in less interactive forms of fiction, which is where the influence comes in here. Yuu, Joker, and Byleth are all similar in a few key respects, and one of them is that they're all designed to let you into their heads with ease. They're contemplative characters, deep thinkers and feelers, people who observe others closely and have a deep desire to understand and help the world around them, and all of that was something I wanted James Chaucer to be as well.
The writers of Persona 4 talked about how they modeled Yuu Narukami off of the Blue Rangers in Super Sentai (i.e. the Japanese show that was recut to become Power Rangers) rather than the Red Rangers, giving him a personality that was quiet, thoughtful, and reserved for the other, more bombastic characters in Persona 4 to easily bounce off of. Fans have joked about how Yuu's catchphrase is "calm down," and to be fair, he not only gets it as a dialogue option a lot in the game (including in a couple of VERY important scenes), but it sort of succinctly shows why he's the right person to be leading things in his story - when people's unbalanced emotions literally turn into monsters, having a person who specializes in getting people to properly manage their feelings is crucial. The secret sauce of Yuu, though, is that he isn't really less eccentric than the characters around him, his eccentricity is just a lot quieter than theirs. He might not have big wild takes and freak outs like the rest of the cast, but sometimes the lack of a big reaction to weird shit is a lot more strange, and in many ways Yuu's unflappable nature comes off as more weird than anything else around him. He is, simply put, quietly deranged.
Joker from Persona 5 was meant to contrast Yuu in key respects - namely, his weirdness is a lot more up front, with a more extensive list of out-there responses in dialogue at his disposal. He's quiet, but less in a "cool and collected" way and more in the "I'm pretty sure that guy staring off into space is hearing circus music in his head right now" sort of way. True to his codename, Joker is a bit of a clown, albeit one that knows when to get serious and how to be dangerously effective not in spite of, but because of his slightly off kilter view of the world. He's a "that's crazy enough to work" kind of schemer, which, given the horrible situations his game throws at him (and, by extension, you the player), is a big relief. To deal with impossible odds, you need someone who thinks outside the box.
Byleth from Fire Emblem is a character who's had a huge part of his identity stolen from him since birth - namely, his ability to express emotions. He's viewed by many as stoic and unfeeling, and even his own father fears that he might be lacking in humanity. But then the game thrusts him into a nurturing role, making him a teacher at an academy whose students are all more or less his age, and forcing him to not only lead others, but to open up to them in the process of doing so. It culminates in one of the most emotionally powerful moments I've ever experienced in a video game, where - SPOILERS! - Byleth's father dies. Byleth, for the first time in the game, begins to cry, and his dying father says, "To think, the first time I saw you cry, your tears would be for me. It's sad, and yet I'm happy for it." You, the player, who begin the game with no attachment to any character in this world, have developed that attachment by this point, and have it recognized by one of the characters as they make their exit - you have, through playing the game, come to know what Byleth is feeling, share his grief, and are likely sharing his tears at that moment, and the game acknowledges this as an achievement on your part and his. You are the identity that was stolen from Byleth, and by joining him you've completed him, even up to and including his grief. It's just a beautiful moment, and a way this character is written to naturally draw you, the player/reader, into the story.
I wanted James to have that same element to him, that way to draw you in and make you share his investment in the tale by making you share his feelings as you go through this story. I gave him the quiet unflappability of Yuu, the off-kilter worldview and tendency to look for "crazy enough to work" solutions of Joker, and the crisis of identity of Byleth, while also giving him the deep contemplative nature and desire to understand and help others that defines all three. The aim was that James would not only be someone you can sympathize with, but that his status at the start of the book would provide an easy jumping in point for you when you read it, and that you'd feel comfortable when the story focuses on him (which it does often, but not exclusively).
Ok, enough about video game people. Let's talk about cartoons and comics.
Wizards in mythology and folkore are defined by thinking their way out of problems rather than just using brute force, and so I wanted all of my Meddlesome Youths to show different ways people can do that. In James's case, I wanted him to have guile, and ultimate my model for showing that was Bugs Bunny. Bugs is never the strongest character in the room, and sometimes he isn't even the smartest in terms of booksmarts - both Marvin the Martian and Wile E Coyote were introduced as villains who could technically outthink Bugs on a sheer scientific level. Bugs's advantage was his ability to hone in on what makes his enemies act foolishly, and exploit it as viciously and thoroughly as possible. I tried to emulate that with James's approach to problem solving, and to that end I also tried to stick to Bugs's rules of conduct - namely, James doesn't pick fights, but once someone has picked one with him, he will do everything he can to make them regret it, and often just by turning the situation into one where his antagonists torture themselves without knowing it.
Peter Parker/Spider-Man was also an influence on James's character, as he is on 90% of sci-fi/fantasy/horror fiction that doubles as a coming of age story and was written after the 1960's. In James's specific case, he was most inspired by the Ultimate Spider-Man version of Peter, in part because that's the version I read during my own teen coming-of-age years. Like that Peter, he's sweet, compassionate, driven to protect and help people even when it comes at his own expense, and maybe a tad too snarky for his own good.
John Eggbert from Homestuck doesn't have a whole lot in common with James personality-wise, but was part of the big collage of images I made when figuring out the archetypes for the Mystery Solving Teens genre, and I think James's affinity for blue clothing, cowlick stricken black hair, and glasses all might have come directly from John.
Finally, while he wasn't consciously on my mind when I planned out and began writing Wizard School Mysteries, in retrospect I see a lot of Arnold from Hey Arnold in James. Hey Arnold was a show I watched a LOT as a kid and was very formative on my tastes in stories ever since in a lot of ways (I think I can at least partially blame my obsession with angry, troubled female characters on Helga Patacki, for example), and the titular protagonist is defined by he compulsion to understand and help other people with their problems. Like, a lot of what drew me to characters like Yuu, Joker, and Byleth was planted in my mind by Arnold, that deep drive to know why others are hurting and to try and help them sort out their lives even when you could easily walk away and leave them to suffer. It's not a common trait for male protagonists to have, either - that kind of nurturing personality is far more commonly given to women, and even then only so stoic male characters can have a surrogate mom to hug them when they're sad. So it's very compelling to me when a male character exhibits it, and it was something I wanted to be a defining trait for James as well.
Jesus crumbs, that was a lot. Let's get to the next kid.
Ivan's archetype in mystery solving teens-dom is "the goofy guy," i.e. the member of the team who's more there for moral support than anything else. His archetype for wizardom is, well, let's call it "the failure wizard" - i.e. a wizard who, due to self esteem issues, really has trouble performing magic with any consistency.
And I decided the perfect intersection of those two archetypes was Schmendrick from The Last Unicorn, a wizard whose mastery of spellcraft leaves a lot to be desired, but whose loyalty and resourcefulness more than make up for it. Schmendrick was such a big influence, in fact, that Ivan's starting outfit is like 90% his by volume. He's player 2 Schmendrick. Schmendrick: the Teen Years.
Continuing the Persona 4 influence (I've said it before and will say it again: WSM is more of a riff on Persona than anything else), Yosuke from P4 fills the same mystery solving teens role as Ivan, and is also tied to the same Tarot arcana of The Magician, which showed how the Magician can manifest as a character in a story instead of just, like, a card with vague meanings attached to it - namely the idea of it being a character who's loyal and helpful to the Protagonist, but also tends to overreach. Yosuke is a kid with a lot of worries about his own usefulness that manifest in him trying to pull off big schemes with the group to prove his worth - something that Ivan does too in a slightly more lowkey, neurotic way.
Shaggy is, like, the Prime example of The Goofy Guy in these kinds of stories, so it was inevitable his influence would be here too, though it mostly ended up as aesthetics - Ivan doesn't have the gluttony or cowardice that define Shaggy's characterization, but does have the anxiety as well as the, well, shaggy/sloppy appearance.
Rincewind from Discworld, meanwhile, is another great example of a Failure Wizard, and especially one who keeps being thrust into perilous and world-saving scenarios despite his apparent incompetence. Literally being Fate's plaything, Rincewind has both the worst and best luck imaginable, which is something I've tried to dole out on Ivan in equal measure.
Ivan is also inspired by a lot of folk/fairy tale "fool" heroes, i.e. characters who are thought of as dumb or stupid by others in the stories they star in, but who show a remarkable creativity and guile when facing magical bullshit that others would never think of, which allows them to win the day against all odds. I've represented this folklore archetype with Jack from the original Broadway cast of Into the Woods, because why not?
Finally, because anime is such a big influence on this series, I'd be remiss not to mention the Shonen take on the concept of the Goofy Guy, because while Dragon Ball and Yu Gi Oh may not be mystery solving teens stories, they do nonetheless sport Goofy Guys in addition to their main heroes, and those guys function just as their mystery solving teen counterparts do. For Ivan in particulalr, Joey Wheeler and Krillin are the most direct influence, as they're both characters who never outright win the day on their own, but always play a vital part in making sure the hero can come in and finish the job.
With Gretchen, I started with Velma from Scooby Doo as a baseline and tried to figure out how many extremes I could push her into, which resulted in her going from "the smart guy in the group" to "the mad scientist in the group." She picked up some acerbic qualities from the Mystery Inc. incarnation of Velma specifically, which ultimately drew in other influences as a result.
If Ivan is Teenage Schmendrick, then Gretchen is teenage Molly Grue, the sharp-tongued cynic with a secret idealistic streak she tries to hide. And because I'm a kid of the 90's, that also drew in some Daria qualities as well - Gretchen's the snarker on the sidelines a lot because of these two, and also cares more than she lets on because of them too.
Her more Faustian ambitions and tendency to take her genius to "mad" levels, however, comes from two other characters: Futaba from Persona 5, who is initially shy and withdrawn but reveals herself to be an eccentric and somewhat terrifyingly powerful hacker once befriended, and Rose Lalonde, who begins the story of Homestuck seeming like the most intelligent and rational member of our mystery solving teens, only to go very much into mad scientist/dark wizard territory as the plot progresses. Together they take the potential for unhinged behavior you can see in Gretchen's other influences and let it off the leash.
The black mage and Wizardmon here, on the other hand, are purely visual influences - I wanted Gretchen to have an air of mystery about her, to seem just a bit ominous, while also still being oddly charismatic and likable in her own unique way, so I gave her the look of some of my favorite mysterious wizard character designs of all time.
So our first inspiration for Margot is a bit of an oddball, as it's less an influence on design or personalty and more, like, a situation that both characters are in. I watched... way too much of Inuyasha as a teen, and it left me with a lot of frustration about the great setups it had for its characters and story and the very bad delayed payoffs that ensured those setups died slow, agonizing deaths over the course of way too many episodes. Miroku's in particular stuck with me: here's a guy who has a literal black hole in his hand, one that can solve a LOT of problems very easily, but will kill him (supposedly) if he uses it too much. Because Inuyasha was allergic to ever making its setups pay off, it quickly became clear that Miroku's fears of dying to his black hole hand were weightless, because if the narrative ever cashed that check it'd have to, like, advance the plot to some small degree, and Inuyasha can't do that! No advancement in any meaningful direction ever, that's the Inuyasha motto! So Miroku inspired Margot in the sense that I wanted to do that plot element right - give a character a shitload of offensive power that comes with some nasty drawbacks, and then, like, actually show those drawbacks.
(You know how Inuyasha dealt with the fact that it could never actually pay off the drama of Miroku's hand but also didn't want him to solve every problem with his black hole hand? Bees. Demon bees. If he used his black hole hand, he'd swallow some demon bees and oh boy, they'd sting him good! So he never used it again.)
Ok, back to more traditional influences. I knew I wanted Margot to be the muscle of my group of mystery solvers, but I wanted to avoid my usual tendency to paint the muscle as a boisterous bruiser. I love writing boisterous bruisers, don't get me wrong! No Sympathies has one in Alichino, and ATOM had, like, EVERY kaiju more or less as well as a good number of supporting cast members fill the role. They're fun to write! Easy to write, too, which is why I wanted to avoid it this time. I wanted to challenge myself to show a different shade of "token tough guy" in my cast. And, since WSM is a Persona pastiche more than anything else, I looked to a Persona character for inspiration - namely, Makoto Niijima from Persona 5. When we're introduced to Makoto, she's very prim, proper, and soft-spoken, someone who thinks very rationally and proves to be a good detective in her own right. When she's recruited to the party, though, we see another side of her - namely, Makoto has repressed anger and a desire to solve problems in a more visceral and bombastic way. She's never outright boisterous, but she can tell a fucker off when pushed, and is also the token RPG character who brings fists to a tank fight and wins. Those are always the best characters. So that informed a good deal of Margot's character - I wanted Margot to be calm, collected, maybe even a little elegant, but very clearly capable of and willing to put a motherfucker in the ground if the situation calls for it.
Yor Forger's inclusion on here is funny because I didn't start watching Spy x Family until after I'd started writing Wizard School Mysteries, but when I did I saw a lot of what I was gunning for in Margot reflected in her, and I think Yor's bled into Margot's characterization a bit. Some of Margot's goofier moments come from Yor, as do some of her more humorously cutthroat ones - the juxtaposition of a character who's very sweet but also will absolutely end a person without hesitation if they threaten someone she loves is just very satisfying.
Edelgard's influence on Margot continues the theme of "female characters who will not hesitate to use violence to protect what they love and to right injustices they've noticed" that we've got going here, but also adds an important aesthetic element: namely, both she and Margot are villain coded. Tragic backstories, powers that come with terrible side effects regarding their physical health, outfits that are scream I Am the Big Bad Evil Guy, they're meant to scream villain - hell, Margot even gets an evil looking left hand, something that's literally AND figuratively sinister. I love it when heroes have villain coding, it's something that always makes me giddy.
Susie from Deltarune is also villain-coded and also a character who's influence on Margot began after I started the series - while I knew of Deltarune before starting the series, I hadn't actually gotten off my ass to play it until well after writing the first draft of the first book. But I love Susie's whole arc, being this ominous, terrifyingly huge girl with a menacing aura about her who's slowly revealed to just be troubled in a very real, mundane way, and who has a good heart when you break down her walls.
Rogue from X-Men Evolution (yes specifically that incarnation, it's the only time an X-Men adaptation has managed to consistently hold my interest) was sort of a subconcious influence, but one that I can't help noticing in retrospect. Powers connected to deadly physical condition? Check. Seems moody and evil-ish at first glance but actually a sweetheart looking for emotional connections? Check. Goth? Check!
Devi D. from Johnny the Homicidal Maniac and I Feel Sick fits a lot of those same inspiration points too, but I think her influence on Margot was primarily in terms of appearances - the reason why Margot has a big, aquiline nose and that big ol' pony tail in particular, as well as the goth trappings.
So... the seed of Rodrigo's character was planted in my brain upon my first replay of Persona 5, where I decided to spend more time with Yusuke in my party - in my first playthrough I left him out of the party after his introductory arc was over and just never really put him back in. Keeping him around more often meant I got to know his character better, and I found myself liking him a lot more than I did the first time around - this very serene guy who loves art to an eccentric degree, and perhaps a bit up his own ass about it but in a lovable way. I liked him enough that my brain finally said to me, "You know, it kind of sucks he's not a romantic option in this game." I mean, I wouldn't have picked him if he was, but still, in a better world, you could have dated Yusuke in Persona 5. I dunno, I just think Yusuke deserves to love and be loved.
Since The Muscle in mystery solving teens groups is usually a boy but is a girl in WSM, I thought it might be fun if The Beauty was a boy instead of the traditional girl. One way to do that would have been to make a very masculine man, I suppose, but I wanted Rodrigo to be a literally pretty boy. To that end, I kinda... basically made him a gender-swapped Esmeralda from Disney's Hunchback adaptation? The dark skin with the green eyes is a striking look!
Rodrigo's dynamic with James is something I discovered in the process of writing the first book. I knew I wanted there to be friction between them at first, born out of mutual misunderstanding rather than either one being a bad room-mate, but I wasn't sure how their friendship would develop until I got into it. I think in some ways Rodrigo is very much the Watson to James's (significantly less arrogant) Sherlock Holmes, which I've started to lean into now that I'm three books deep into this eight book series.
Rodrigo's wizard archetype - at least at the start of the series - is the evil chancellor/scheming vizier, the courtier who has magic powers and sinister hidden motivations. Obviously his actual personality subverts this, but visually I wanted that evil chancellor coding - which I think, in a roundabout sort of way, put Hubert from Fire Emblem Three Houses in my mind. Hubert's a great character - a 20 year old who dresses and acts like a Dracula and is constantly looming around the heir to the Adrestrian Empire like a devil on her shoulder. And he's even better when you learn that him looking and acting like a Dracula isn't an example of the character designers lacking subtlety, but a conscious and deliberate choice on his part. He's a guy who fully wants to be the scheming chancellor who's got his hands in many sinister pies - but he's also completely and fully devoted to his future empress, and only wishes to get his hands dirty so she doesn't. Like, I think my tendency to write Rodrigo as the friend who's willing to bring up flaws in the gang's plans and be a bit of a cynic for their safety, it's the influence of Hubert.
Visually I'm slowly moving Rodrigo towards the fashion trends of Red Mages from Final Fantasy, i.e. the sort of dashing, swashbuckling, princely kind of adventure wizards. That's why he got a bycocket hat in book 2 - baby steps!
I need to revisit Yu Yu Hakusho, but I remember watching just as much of it as I did Inuyasha while also being a lot less frustrated with it. And I specifically remember the main quartet of heroes in the show - Yusuke Urameshi, Kuwabara, the guy who was like Vegeta if he was in his twenties and shopped at Hot Topic, and finally Kurama, the pretty boy demon with the rose whip who was, like, just a solid dude with an intimidating amount of elegance to him, which I think was what I had in mind when making Rodrigo. So maybe the seed was planted even before I played Persona 5...
Finally, Myotismon is just here because I was playing Digimon Cyber Sleuth while trying to figure out where exactly I drew Rodrigo's fashion sense from initially, only for me to look at him and go, "Oh, yeah, Digimon informed 90% of what I find cool in character designs, obviously I was cribbing from them."
Obviously Serena Takeuchi was inspired by Sailor Moon. Obviously. Her first name is the same as Sailor Moon's in the English dub, her last name is the creator of Sailor Moon, she's a magical girl, we don't have to labor this point.
As I started developing her beyond "an anime style magical girl in a pretty bog standard vaguely medieval european fantasy setting" pitch, Serena started picking up some personality traits from Persona 4's Rise, namely having a perky yet mischievous personality, an affinity for the color pink, and a sort of pop star charisma. Design-wise, meanwhile, I wanted her to look like a character from a 90's anime that takes place in (Japan's idea of) a vaguely medieval european fantasy setting, like Record of Lodoss War or Slayers.
And that last one had a big effect, because the minute I gave Serena's outfit some elements of Lina Inverse, I think I accidentally poured some of Lina's personality into her as well. Serena went from "kinda quirky" in my mind to outright manic, a bubbly, joyful young woman who laughs in the face of danger because it means she gets to kick someone's ass with sparkles and glitter. That in turn pulled in some elements of Ann Takimaki from Persona 5 as well, since Ann is basically like Rise is Rise was more willing to throw hands.
One of my friends noted after reading the first book that Serena reminded him of Hilda from Fire Emblem Three Houses, and while that wasn't intentional I can definitely see it in retrospect - both bubbly, both extremely feminine yet very good at laying out a punkass when they need to, both a bit cheeky in their social interactions but in a lovable rascal way.
Finally, Utena... ok, so, to my deep regret, I did not watch Revolutionary Girl Utena before writing and publishing Book 2 of Wizard School Mysteries, which is a fucking shame because that was the book that had a tournament arc and would have been so ripe for an explicit Utena reference or two. Missed opportunities, man - this one felt almost as bad as not having seen Wizard People Dear Reader before writing the first WSM book, and thus making it the only one in the series that won't have a stealthy Wizard People Dear Reader reference in it (did you guys find the one in book 2? Keep an eye out for one in book 3!).
Where was I? Oh, right. So I didn't get to intentionally reference RGU in the book of this series where it would make the most sense to, and I didn't want to force a reference either, but upon writing book 3... well, I dunno, I think it may have leaked into aspects of Serena and Gretchen's relationship, just a tad. Maybe tell me if you see it too.
The biggest and most obvious influence for Charlotte is, well, Charlotte from Charlotte's Web. I mean, c'mon, they have the same name, they're both friendly spiders, we don't need to dig deeper than that do we?
Design-wise, she takes a lot from both the Transformers Animated take on Blackarachnia (namely those extra arms sticking out of her back instead of along the sides of her body like most many-armed characters in fiction) and Arukenimon's human form, i.e. a spider-themed witch lady.
Personality-wise, though, she's a bit more all over the map. The Little Mermaid was sort of the kernel of her character - i.e. a nonhuman who's obsessed with the human world, even if her attempt to know more about it proves hazardous to her health. I also drew influence from Elizabeth, the Velvet Room station attendant from Persona 3 and, like, the only character in that game that managed to pique my interest (all the others felt like rough drafts of the characters in Persona 4 and 5, sorry!). Elizabeth is... ambiguously inhuman, and at least is removed enough from humanity to be fascinated by things in the mortal world that we find mundane, like wishing fountains and jungle gyms. Her naievete about our world is balanced out by her high intelligence and in particular her much-better-than-the-player's knowledge of how Supernatural Bullshit works, which is something I wanted to put at play with Charlotte - she might be ignorant of certain realities in the mortal world, but makes up for it with knowledge about Fairyland.
Sally and Kiki come in with regards to Charlotte's attitude towards others vs. herself - like them, Charlotte is willing to try some truly daring and taxing shit to help her friends or even just, like, light acquaintances. At the same time, she asks for very little - and expects even less - for herself. There's a special sympathetic tragedy in how Sally thinks her dream of a better life with the person she loves is completely out of her reach, yet constantly does amazing things just to make his and other people's lives a little happier anyway. I view Charlotte as having a similar sort of tragic strength.
I started this writing project several years before the Terf Queen went full mask off, so yes, in the early stages - back when this was called "Untitled Mystery Solving Teens Project" instead of Wizard School Mysteries - the kids from Herby Porber were in the big collage I made of eight different character archetypes in this genre, with Draco Malfoy being in the eight archetype - the Rival. In the MANY years of gestating between then and when I finally started plotting out Wizard School Mysteries proper, pretty much all of the core eight meddlesome youths had moved very far away from the influence of their Harry Potter archetypal counterparts. Except one.
Polybeus.
But, even then, Polybeus isn't really based on the Draco Malfoy that the Terf Queen wrote, or even the one from the movies based on her books. No, he's based on the spoof version of Draco that appeared in A Very Potter Musical and its sequels, the one that finally helped me understand what on earth made all the goth girls I knew in high school think Draco was boyfriend material. A Draco who's a dick, yes, a real asshole with serious issues in fact, but genuinely has a good heart deep down and kind of gets the worst of it in all his evil schemes more than anyone else. A Draco Malfoy with Skeletor energy, basically. That Draco does not exist in the books as written by the Terf Queen, but it would be kind of cool, wouldn't it, to take that basic idea and give it a different story to live out in?
And since I'm a Spider-Man nerd, there was another character that immediately came to mind when thinking of "What if Draco Malfoy was actually sympathetic and three-dimensional?" - Flash Thompson. See, the secret sauce for Flash Thompson in the comics and, like, the rare adaptations that decided Spider-Man's non supervillain supporting cast should get decent screentime, is that he ISN'T a one note bully. He's actually a pretty decent guy, for the most part - he and Peter just really dislike each other because they're teenagers who, based on a few fleeting interactions, decided each other was a dick, and have treated each other as such ever since. A notable fact is that while Flash thinks Peter is an asshole, he fucking LOVES Spider-Man, because Flash is a good enough person to realize Spider-Man is a hero no matter what the newspapers say.
Oh, and hey, remember me saying I watched a lot of Yu Yu Hakusho, but it was long ago and I don't remember much of it? Well, one thing I for sure remember is the character growth of Kuwabara, who begins the series as a hated and vocally contentious rival of the hero, Yusuke Urameshi. However, when Yusuke gets killed by a truck in the beginning of the series, we see Kuwabara crash his funeral in tears, claiming to be furious that Yusuke died before they could settle their score, but clearly feeling a lot more than just anger at the death of the one kid who he had the most meaningful relationship with at school. As the show went on, Kuwabara becomes Yusuke's staunchest ally, never the most powerful person in the room but always willing to hold the line until Yusuke can save the day. It's a great damn arc and left a lasting impact on me - the power of introducing a character as kind of a one-note asshole foil to the hero, only for him to gradually turn into a loyal and inspiring ally.
Of course, for Polybeus to pull off that arc, he has to establish himself as an obnoxious rival first, which is where I went to one of the best for inspiration: Gary Oak/Blue from Pokemon, a snide fucker who keeps popping up when you least expect it on your adventure to talk shit to your face, get his shit wrecked by your team of overleveled monsters, and then saunter away still acting like he's leagues better than you. Perfectly punchable, no notes.
And when you've got anime rivals on the brain, it's hard not to think of Vegeta too, arguably the most iconic of them all. An aspect of him that got absorbed into Polybeus was his obsession with a culture of conquerors and warriors that our hero cannot bring himself to give a single shit about, which I think is just a very funny dynamic. "YOU WILL NEVER DEFEAT ME, FOR I COME FROM ROME, THE GREAT EMPIRE THAT SHALL RULE THE EARTH!" "Yeah cool buddy, can I deck you in the schnoze now?"
Kanji from Persona 4 was an influence less on Polybeus's personality (which is no slight on Kanji, Kanji fucking rules, easily one of the top 3 characters in Persona 4) and more on his dynamic with the rest of the group. Being a delinquent, Kanji speaks roughly and is prone to angry outbursts whenever he feels threatened, which is all the time basically where social situations are concerned, and so it takes a while for the other party members to be comfortable around him. Eventually, however, they realize his bark is much worse than his bite, and Kanji in turn finds he feels safe enough around them to let his walls down, and that's when he goes from "the loud angry guy" in the group to one of the best friends in your player character's social circle. Again, I love the turn around of that character arc - the way it makes you as an audience member suddenly have to reflect on and critique your own expectations and biases.
Finally, if James's approach to problem solving comes from Bugs Bunny, then Polybeus's approach to problem-causing has to be from Daffy Duck - all born from a volatile and contradictory cocktail of unearned pride and overwhelming self doubt and set aflame by arrogant over-reaching.
And that's it! For now... I may have made charts for some of the other characters, but I think we've all had our fill for the moment, don't you?
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Pjhazel incorrect qoutes Part 2!
this one feels more pj-centric so...sorry to the haters, but I think she's amazing so.
As last time, long post under the cut, sorry for not citing the sources, bad language and raunchy humour abound ect ect.. enjoy!
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Hazel: Pspspsps
Pj *walking over to her*: What are you doing idiot, trying to call a cat?
Hazel *frantically taking notes*: Holy shit it worked
*note: to me, Hazel is dog coded, and pj is very cat coded*
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*Hazel has a date with a girl at school, and pj is having a normal one about it*
Josie *gasps*:...You're JEALOUS!
Pj *clearly jealous*: I am NOT jealous. And I'll tell you why I'm jealous - Because I'm not jealous!
josie: You're not making any sense.
Pj: - Oh and all of a sudden you're the President of Things that Make Sense?!
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Pj *talking to Mr .G with the club about the next meeting or something*
Pj: Cool, thanks, dad
*everyone staring at her*
Pj: Why is everyone staring at me?
Isabel: You just called Mr .G “dad”.
Pj: *scoffs* No, I didn’t, I said thanks, man.
Mr G: Do you see me as a father figure, girl?
Pj: No! If anything, I see you as a bother figure cause you’re always bothering me.
Josie *not one to miss out on messing with her best friend a little*: Hey! Show your father some respect.
Pj: I didn’t call him dad!
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Hazel *carves "pj + Hazel" into a tree*
Pj: What a nerd.
Pj *adds "4ever"*
_______
Hazel: We should get you to a doctor for a check up immediately. What if it happens again, and there isn’t anyone around to help you? What if it’s congenital? Oh my God! Was it me? Did I hurt you?
Pj: …You realize any other person that made their partner pass out in bed would simply feel really proud of themselves, right?
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*Hiking*
Hazel: Mother nature is beautiful
Pj *panting trying to catch her breath*: MOTHER NATURE IS A WHORE!!!!
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Pj: relax, Principle meyers won’t be able to trace this back to us.
Josie: Are you for real? He traces everything back to us! He traces things we haven’t even done back to us!
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Pj: You're wearing make-up.
Hazel: Oh, it's just eyeliner. Do you like it?
Pj: ... Looks okay... I guess.
*later*
Pj *freaking out to josie later*: she looked so good.
Josie: I know.
Pj: I'm so gay.
Josie: I know...
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Pj: Being horny 24/7 and a virgin is not for the weak.
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Hazel: Do you even have a self-care routine?
Pj: "Keep going bitch" said to myself in different accents.
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Pj : Going overboard is basically 75% of my personality.
Pj: I'm a gorgeous hot mess.
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Hazel: Sometimes I worry I'm being awkward, but then I remember it's half my charm, so I redouble my efforts immediately.
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Hazel: Things look a little tense.
Pj: Don't worry, I'm gonna open with a joke.
Hazel: Please don't.
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Pj: But now they come for my girl?
Pj: My sweet, defenseless hazel?
Hazel: ...
Hazel: …I know how to make bombs.. I have 16 taekwondo medals, and I'm the best fighter in the club?! I killed someone with a football helmet?!
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Pj: Good news! I didn’t screw up!
Hazel: …
Pj: I screwed up less badly than usual!
Hazel: …
Pj: Screwed up with less immediate consequences than usual
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Pj: *drunk and hitting HEAVILY on Hazel*
Hazel *blushing*: Usually, I would love to take you up on the offer, pj, but you're too drunk to consent...
Stella-Rebecca: Aww, that's sweet, Hazel. I'm sure pj appreciates that you don't want to take advantage of her.
Pj: THE HELL I DO!
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*pj driving with hazel in the passenger seat*
Pj: I'd be really lost without you, Hazel.
Hazel: Pj! That's so sweet, I'd be lost without you aswell.
Pj: No, no, literally, where the fuck are we.
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Pj: Would you still love me?
Hazel: ...If what?
Pj: *voice cracking* No, that was the question..
*note: its pj's abandonment issues coming through*
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Pj: the power of women's history month is coursing through your veins
Mr.G: Women's histordeez nuts!
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*Warning: this is an ANGSTY one, my friends- don't worry, they work it out. As a sidenote; watch the scott pilgrim show if you haven't already. It's so good*
Pj: the truth is, I was too afraid to face you and my feelings
Hazel *angrily*: So you left without a word?!
Hazel: You made me feel like nothing.
Hazel: You we're afraid? Good for you!
Hazel: All I ever wanted was for you to see me.
Pj *holds back tears knowing she fucked up badly*
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Hazel: No, I'm not tired of being nice. Yes, I still just wanna go apeshit. These things can coexist, stop asking me.
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Hazel: my kink is saying something incredibly corny and watching you speed run the five stages of grief as you realize with horror you still want to fuck me.
Pj *pillow over her face*: I am begging you, Hazel, please get a new kink…
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Pj: Hazel figured out she can sneakily stick a note on someone’s back.
Pj: But she doesn’t know they should say things like “kick me”, so they just have cat facts on them.
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Hazel: You idiot!
Pj: I’m sure you’re right, but why?!
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Brittney: Can you come collect your freak of a girlfriend please, she's doing things
Hazel: No.
Hazel: I set her loose on purpose, she needed enrichment.
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Isabel: Ever since you started dating, you've become really nice and kind to Hazel. It's sweet
Pj: Well, duh, I'm not stupid. You don't bite the hand that fingers you, or whatever the saying is.
_______
Pj: I need bitches, how to I get bitches wise one 🙏🙏🙏
Rhodes: Well, first off, you gotta stop calling them that, girl.
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Pj: It's nice to see you again.
Hazel: Are you talking to my cooch?
Pj: Yes.
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Pj: Vulnerability is like so hard. If I told you anything sappy, Hazel, please know that I had to do hand to hand combat with seven layers of embarrassment, regression, and abandonment issues.
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Hazel: Pj, people love you and care about you whether you like it or not. I love you whether you like it or not. And no matter how hard you try to push me away, I'm not going anywhere. So just get used to it, okay?
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Pj: I guess I’m just a bad person.
Hazel: No, you’re not a bad person. You’re a terrific person. You’re my favorite person. But sometimes you can be a real asshole.
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#pjhazel#bottoms 2023#pj bottoms#hazel callahan#incorrect quotes#some of my faves are on this one#like the one with Rhodes#and Mr.G being the weird father figure that PJ didn’t ask for but secretly appreciates
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As a uni student, what about how both y/n and tighnari cope with the weeks before finals and finals week? Its actual hell where professors give out hard quizzes pre-exams (in my case) and assignments with unrealistic deadlines :<
college au vi | tighnari x reader
masterlist
you and tighnari are almost out of the woods for this semester. emphasis on almost. your professors aren't going to let you off easily. you and tighnair decide to cope as best you can.
a/n: dedicated to ME because i had: two physics tests, a make-up AP test, the worst calc final in the history of calc finals, a book to finish in ten days, an essay, and a shit ton of extracurriculars in the last two weeks. this drabble is on the shorter side for that reason. for my babes still working their asses off: you got this i believe in you!
one of the greatest features of your shared apartment with tighnari is your giant, weekly whiteboard calendar. it sits above your couch in your living room, noting every little project, assignment, study session, and due date. with two more weeks left to go, the calendar is an absolute mess of green and blue markers.
tighnari places a book over his eyes, groaning and slowly slinking his body down the living room couch. his variously shaded folders were scattered on one half of the coffee table. the other was a smattering of assorted papers, all trying to accomplish one more essay before the end of the semester.
"i swear, steric effect has never and will never relate to the functions of biology or plant sciences. i hate organic chemistry!" he blurted, throwing the book down.
"oy, don't treat your books like that. i know that thing costs at least five million mora," you scold softly. relenting, you sigh. "but you're right. it's unfair that all of our professors decided to dump our work right now. my statistics quiz went awfully because i was studying for my public speaking class. who the hell needs to know all thirteen logical fallacies for a communications class?!"
"here, i've been studying for way too long. i'll go make us a snack, and then we can take a break later, okay?" he pets your head as he heads to the kitchen.
you slump by your laptop, looking over your essay again. you knew that college course loads were going to be difficult, but your english professor assigning an essay yesterday and making it due two days after was absolutely ridiculous. and after this, you still had your history final on thursday, and three more analysis paragraphs for critical argumentation class, and--
you think you are going to die before you make it to the end of the semester.
tighnari comes back as you correct a few more spelling errors and cite a few more sources. he sets down a mug of tea in front of you, alongside some fresh fruit. sighing, he looks at the clock. "we've been doing nothing but study and go to class for the last five days. we should go to bed now."
you yawn at the suggestion, feeling that coffee you took at seven PM wearing off. "no, no, i gotta stay awake. this stupid paper is more important."
"your paper won't be worth anything if you oversleep tomorrow."
you blink once or twice at that remark slowly. if you were a little less sleepy, you would bark out some sarcastic response. instead, you sip the rest of your tea and lean back on the couch. you blink slower, and slower yet.
as your vision goes dark, you can hear tighnari sigh a little. "exhausted, i see. we'll have to incorporate some stress relieving tactics the rest of this week. healthy snacks, a run, peaceful music, and a long overdue nap is imminent," he murmurs, as if diagnosing you. he settles next to you, placing a blanket over both of your shoulders.
as you begin to sleep, he swears that your lips twitch up in a smile as you tilt to press against his chest.
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