#because they were only discussed with a friend before but some are worthy of preserving
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vulgayte · 6 months ago
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I've reread this part a few times and this moment always stands out to me. I think Arthur is around 18 at this point (and it shows)
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hrodvitnon · 1 year ago
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Gemstone Megalon & Ozymandias
So, I’ve been toying with the idea that at some point pre-Space Crystal Cordyceps (PSCC), Ozymandias encountered the Seatopians and through them Megalon. And this was at a point when Megalon was relatively more chill towards other Titans (thanks to Seatopia not yet deciding it needed to fuck off entirely from surface affairs), albeit with the caveat that they prove themselves via combat and don’t try to say, convert the Seatopians to their own followings (on pain of being drilled to death) or expose too much about them - again, on pain of drillings.
Suffice it to say, Ozymandias passed with flying colors - but not without coming out with broken limbs, dozens of open wounds, and feeling more tired than he had in centuries. Megalon however didn’t see anything wrong with that, only remarking that it was “THE MARK OF A TRUE WARRIOR”.
And that was how Ozymandias started his odd not-quite-friendship with the literal God of War. 
It wasn’t quite a mentorship and it wasn’t exactly the same as the sort of ‘professional’ gatherings between other Titans. It was moreso a very, very, very old elder instructing and guiding a junior - a junior who had only ever believed that Megalon was a myth, a fairytale to spook fledglings until this moment.
He never told his dad or little brother about his meetings with Megalon, still being somewhat naive at that point and being under a sworn oath to leave the Seatopians out of most of the world’s wider affairs, since tensions between the Apes and Godzillasaurus were very much on the rise.
And despite it all, Megalon did enjoy the company of another Titan to teach and tell stories of the olden days to. There was the Light Mother of course, as there always would be, but their differing philosophies had caused them to drift over time. And the Preservers - those designated 'Battra’ by mortals- cared not for anything that wasn’t preserving the world as a whole. Ozymandias was the first time in millennia that Megalon had met someone or some thing that he could impart the wisdom of War and its intricacies upon. Or at least, one who was not of his own people.
Then one day, long after their first meeting, he was taken. Snatched away by a nightmare from the stars. And though Megalon has not and will never weep, for War is ever enduring and the pain of loss everpresent, he still felt like he had lost something then.
And because he is War and War is a constant in all things, he also knew that whilst his friend was not 'dead’ as mortal kind would understand it, the agony he endured would have made any death preferable - his domain stretching across the gulf of time and space to relay the awful feelings that the Space Crystal Cordyceps placed Ozymandias under. And even beyond that, if Megalon focused far enough back, you’d get a whole history of dead or ruined worlds by the predator that was Gigan - a tapestry of insanity woven by a madman.
He naturally never told anyone of course - Seatopia distanced itself from the world above and retreated to untapped depths of the Hollow Earth and he only vaguely knew of Ozymandias’ father and brother from what little he caught during their discussions after battle and philosophy had been spent. To Megalon, they were not those who had faced him and proven their worth, so to him, he couldn’t care less. War takes. That is the nature of the universe.
But the hatred of the loss of someone who could have been a pupil, taken before their time, the rage at the senseless violation of all that he stood for and represented, the sheer hate of a worthy foe being denied their right to a glorious end was still there and that only doubled as the Seatopians slowly began to become one with their God.
This incidentally probably added to the fury he assaulted the world with post-awakening.
When SpaceGodzilla arrives, Megalon is likely amongst the first to respond. Not because of protecting the surface-dwellers, or defending territory. But to simply grant a proper death to a worthy warrior who deserved far better than to become a slave to a parasite.
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Man, as if Ozymandias being taken by Gigan’s fleet and the SCC couldn’t be any more of a loss, here comes MEGALON! This also nicely gives the big ol’ bug more depth, which I like a lot.
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masterjedilenawrites · 4 years ago
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I’m not good at making requests, so forgive me if anything come out wrong.
But, could you do something were reader and Tech are fixing some eletronics and listening to cientific things, and start talking about a wrong thing people said there, so they get distracted and when realize, they’re in to a awkward position (like him btween her legs or sth like that)
I love your writing and thanks (: <3
Omg I've been so soft for Tech lately and this prompt is perfect 💚 I hope this is what you were looking for, I really enjoyed writing it!
Tech x reader | 2k words
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...making bacta the most important scientific achievement in history...
"Dank farrik," Tech huffed beside you.
You came out of your daze at the sudden exclamation and looked at your friend with concern, trying to quickly figure out what had gone wrong. You were helping him with a project, though what it was exactly you weren't completely certain of. All you knew was it involved digging into the walls of the ship and untangling a lot of wires. You'd been instructed to hold onto several of them, keeping them pulled taught out of the wall so Tech could fiddle with the other ends, and the dullness of the task had caused your mind to wander.
"What's wrong?" you asked, doubtful you'd understand any explanation, but wanting to be sure you hadn't done anything to mess up his progress.
He waved a hand at you dismissively, not pulling his attention away from the work in front of him. "Just the radio," he mumbled.
You hadn't been paying attention; it had only been turned on as background noise to keep you from going insane with boredom. And since it was tuned into some kind of scientific news frequency, you didn't really understand much of what was being said anyway.
...with the most influential application simply being in the field of medicine, providing us higher life forms with a versatile tool in maintaining our quality of life, and potentially even prolonging it...
Tech huffed again. Scoffed. Your mouth quirked at how upset he was getting. It was kind of cute.
But, you had to debate whether engaging with his frustration would be worth it. He had only recently calmed down from his outburst earlier that day, the only time you had ever seen him genuinely upset. Wrecker had accidentally knocked over a piece of machinery that was... well, something very important, apparently. No one was too sure. But Tech had spent most of the week carefully arranging its parts just-so, so that when all his hard work went crashing onto the floor, his breathing had suddenly resembled that of a charging Nexu. He'd drawn himself up, trying to match his brother's height, and ordered the poor guy to never step foot in this part of the ship again. The other Batchers had tried to defend him and were subsequently banned as well.
That left you as the only option for help.
Maybe that meant he wouldn't kick you out for debating him....
"Sounds like they're saying some pretty reasonable things. Am I missing something?"
Tech's fingers, which had been deftly working through the wires before him, clipping some and splicing others, finally froze. The clone's face tilted over to you, his eyes looking a little too judgmental through those glasses for your liking.
"You think bacta is the most important scientific achievement?" he asked. You didn't like his tone, either.
You scrunched your mouth in thought, actually giving the question serious consideration. While you mulled it over, Tech stood up from his hunched position in the wall and started pulling on some of the wires, unraveling them from their tangled mess.
"Yeah," you finally decided. "I think medicine in general is pretty important. And bacta specifically is the strongest known substance to deliver fast and effective healing."
Tech was mostly focused on the wires, but he spared you a glance.
"And treating symptoms is the most important thing for humanity? Here, hold this." He added another wire for you to hold in your hands.
You knew it was a loaded question so you chose to answer it with one of your own. "Well if it's not bacta or medicine, then what would it be?"
"Electricity," he said quickly and assertively, as if it was the most obvious thing in the galaxy. He continued to focus more on his work and you were annoyed he didn't seem to want to offer up an explanation to his opinion, despite having made you give one. He'd finally untangled the wires and was back to leaning into the cavern in the wall and setting them into their proper places.
"Why electricity?" You hated how dumb your question sounded; obviously you understood the concept and understood its importance. You just really wanted to challenge him to give you some explanations.
"For one, most medicines would not be able to be mass-produced were it not for the electrically-run vats in which they are made." He held his hand out behind him and made a grabbing motion. "Blue, please."
You sorted out the blue wire and passed it over.
"For another," he continued, his voice sounding distant as he leaned further away into the wall, "we must ask what constitutes a quote-unquote important achievement. For example, is an achievement worthy of the title simply because it improves our quality of life? Green, please."
You handed over the corresponding wire. "I'd say it's more about preserving life. Even outside of war, there's enough injury and illness that would end life were it not for medicine to heal them."
"Ah, but in that same reasoning, electricity also sustains life. It powers sources of light and warmth, which can also provide a means of boiling water and cooking food. All keys to survival. Yellow, please."
"So does fire," you shot back. "People survived long before electricity, and there's still plenty of civilizations living fine without it."
Tech finally emerged from the wall and took the last few wires from you, the red and black ones. He met your eyes with an earnestness that let you know how much he was enjoying this conversation. "And people have survived without medicine. At least the manufactured forms that you're arguing for, like bacta. Traditional medicine is as sufficient as fire."
Before you could respond, Tech moved to the side, motioning toward the wall with his head and holding up the remaining wires.
"Now, unfortunately these last ones need to be clipped in down below. I'm not able to fit through the lattice of the floor, but someone of your stature easily could."
You stepped forward and peered down. It was a mess of machinery and pipes and beams, but you could clearly see the port where the wires had been yanked out earlier. You knelt down, resting your stomach on the edge of the wall, but paused before bending over.
"If it wasn't for bacta, you wouldn't have been born." You were confident in your comeback and thus didn't linger for his reaction, turning to bend down into the ship with your wires instead.
You were disappointed to hear his soft chuckle from above you.
"And what do you think powers the bacta tanks that hold the clone embryos?"
You were glad he couldn't see the frustrated frown on your face. While you tried to think of a new point in your debate, you snapped the red wire into the proper port. But then you realized you couldn't quite reach the black one, and started carefully shimmying forward, deeper into the wall.
"It seems we have circled back to the initial question," Tech offered in your silence. You felt his hands hold on to your hips, steadying you as your legs lifted from the floor, most of your body now inside the ship. You didn't think anything of it, though, your focus split between your task and his words. "What makes an achievement the most important? Both medicine and electricity are capable of preserving life, but neither are essential to survival. So, what criteria are we left with?"
You were finally within reach of the last port and pushed the wire into it. "Sounds like you already have the right answer, so why don't you stop teasing me and just say it?" you called up to him.
"I...I didn't mean to sound like I was teasing."
You could hear the apology in his voice, how truly caught off guard he was to hear that you had perceived his attempts at a friendly debate, a conversation, as mocking or disrespectful. Your stomach knotted up in guilt, making your journey to wiggle back out of the wall a little more difficult.
"I'm sorry, Tech," you said through a grunt as you tried to push yourself back. "I didn't mean to sound rude. I just don't know the answer."
You felt his arms snake around your middle, pulling you the last of the way out. You came to rest on your knees, breathing heavily at the sudden increase in air supply. Tech was crouched alongside you, his chest against part of your back, his arms still holding you.
"I honestly don't know the answer, either," he blinked down at you, speaking quietly. "I don't know what criteria would constitute the most important scientific achievement. I thought maybe we could figure it out if we kept discussing it."
You craned your neck around to look at him, unconcerned about the discomfort it took to do so. You needed to face him fully. "Or... maybe we don't need to figure it out? I mean, does there need to be one achievement labeled more important than any other? Can they not all be valued equally?"
"I suppose..." he relented. But only a little. "It is a fun thought exercise, though."
You smiled at that, and it made your heart flutter a little to see him return the expression. There were a few seconds between you where you sat pleasantly in each other's arms... before the realization hit that you were in each other's arms.
"Uh," Tech stuttered first. His eyes looked about frantically as if the more he saw of you practically sitting in his lap, the more he would know what to do about it.
Your face was hot and your heart thumped forcefully in your chest. But you weren't panicking. Even though you'd been around the Bad Batch for a while now, this was the first time you'd gotten physically close to any of them, especially this dorky genius, who made you feel just a little better about life than the others did. You hadn't been sure why, not until this moment, your face being mere inches away from his own. Now it clicked.
His arms had removed themselves from your frame and he was starting to crawl backward on the floor. You quickly grasped his shoulder to stop him.
"Tech, wait."
He froze, looking at you with wide, apprehensive eyes. His shoulder was tense so you relaxed your grasp and simply let your hand rest on it gently. You gave him a small smile. Thankfully these little gestures were enough encouragement for him to lean back to you. He still looked at you timidly, but he wasn't pulling away anymore. It seemed like maybe he had been feeling the same things about you.
"Yes?"
He was waiting for you to make the next move.
"So, this project," you stalled, needing just a little more time to work up the courage. "What is it again? Why did I just crawl into the bowels of the ship?"
Your face was creeping closer to his, breath gently fanning across each other, warm but refreshing.
"I... I..." Tech seemed to be short-circuiting. "I was just, uh, re... redecorating."
Your nose had just brushed his when you suddenly frowned and moved back to look at him questioningly. "Redecorating... wires?"
You were very amused at how flustered he seemed to be in this situation. But then the tables turned as Tech rolled with it.
"Yeah, I didn't like the way they looked in there. Wanted to change things up. You know me."
The smile on our face spread as he talked and you couldn't hold back your laughter any longer. You bent forward, resting your forehead in the crook of his neck while your body convulsed with giggles. Tech laughed along, bringing his arms back around you to hold you in place. When you finally looked up at him and the shit-eating grin he had plastered on his face, you knew you'd finally found your courage.
"Oh, Tech..." you chided, pressing your smiling lips against his own.
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youwontlikethisblog · 3 years ago
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The Art of Subtlety in YSBTLF
Now I have yet to really talk about Betty and her development. Currently I'm on the episode where Betty goes to the bank to secure a loan through Terra Moda and it got me thinking.
Slowly we've been seeing the change from Armando's behavior towards her. Now it's been very subtle. One of my favorite scenes that display's the subtlety of his behavior is when Betty and him are being driven around by Don Hermes.
Right as they are leaving the building where they went to sign some documents to start the process of Terra Moda seizing Eco Moda Betty and Armando are talking.
She often jokes about her ugliness and as a person who in society has been outcaste by the mere fact I'm fat, I get that. We don't use it as a way to downplay our worth, better yet to find the humor in something that hurts us deeply. This is something Betty does often. Usually Armando agrees or goes along with it. The scene however caught my attention because after Betty jokes that she didn't get hired due to her ugliness she laughs and walks away and Armando stays behind and nods slightly, as if understanding that her ugliness could cause that BUT we then hear Don Hermes lovingly say "My beautiful daughter, did everything go well?" and Armando's face lights up. He sports a slight smile and stares at Betty as she laughs and tells her dad that everything went well.
The more I watch this show the more I realize that we see a lot of contrast between Betty and Armando's personal lives. While Betty's parents are very present in her life, constantly at the fore front of her ethics and morals as well as there to keep her grounded and realistic, though at times one can assume over baring and over protective, her parents love her deeply and you can tell. They treat her as their most precious possession.
However Armando's parents are a different story. His father always expects the worst of him, his mother coddles him but with conditions. His parents are only ever shown or involved when it comes to the company and/or his relationship with Marcela. Often when they do talk it's always about the company or again the relationship he's in with Marcela. It never goes more than that. We don't see them interact outside of that which causes that parental relationship to seem cold and distant. Kind of like a trophy child. Not really there to celebrate or show love when times are bad. Just there when things are on their terms. They show more interest in Daniel, Marcela, and Beatriz than they do to Armando and even then it's not saying much. In shorter terms, they suck.
So this scene in particular is one of my favorites for that reason. We see Armando, who at first was annoyed and being all pipirs nice to then engaging in conversation, joking, and letting his guard down and that's the thing. Often we see Armando with his guard up but around Betty slowly we begin to see him let his guard down.
Now in particular the reason why I bring this up is because from the get go I've always been interested in the complexities that Armando's character offers, but Betty is this different story. While Armando is complex in dark ways, Betty is complex is light ways. Her complexities aren't a form of harm rather a form of self preservation but still seeing the best in people, while Armando's complexities are in self preservation at the cost of others.
They both struggle in a sense with self worth. While Betty's self worth is rooted in her image and the way society treats her due to her not being societies beauty standers, Armando's self worth struggles are deeply rooted in his person's worth. Meaning that he doesn't find himself worthy as a human if he isn't succeeding, which makes him extremely arrogant. Betty's insecurities make her extremely humble and though being humble isn't a bad thing when there is no balance, her self worth is to the ground and due to this she allows people to step all over her and she often is a people pleaser because of this.
She lets people push her around and doesn't stand her ground when people are rude to her about her appearance. She does when it comes to her work but not as person and because of this she begins to idolize Armando because, unlike everyone before, he sees her as a person, when it comes to work.
This draws the lines, clean and crisp lines.
At work Armando defends her. He defends his decision to hire her. He defends her degrees and her experiences as an economist. This means a lot to her, because as mentioned before, she wasn't getting hired due to her "ugliness" and here comes a man that looks past that and hires her over the pretty one. We understand Betty's crush. We understand why she begins to idolize him even though he shows really crappy behavior at times.
First he constantly yells at her, laughs behind her back, allows his best friend to secretly see her as if she were this attraction in the tent of strange and ugly phenomena at the circus. To then being subtly annoyed when certain people mock her and make fun of her, though this gets him half points because he still allows his best friend to do this.
To end my analysis of Armando's behavior towards Betty up to this point I'll say that as this continues Armando begins to soften up towards her and while no one else picks up on it, Betty does. Which feeds her idolization of him.
Up to this point of the show Betty has been unconditional, even when she has needed to set aside her true feelings for him, she places his before her own. With Claudia, instead of ruining his night she stayed in the room all night long to which later we see Armando feel guilty over it but he gets no gold stars over that. That was a dick move.
Betty constantly shows loyalty, unconditionality, support, and most of all, team work. When he fails she always places herself to take the blame with him. She doesn't let him feel alone in his failures. Betty truly shows to love him. As a friend, as her boss, and as a girl who idolizes him and this moves him because to this point Armando hasn't had that. His parents do not show him unconditionality. His fiancé shows no team work or support and his best friend... he sucks. He is a terrible friend. Here is this girl who gives him all of this and for what? She doesn't ask for anything in return except to work for him. That's why we see the subtle change in him and Betty deserved that and more.
When they went to that cocktail with RagTela, where Armando started to hit on Ms. Colombia, I forgot her name, Betty doesn't seem jealous or hurt by that. In fact she seems unbothered and stayed in her lane, once again the lines being crisp and clean. However later on, when Betty tells Armando that they've got a meeting with Macro Textil and she sees Armando's face light up and ask how he looks, we see a subtle change, jealousy. She showed some of that with Claudia but Armando probably interpreted that as Betty being frustrated that due to that she had to sleep in the office that night. Here he doesn't pick up on it. She laughs dry only to cover her tracks and gets the man his cologne and throughout their meeting with Macro she shows to be a good wing-woman, minding her business of course.
Now let me skip some scenes. They're trying to negotiate a payment plan with Macro Textil. At this point what Armando has said isn't very convincing and Betty steps in, our bright Betty manages to say stuff that makes them think over their offer. At this point Armando has had all eyes on Ms. Colombia but he turns to watch her, with a slight smile on his face, a brief second of staring at her lips and completely absorbed into what Betty is saying and doing.
Now I want to bring us back to the main scene of this post. Betty sitting across her old boss. We have seen two scenes of her old boss and her interact before. Not only to drive the plot, but I believe to show the difference between a boss who was fond of Betty, after all he did say he was happy and pleased to help her with Terra Moda after being her boss for two years and a boss who is... more than fond of her but confused about it(to be fair Armando is so stupid when it comes to feelings the dude isn't even aware he's got them to begin with.) Betty's behavior is respectful and friendly towards her old boss. You can tell she's comfortable talking to him and so on and her old boss is the same. He's respectful and friendly towards her.
Why do I think this is important to the plot of the story?
It got me thinking. When I was working I got pretty close to my manager. He was married and older than me and we got along great. We talked, we joked, we had work discussions and we'd talk about life and stuff. However it was always very respectful and friendly, like a boss and their employee. My manager was very gentleman like. He didn't let me carry heavy stuff(As a fat woman I'm not used to that lol) however the line was there, Boundaries were there. Obviously we didn't have conversations that were too personal or even that personal at all. I could see Betty and her ex-boss being the same. A simple boss to employee friendship but if I had a... ship of sorts with my boss like Betty does with Armando my sensors of red flags would be blaring.
Think about your greatest friendship with one of your bosses. It's respectful and friendly but you don't cross lines, right?
Now I keep comparing their behavior to my manager's and mine.
That is why they show us, unlike with all the other Banks Betty has talked to, their interactions. To show a clear and distinct line of work related ships. Her ex-boss is truly fond of her but he doesn't cross boundaries and neither does Betty.
My ex-manager was respectful and we talked like an older brother and younger sister would. That was our work dynamic.
Betty's behavior has always been respectful and friendly towards Armando. Their work dynamic has been that she's the smart one and he's the pretty one and it works for them.
Betty's emotions start to blur when Armando's behavior towards her starts to blur. We go from seeing back to back scenes that show separate life styles and personal lives to having them blend in and once their personal lives begin to blend in so do their work lives.
During this day, before Betty goes to talk to her old boss, we are shown the scene when she tells him that Macro Textil was on their way to sign a contract with them that very day. Armando is between Betty and Mario and he talks to Betty. Constantly saying "Betty we did it!" and things along those lines but after each sentence he goes to Mario and repeats the same thing up until he goes to hug Betty.
[EDIT: This allows us to view Armando's personal dilema. Your brain often blurts the first thing that comes to mind and seeing as Armando isn't that bright when emotions are involved, he blurts out the first thing that comes to mind and that is Betty. His first thought is to talk to Betty, to celebrate with her (since she is the reason why that business deal is even happening) but he is prioritizing her, picking up on it and then going to his best friend to celebrate it as well. It shows us subtly the change in him.]
He doesn't even do that to his best friend. Once again, the lines blur. Armando is the first person in this work related relationship to blur the lines and Betty follows suit.
Yes, the hug was work related. Yes he was excited over the fact they could release the new fashion collection they'd been working on BUT he hadn't done that for other deals that they had managed. He didn't do that with the first collection he launched. He's hugged her, up to this point, two other times. Once after the meeting with Daniel where Betty gave him lessons on economics and later when Betty was crying.
This is their third hug. I'm not reading into that hug but what follows before and after.
As I said when writing we're told to keep what drives the plot, character development, and overall story; everything else is thrown out the window. So these subtle changes, behaviors, and quirks we begin to see coming from Betty's interactions with Armando explain why it was so easy for her to be manipulated by this man. They are important because they are meant to show us what is okay and what is not. What is normal and what is not and in small ways their work dynamic begins to shift and the first person to do that is Armando.
because he didn't feed the illusion of love when that sinister plan was created, he fed it when he started to get confused about her. When he started to blur the lines.
Betty didn't just idolatrized him because he defended her work. She did it because he fed her feelings towards him. When Betty showed loyalty he showed to be more fond of her. He went from constantly yelling at her, being indifferent towards her, to trying to watch his tone and temper. When Betty showed unconditionality he showed kindness. When Betty showed support he showed loyalty and little by little we begin to see these two blur the line between personal and work.
The changes are really subtle that they fly over your head but when you pay attention to the actual story and not the romance you can tell when they start and that is one reason why I love this novela because very much like real life these changes are subtle.
Betty's love was really subtle and you can pick up on when she starts to fall in love, whereas with Armando his change goes from being so subtle that you're confused yourself to it being so bam in your face you can't deny it.
In any aspect their relationship begins to blur during these episodes and the clear contrast of that is with seeing Betty interact with her old Boss at the bank.
In the future episodes this theory is proven right when we no longer get clear cuts of scenes that show the difference between their personal lives better yet we get a very muddy and blurry view of their personal and work lives.
Betty's moral, ethics, and emotions begin to change when Armando begins to change. Up to this point Betty has been consistent with her morality, though close to stumbling her father has been there to keep her on the right path. She has been the sweet and loving person she's always been but her character has been consistent up to this point and it's important to note that and why everything that happens after this is the way it is because as an audience we have been warn over and over again and so have these characters but just like in real life we don't always pay attention to the subtle changes until their domino effect starts to make too much impact.
also sorry if this doesn't make any sense it's currently 6:40 am and I've been writing this since like four lol.
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samwisethewitch · 4 years ago
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Coping with religious trauma
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CONTENT WARNING: THIS POST CONTAINS DISCUSSIONS OF MENTAL ILLNESS, TRAUMA RECOVERY, AND HOMOPHOBIA. The advice in this post is intended for an adult audience, not for those who are legal minors.
A lot of people find their way to paganism after having traumatic experiences with organized religion, especially in countries like the United States, where 65% of the population identifies as Christian. (This number is actually at an all-time low — historically, the percentage has been much higher.) Paganism, which is necessarily less dogmatic and hierarchical than the Abrahamic religions, offers a chance to experience religion without having to fit a certain mold. This can be extremely liberating for people who have felt hurt, abused, or ignored by mainstream religion.
To avoid making generalizations that might offend people, I’ll share my own story as an example.
My family joined the Church of Jesus Christ of Latter Day Saints, better known as the Mormons, when I was nine years old. The Mormons are an extremely conservative sect of evangelical Christianity that places a heavy emphasis on maintaining a strong community that upholds their religious values. The problem with that is that Mormon values are inherently racist, sexist, homophobic, and transphobic. As a teenager in the Mormon Church, I was told that as a woman, my only purpose in life was to marry a (Mormon) man and raise (Mormon) children. I was discouraged from pursuing a college education if it meant delaying marriage. I was not allowed to participate in the full extent of religious ritual because I was not a man. I was not allowed to express myself in ways that went against Mormon culture, and I kept my bisexuality secret for fear I would be ostracized. I didn’t have any sort of support system outside the Church, which inevitably made the mental health issues that come with being a queer woman in a conservative Christian setting much, much worse.
I left the Mormons when I was seventeen, and by that time I had some major issues stemming from my time in the Church. I had been extremely depressed and anxious for most of my teen years. I struggled with internalized misogyny and homophobia. I had very low self-esteem. I had anxiety around sex and sexuality that would take years of therapy and self-work to overcome. I wanted to form a connection with the divine, but I wasn’t sure if I was worthy of such a connection.
I was attracted to paganism, specifically Wicca, because it seemed like everything Mormonism wasn’t. Wicca teaches equality between men and women, with a heavy focus on the Goddess in worship. It places an emphasis on doing what is right for you, as long as it doesn’t harm anyone else. It encourages sexuality and healthy sexual expression. Learning about Wicca, and later other types of paganism, helped me develop the kind of healthy spirituality I’d never experienced as a Mormon. Although Wicca is no longer the backbone of my religious practice, it was a necessary and deeply healing step on my spiritual journey.
I’m not sharing my story to gain sympathy or to make anyone feel bad — I’m sharing it because my situation is not an uncommon one in pagan circles. The vast majority of pagans are converts, meaning they didn’t grow up pagan. Some had healthy upbringings in other faiths, or no faith at all, and simply found that paganism was a better fit for them. Others, like myself, had deeply traumatic experiences with organized religion and are attracted to paganism because of the freedom, autonomy, and empowerment it offers.
If you fall into this latter category, this post is for you. Untangling the threads of religious trauma can be an extremely difficult and overwhelming task. In this post, I lay out six steps to recovery based on my own experiences and those of other people, both pagan and non-pagan, who have lived through religious trauma.
While following these steps will help jumpstart your spiritual healing, it’s important to remember that healing is not a linear process — especially healing from emotional, mental, and spiritual trauma. You may have relapses, you may feel like you’re moving in circles, and you may still have bad days in five or ten years. That’s okay. That’s part of the healing process. Go easy on yourself, and let your journey unfold naturally.
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Step One: Cut all ties with the group that caused your trauma
Or, at least, cut as many ties as reasonably possible.
Obviously, if you’re still participating in a religious organization that has caused you pain, the first step is to leave! But before you do, make sure you have an exit plan to help you disengage safely and gracefully.
To make your exit plan, start by asking yourself what the best, worst, and most likely case scenarios are, and be honest in your answers. Obviously, the best case scenario is that you leave, everyone accepts it, and all is well. The worst case scenario is that someone tries to prevent you from leaving — you may be harassed by missionaries or concerned churchgoers, for example. But what is the most likely case scenario? That depends on the religious community, their beliefs, and how involved you were in the first place. When making your exit plan, prepare for the most likely scenario, but have a backup plan in case the worst case scenario happens.
Once you’ve prepared yourself for the best, worst, and most likely outcomes, choose a friend, significant other, or family member who can help you make your exit. Ideally, this person is not a member of the group you are trying to leave. Their role is mainly to provide emotional support, although they may also need to be willing to run off any well-meaning missionaries who come calling. This person can also help you transition after you leave. For example, you might make a plan to get coffee with them every week during the time your old religious community holds worship services.
Finally, make your strategy for leaving. Choose a date and don’t put it off! If you have any responsibilities within the group, send in a letter of resignation. Figure out who you’ll need to have conversations with about your leaving — this will likely include any family members or close friends who are still part of the group. Schedule those conversations. Make sure to have them in public places, where people will be less likely to make a scene.
If you feel it is necessary, you may want to request that your name be removed from the group’s membership records so you don’t get emails, phone calls, or friendly visits from them in the future. You may not feel the need to do this, but if contact with the group triggers a mental health crisis, this extra step will help keep you safe.
Of course, it’s not always possible to completely cut ties with a group after leaving. You may have family members, a significant other, or close friends who are still members. If this is the case, you’ll need to establish some clear boundaries. Politely but firmly tell them that, although you’re glad their faith adds value to their lives, you are not willing to be involved in their religious activities. Let them know that this is what is best for your mental and emotional health and that you still value your relationship with them.
Try to make compromises that allow you to preserve the relationship without exposing you to a traumatic religious environment. For example, if your family is Christian and always spends all day on Christmas at church, offer to celebrate with them the day after, once their religious commitments are over.
Hopefully, your loved ones can respect these boundaries. If not, you may need to distance yourself or walk away altogether. If they are knowingly undermining your attempts to take care of yourself, they don’t deserve to be in your life.
During this time, you may find it helpful to read other people’s exit stories online or in books. One of my personal favorites is the book Girl at the End of the World by Elizabeth Esther. Hearing other people’s stories can help you remember that other people have been through similar situations and made it out on the other side. You will too.
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Step Two: Seek professional help
I cannot overstate the importance of professional counseling when dealing with trauma of any kind, including religious trauma. Therapists and counselors have the benefit of professional training. They are able to be objective, since they’re approaching the situation from the outside. They can keep you from getting bogged down in your own thoughts and feelings.
I understand that not everyone has access to therapy. I am very lucky to have insurance that covers mental health counseling, but I know not everyone has that privilege. However, there are some options that make therapy more affordable.
There may be an organization in your area that offers free or low-cost therapy — if you live in the U.S., you can find information about these services by checking the National Alliance on Mental Illness (NAMI) HelpLine or visiting mentalhealth.gov. You can also look for therapists who use a sliding scale for payment, which means they determine an hourly rate based on the client’s income. And finally, if you have a little bit of extra cash you may want to look into therapy apps like BetterHelp or Talkspace, which are typically cheaper than in-person therapy.
If none of those options work for you, the next best option is to join a support group. Support groups allow you to connect with other people whose experiences are similar to yours and, unlike therapy, they allow you to get advice and feedback from multiple people. These groups are often free, although some charge a small fee.
Finding the right group for you is important. You’re unlikely to find a group for people recovering from religious trauma but, depending on the nature of your trauma, you may fit right in with a grief and loss group, an addiction recovery group, or a group for adult survivors of child abuse. If you’re a member of the LGBTQ+ community, you may be able to find a queer support group. (The LGBTQ+ club at my college was an invaluable resource in my recovery!) Depending on your area, you may also be able to find groups for specific mental and emotional issues like depression or anxiety.
Make sure to do your research before attending a meeting. Find out what, if anything, the group charges, who can join, and whether they use a curriculum or have unstructured sessions. See if you can find a statement about their values and philosophy. Make a note of where meetings are held and of who is running the group. Some support groups meet in churches and may or may not have a religious element to their curriculum. It’s best to avoid religious groups — the last thing you need right now is to be preached to.
Getting other people involved in your recovery will make you feel less alone and prevent you from getting stuck in your own head. A good therapist, counselor, or support group can help you realize what you need to work on and give you ideas for how to approach it.
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Step Three: Deprogramming
“Deprogramming” refers to the practice of undoing brainwashing and reintroducing healthy thought patterns. This term is normally used in the context of cult survivors and their recovery, but deprogramming techniques can also be helpful for people recovering from a lifetime of toxic religious rhetoric.
To begin the process of deprogramming, familiarize yourself with the way organizations use thought control to shape the behavior of their members. I recommend starting with the work of Steven Hassan — his BITE model is a handy way to classify types of thought control.
The BITE model lays out four types of control. There’s Behavior Control, which controls what members do and how they spend their free time. (For example, requiring members to attend multiple hours-long meetings each week.) There’s Information Control, which restricts members’ access to information. (For example, denying certain aspects of the group’s history.) There’s Thought Control, which shapes the way members think. (For example, classifying certain thoughts as sinful or dirty.) And finally there’s Emotional Control, which manipulates members’ emotions. (For example, instilling fear of damnation or punishment.)
Here’s a simple exercise to get you started with your deprogramming. Divide a blank sheet of paper into four equal sections. Label one section “Behavior,” one “Information,” one “Thought,” and one “Emotions.” Now, in each section, make a list of the ways your old religious group controlled — and maybe still controls — that area of your life. Once you’ve completed your lists, choose a single item from one of your lists to work on undoing.
For example, let’s say that in your “Information” column, you’ve written that you were discouraged from reading certain books because they contained “evil” ideas. (For a lot of people, this was Harry Potter. For me, it was The Golden Compass.) Pick up one of those books, and read it or listen to it as an audiobook. Once you’ve read it, write down your thoughts. Did you enjoy it? Why or why not? Why do you think your group banned it? What was in this book that they didn’t want you to know about? Write it down.
Once you’ve worked on the first thing, choose something else. Keep going until you’ve undone all the items on your lists.
If you want to go further with deprogramming, I recommend the book Recovering Agency by Luna Lindsey. Although this book is specifically written for former Mormons, I genuinely believe it would be helpful to former members of other controlling religious groups as well. Lindsey does an excellent job of explaining how thought control works and of connecting it to real world examples, as well as deconstructing those ideas. Her book has been a huge help in my recovery process, and I highly recommend it.
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Step Four: Replace toxic beliefs and practices with healthy ones
This goes hand-in-hand with step three, and if you’re already working on deprogramming then you’ll already have started replacing your unhealthy beliefs. This is the turning point in the recovery process. You’re no longer just undoing what others have done to you — now you get an opportunity to decide what you want to believe and do going forward. This is the time to let go of things like denial of your desires, fear of divine punishment, and holding yourself to unattainable standards. Get used to living in a way that makes you happy, without guilt.
Notice how each step builds on the previous steps. Therapy and deprogramming can help you identify what beliefs and behaviors need to be adjusted or replaced. Your therapist, support group, and/or emotional support person can help you make these changes and follow through on them.
These new beliefs and practices don’t have to be religious — in fact, it’s better if they aren’t. If you can live a healthy, happy, balanced life without religion, you’ll be in a better position to choose a religion that is the right fit for you, if that is something you want.
Your new healthy, non-religious practices may include: mindfulness meditation, nature walks, journaling, reading, exercise, energy work, learning a hobby or craft, or spending time with loves ones — or it might include none of these things, and that’s okay too. Now is the time to find what brings you joy and start doing it every day.
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Step Five: Ritual healing
This is an optional step, but it’s one that has been deeply healing for me. You may find it helpful to design and perform a ritual to mark your recovery.
Note that when I say “ritual,” I don’t necessarily mean magic. Rituals serve a psychological purpose as well as a spiritual one. They can act as powerful symbolic events that mark a turning point in our lives or reinforce what we already know and believe. Even if you don’t believe in magic, even if you’re the least spiritual person you know, you can still benefit from ritual.
You might choose to perform a ritual to finalize your healing, or to symbolically throw off the chains of your old religion. It can be elaborate or simple, long or short, joyful or solemn. It might include lighting a candle and saying a few words. It might include ecstatic dance. It might include drawing or painting a representation of all the negative emotions associated with your old religion, then ritually destroying it. The possibilities are literally endless. (If you’re looking for ritual ideas, I recommend the book Light Magic for Dark Times by Lisa Marie Basile.)
One type of ritual that some people find very empowering is unbaptism. An unbaptism is exactly what it sounds like — the opposite of a baptism. The idea is that, if a baptism makes a Christian, an unbaptism makes someone un-Christian, no longer part of that lineage. It is a ritual rejection of Christianity. (Obviously, this only applies if you’re a former Christian, though some of the following suggestions could be adjusted to fit a rejection of other religions.)
If you’re interested in unbaptism, here are some ideas for how it could be done:
A classic method of unbaptism is to recite the Lord’s Prayer backwards under a full moon. (For a non-Christians version, use a significant prayer from whatever religion you have left.)
Run a bath. Add a tiny pinch of sulfur (a.k.a. brimstone) to the water. Get into the bath and say, “By water I was baptized, and by water my baptism is rejected.” Submerge your entire body under the water for several seconds. When you come back up, your unbaptism is complete. (You may want to shower after this one. Sulfur does not smell good.)
The Detroit Satanic Temple has a delightfully dramatic unbaptism ritual. For a DIY version, you will need holy water or some other relic from the faith you were baptized in, a fireproof dish, a black candle, and an apple or other sweet fruit. Light the candle and place it in your fireproof dish. Toss some holy water onto the flame (not enough to extinguish it) and say, “I cast my chains into the dust of hell.” Take a bite of the apple and say, “I savor the fruit of knowledge and disobedience.” Finally, declare proudly, “I am unbaptized.” You can add “in the name of Satan” at the end or leave it out, depending on your comfort level.
Personally, I’ve never felt the need to unbaptize myself. I’ve ritually rejected my Mormon upbringing in other ways. Maybe someday I’ll decide to go for the unbaptism, but I’ve never really felt like I needed it. Likewise, you’ll need to decide for yourself what ritual(s) will work for you.
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Step Six: Honor your recovery
Our first reaction to trauma is to hide it away and never speak of it again. When we do this, we do ourselves a disservice. Your recovery is a part of your life story. You had the strength to walk away from a situation that was hurting you, and that deserves to be celebrated! Be proud of yourself for how far you’ve come!
You may choose to honor your recovery by celebrating an important date every year, like the day you decided to leave the group, the date of the last meeting you attended, or the date you were removed from the membership records. Keep this celebration fun and light — get drinks with friends, bake a cake for yourself, or just take a few moments to silently acknowledge your journey.
If you feel like having a party is a bit much, you can also honor your recovery by talking to other people about your experiences. Share your story with others. If you’re feeling shy, try sharing your story anonymously online. (Reddit has several forums specifically for anonymous stories.) You’ll be amazed by how validating it can be to tell people what you’ve been through. `
Another way to honor your recovery is to work for personal and religious freedom for all people. Protest laws with religious motivations. Donate to organizations that campaign for the separation of church and state. Educate people about how to recognize an unhealthy religious organization. Let your own story motivate you to help others who are in similar situations.
And most of all, take joy in your journey. Be proud of yourself for how far you’ve come, but know that your recovery is a lifelong journey. Be gentle and understanding with yourself. You are doing what is right for you, and no god or spirit worthy of worship could ever be upset by that.
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laurelnose · 4 years ago
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Very New to your blog and the posts are probably way old but I saw you do Witcher Biology (??) rants sometimes and Id love to hear your take, if you have one, on what monsters (namely "naturally occurring" ones like draconids and insectoids) contribute to the ecosystem if anything and whether or not they should be hunted into extinction. I was discussing it w/ a friend last night after dealing with Iocaste, the last silver basilisk, and now its smthn I'm Invested in
re monster ecosystems: I just figure theyve probably found a niche in the world by now and can eat anything smaller incl. humans but because theyve got no natural predators aside from eachother and arent hunted by anything but witchers , monsters are just breeding and eating and wldnt that damage the land? or have they made their own like, circle of life or whatever ? Ive little knowledge on the subject as a whole but the whole thing intrigues me
hi & extremely belated welcome, anon! my apologies for the length of time you’ve been waiting for this answer; I had to think carefully about how I wanted to respond to this ask, because: there’s a lot going on here. also, because I am a disaster, I ended up posting it to ao3 first while I was avoiding tumblr for a spell and then completely forgot to come back. oops. i’m sorry!! This one’s about 5000 words long, which is a lot for tumblr, so reading on AO3 may be preferable.
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The two main thrusts of your first ask (how do monsters interact with the ecosystem and should they be eradicated from the Continent) are questions of invasion ecology, the study of non-native/invasive species and their effects on the environment. Monsters, having arrived on the Continent about 1200 years ago during the Conjunction of Spheres from entirely alien dimensions, are indeed technically non-native species!
However, invasion ecology is…somewhat controversial, to say the least—there are a lot of invasive species, who have a lot of different & complex impacts, and a lot of different ideas about what we might do about any of this, and it’s basically all arguing all the time, so I wasn’t really sure how I wanted to approach the topic. Not to mention that for reasons I couldn’t initially put my finger on, it seemed wrong to apply theories of invasion ecology to the Witcher monsters. We’ll get into it! There are also a couple of common misconceptions/oversimplifications of how ecology works in your second ask which I want to unpack. Hopefully I pulled this together into something that makes sense, and feel free to ask me for clarification!
Some important background facts:
Species have always been moving to and “invading” new places on their own; humans and globalization have accelerated this process into a Big Problem, as the sheer number of invasive species being introduced all over the globe strains ecosystems already under pressure, but “native ranges” are always shifting, sometimes more dramatically than you might expect. If you go far enough back in time, all species are “non-native”.
Because of this, the very definition of “invasive species” is hotly contested. This is why you’ll hear dozens of terms like introduced species, injurious species, naturalized species, non-native species, etc.; these all have slightly different connotations, but all refer to a species that did not originate in a particular location.
An introduced species is usually classified as “invasive” as opposed to “non-native” or “naturalized” if its presence significantly alters the ecosystem it invades; some people define this more narrowly as a species that causes harm to an ecosystem. “Harm” can take a lot of different forms, as every non-native species interacts differently with the ecosystem they were introduced to.
Aside from various potential impacts to human economic activity, most forms of ecological harm by introduced species involve the decline of native species, by a variety of mechanisms; invaders might eat natives, outcompete them for food, interbreed with them, carry novel pathogens, etc. Invasive species are primarily a threat to biodiversity.
Now, here’s my Hot Take:
The Conjunction of Spheres is analogous to real-life ecological cataclysms such as the Cretaceous-Paleogene extinction event, and thus monsters are not invasive species.
The Cretaceous-Paleogene extinction event saw the extinction of 75% of all species on Earth after the Chicxulub asteroid hit, including the non-avian dinosaurs. The Earth has had several disasters like this, of varying severity—the Great Oxidation Event killed almost literally everything on Earth except for the cyanobacteria who caused it. These cataclysmic extinction events completely upended existing ecosystems, altering habitats beyond recognition and leaving swathes of niches emptied of life that the survivors could evolve to exploit.
The most recent Conjunction of Spheres on the Continent is supposed to have thrown everyone living on the planet at the time into chaos and darkness; it wouldn’t be unreasonable to assume that the interpenetration of multiple spheres caused mass extinction of species living in the pre-Conjunction environment, similar to Chicxulub or the GOE!
But Socks, you might say, evolution works on a massive timescale! It took millions of years to fill the niches left open by Chicxulub, but it’s only been 1200 years since the Conjunction of Spheres! And you are absolutely right*, but the Conjunction of Spheres canonically came pre-loaded with new species. We actually have no proof that any of the animals we see originated on the Continent: if humans are a post-Conjunction phenomenon, why not also dogs? Why not bears? Who’s to say any of those were actually there before-hand? (The elves, I guess, but as they have not, actually, said so, there’s no proof!!)
* FTR, 1200 years is a shockingly short period of time to go from cataclysm that plunged the world into darkness and chaos to functioning medieval-era society considering how long it actually took humanity to build 13 century Europe (horses had been domesticated for at least 3000 years by that time), even if we’re not assuming that most of the ecosystem was destroyed, so, my timeline concerns here are minimal, lmfao. TIMELINE WHAT TIMELINE.
…and actually now that I think about it the three options for the origin of dogs are a) elves or dwarves domesticated them, b) humans brought dogs with them during the Conjunction, or c) dogs have existed for less than 1200 years, and I refuse to accept that dogs are practically a new invention in the witcherverse, wtf.
Anyways: we really have no idea which species are truly “native” to the Continent, or what the physical environment was like prior to the Conjunction. While monsters are not native to the Continent, monsters are also not invasive—there cannot be decline of pre-Conjunction biodiversity or harm to the pre-Conjunction ecosystem because there is no pre-Conjunction ecosystem anymore.
should monsters be hunted to extinction?
So, the thing is, I think we should try to eradicate invasive species from non-native ranges if we can; the biggest problem with that is feasibility, not morality. It’s much more difficult than one might think to eradicate an invasive species once it’s established, and we have to be very careful that the methods we choose don’t have other impacts, but invasive species are a huge threat to the biodiversity of Earth! If monsters are invasive species, then the answer is yes, they should be eradicated from the places they are not native to.
(Notably, on Earth this kind of eradication is not the same thing as extinction; it would be a local extinction, or extirpation, where the species is totally wiped out in the places it invaded but still exists in its native range. This does get way more complicated if the invasive is already extinct in its native range.)
However, I have just outlined a possibility that would make it plausible for monsters not to be invasive species. Let me also outline why I prefer this interpretation. Here is a book conversation between the sorcerer Dorregaray of Vole and Geralt:
“Our world is in equilibrium. The annihilation, the killing, of any creatures that inhabit this world upsets that equilibrium. And a lack of equilibrium brings closer extinction; extinction and the end of the world as we know it. … Every species has its own natural enemies, every one is the natural enemy of other species. That also includes humans. The extermination of the natural enemies of humans, which you dedicate yourself to, and which one can begin to observe, threatens the degeneration of the race.”
“Do you know what, sorcerer?” Geralt said, annoyed. “One day, take yourself to a mother whose child has been devoured by a basilisk, and tell her she ought to be glad, because thanks to that the human race has escaped degeneration. See what she says to you.”
–The Bounds of Reason, ch. 6
This is a, uh, incredibly unsubtle reference to a debate that has been ongoing for decades; Geralt’s stance here is one of the key arguments in opposition to wolf and bear reintroduction. What do we do about large predators that may pose a threat to humans? How do we balance preservation of the ecosystem with the safety of people who have to coexist with these predators?
I can’t fully agree with Geralt, because large predators are integral to the ecosystem, which I value for its own sake and because humans depend on healthy ecosystems. But I can’t fully agree with Dorregaray either, because Geralt is right: human life is valuable and worthy of protecting. This is an issue that India has been running into in the past ten years; as their tiger conservation efforts yield fruit, people become more likely to encounter tigers, and thus more likely to have a bad encounter with a tiger. It’s become a political struggle as rural people who have to actually live with the possibility of a tiger attack come into conflict with urban conservationists who just really want to preserve tigers (& in some incidents, some of those conservationists have been Western, which is a whole additional level of fuckery). The fact is, there isn’t a good answer to this yet! We certainly should not drive tigers, wolves, or any other large predator to extinction, but we also have to figure out a way to keep people safe. It’s something humanity still has to wrestle with.
Under this framing, which CDPR reinforced when they chose to have the Count di Salvaress defend Iocaste as an endangered species while making significant provisions to minimize the damage she could do to human life, there’s far too much baggage attached for me to say yes, monsters should be hunted into extinction. If you’re going to make monsters analogous to wolves, of course I do not think we should get rid of monsters entirely!
And frankly, Geralt doesn’t think so either, despite his hardline stance about monsters that eat humans. Sapkowski isn’t exactly an anti-conservationist; though Dorregaray is shown as out of touch in this passage, at another point the narrative sides with him calling Philippa out on exterminating a species of ermine for her fur collar, and it’s consistently put forth that Geralt’s best quality is that he doesn’t want to perform violence for the sake of it or destroy things without cause, and one of the representations of that is that he refuses to kill endangered species even at cost to himself:
“What should I say about you, who rejects a lucrative proposition every other day? You won’t kill hirikkas, because they’re an endangered species, or mecopterans, because they’re harmless, or night spirits, because they’re sweet, or dragons, because your code forbids it.”
–Eternal Flame, ch. 2
If monsters and other post-Conjunction creatures are invasive species, the nuance in this conversation is flattened, and Geralt’s refusal to kill mecopterans and hirikkas becomes a flaw rather than a virtue. Boring! I also think that one of the strongest themes in the witcherverse is the idea of all monsters being human ills; wraiths are manifestations of hatred, necrophages multiply because of human bloodshed, cursed ones are created out of malice, mages like Alzur and Idarran of Ulivo go out of their way to straight-up create monsters from scratch*, etc. Iocaste attacks humans and takes livestock because the traditional prey of the silver basilisk, roe deer, has been extirpated by human destruction of their habitat. The aeschna in Blood of Elves attacks humans because humans have altered and polluted the flow of the Pontar, hunting the aeschna’s previous food (seals) to extinction. The true monster is the actions of humans. Monsters that appeared unbidden from another dimension into a previously functional ecosystem to invade and cause problems undermines this theme; monsters that are integrated into the ecosystem and subject to the same social and ecological forces as other animals supports it.
* Idarran’s “idr” monsters from Season of Storms absolutely should be eradicated. Did the world not have enough man-eating arthropods, Idarran? Did you really have to mutate horrible new ones and release them in populated areas?? Mages are a scourge, lmfao
Additionally, one of the biggest reasons I felt like I couldn’t actually apply invasion ecology to monsters was that, whether you accept my Conjunction theory as sufficient biological justification for this or not, monsters just don’t really behave like invasive species. It’s hard to explain this because the setting is pretty brief about its ecological details, but aside from the fact that the narrative frames them like just part of the ecosystem of the world, there are never any details like “that type of flower doesn’t exist anymore because giant centipede tunneling destroyed the soil they needed to grow in.” When monsters are the aggressors, their victims are always humans, not the environment or other animals, and again monsters are themselves often treated as victims of human actions.
So I say monsters aren’t invasive species!
Which means that monsters are, regardless of their strange origins, now a part of the Continent’s ecosystem just as much as bears and wolves.
So let’s talk monster ecology.
what do monsters contribute to the ecosystem, if anything?
So, the phrase “contributing to the ecosystem” is actually super loaded, and I want to unpack that before we go anywhere else. Ecosystems are made up of organisms, and organisms interact with and impact ecosystems, but they don’t necessarily contribute to ecosystems! The implication of “contribute” is that it is possible for an organism to not contribute, and it follows from there that some organisms are not useful. This is functionally nonsensical, and also dangerous.
Conservationists talk a lot about “intrinsic value,” which in this context is the idea that we should want to keep species around just because their existence is valuable! Biodiversity is intrinsically valuable. This is important, firstly because I do believe that all species are intrinsically valuable, but also: ecosystems are so enormously complicated that we do not know the full extent of any species or individual organism’s impact, and we can’t predict what the consequences of removing any given species might be. Treating all species as intrinsically valuable is hedging our bets. All organisms affect the ecosystem, because it’s impossible for them not to, and while some species definitely have outsize impact, none of them are “not contributing,” and frankly even if some of them weren’t, it would be the absolute height of human arrogance for us to decide we could tell which ones were useless when we barely even know what most species eat. Mosquitoes are the base of the entire goddamn food chain, and you still get assholes claiming they don’t “contribute anything.” Of course, most people don’t really mean all of these implications when they use the phrase, but I don’t find it useful to talk about what species “contribute,” and avoid using that language if I can!
What I assume you mean by “what do monsters contribute” is a combination of “what roles might monsters play in the ecosystem” and “are monsters actively harmful to the ecosystem, i.e. do they cause loss of biodiversity?”
And this is difficult to answer! As I’ve said, I don’t think monsters are invasive species, and thus don’t harm the ecosystem, though we know that monsters can be harmful to humans. However, when it comes to the role they do play in the ecosystem, there isn’t enough in canon for me to do more than wildly speculate! Also, there are so so many of them, and the role of a hirikka is going to be wildly different from that of a draconid.
Just offhandedly, most of the big predatory monsters can be assumed to fill the same roles as Earth’s big predators, one of the big ones being overpopulation of prey species, which has ramifications throughout the ecosystem. Some of them are canonically ecosystem engineers, or animals that physically alter their environment (think beavers); for instance, shaelmaar and nekker tunneling. Additionally, the big insectoid colonies can’t be relying solely on naturally-occurring caves for their homes; they’ve gotta be constructing some stuff themselves. These tunnels can be repurposed as habitat for other organisms, from giant centipedes to sewant mushrooms. Necrophages, like corpse-eaters in our world, likely limit the spread of diseases from decomposing flesh (and really wouldn’t be as much of an issue if everyone would stop, you know, doing war and mass murder, lmfao). Arachasae use tree trunks and organic plant material to conceal themselves, which is likely contributing to plant reproduction in a few different ways—but the arachasae decorating essay is a different topic that I swear I will finish one day oh my god—
…anyways, feel free to ask about any specific monsters or niches if you’re curious, but if I tried to go into detail with every single potential niche/ecosystem service all of the monsters we know of might fill, we would be here all day!
Let’s talk about a couple specific things you brought up in your second ask.
> theyve probably found a niche in the world by now and can eat anything smaller incl. humans
I mean…maybe! That is, yeah, they’ve definitely settled into niches by now, but feeding is way more complicated and interesting than that.
For instance: orcas can eat basically whatever the fuck they want—orcas are fully capable of bringing down everything from fish to seals to gray whales to great white sharks. But they don’t. In the Pacific Northwest, the resident orca pods almost exclusively eat salmon, while the transient pods largely feed on seals. Orcas are kind of an extreme example, but this is something called resource partitioning and it’s a big part of how animals limit competition with one another and what enables lots of predators to coexist in one place!
We see a big fuck-off dragon thing and we assume that it’ll eat anything it can fit in its mouth, and definitely some predators work like that. But just because an animal is technically capable of eating something and deriving nutrition from it doesn’t mean that it will. Silver basilisks made roe deer the staple of their diet before the destruction of beech forests meant they had to turn to humans—which is a pretty specific dietary restriction when there should be multiple species of deer running around, not to mention everything else a draconid could be killing! And given how many types of draconid there are…I have to assume there’s some kind of resource partitioning going on to prevent them all from conflicting with each other! For instance, if basilisks prefer roe deer, maybe forktails prefer wild goats, while wyverns are mostly kleptoparasitic (stealing other predators’ kills).
And of course, not all monsters eat humans at all; harpies steal from and attack humans, so they’re a dangerous nuisance, but they don’t seem to eat them. And in the books Geralt mentions plenty of monsters which are totally harmless.
So yes, there are lots of things monsters could be eating, but it would strongly depend, and there’s a lot of interesting places one can take monster diets! Netflix decided their strigas only eat specific organs, leaving the rest of the body untouche, & I love that for her. More monsters that need a particular kind of nutrition that leads them to take only specific body parts from some kills!
> because theyve got no natural predators aside from each other and arent hunted by anything but witchers, monsters are just breeding and eating and wldnt that damage the land? or have they made their own like, circle of life or whatever ?
Absolutely—invasive species whose populations rapidly increase once they’re away from their natural predators cause the decline of native species, often by eating natives directly or competing with natives for resources. And in fact, even native species who become overpopulated can seriously damage the ecosystem (see: white-tailed deer in the United States, whose overpopulation has such negative ecological effects that some people argue we should classify them as invasive, even though they have definitely been here this whole time).
However, even if we grant that monsters are invasive, it’s a little more complicated than that for a few reasons!
Despite the apparent preponderance of them in the witcher games, most monsters are supposed to be strongly on the decline, like witchers themselves. Geralt’s profession is falling out of necessity; human development of the Continent is going to be the biggest suppressing factor in monster populations in the future. Monster overpopulation is just canonically not a problem in this universe! But even in the scenario where the Inevitable March Of Civilization isn’t threatening monster populations, there are a lot of factors that could and would limit monster populations.
(TL;DR for this next part: yeah I definitely think they’ve figured out their own little circle of life—the term you’re looking for is ecosystem equilibrium, btw!—& I’m going to take the next 1.2k to talk about how.)
For starters, predation is only one among many limiting factors that affect populations & prevent them from ballooning out of control:
food availability: If there’s not enough food, there’s not enough food! It also matters how adaptable the animal’s diet is—silver basilisks moved from deer to humans, but if the eucalyptus went extinct koalas would not switch to eating cycads.
illness and parasites: Some people argue these are more important than direct predation for limiting populations, and I am often inclined to agree. Basically, if a population becomes very dense, illness and parasites spread more quickly, creating a natural limiter on how many animals can live in any one place. The greater susceptibility of some individuals to illness or parasites also winnows down populations. Non-native species often escape a good portion of their native diseases by moving to a new range—however, given how fast bacteria and viruses evolve, 1,200 years is a pretty decent amount of time for new diseases to arise. Also, just going to drop a link to my treatise on monster parasites here. It’s gross, mind the warning at the start of the post.
mate availability: If only a certain percentage of the population is actually able to reproduce, that’ll eventually bring the total number down. RIP Iocaste’s boyfriend 😔
territory/shelter availability: Animals need a certain amount of space and certain types of spaces to survive, and space isn’t infinite! It again depends on how adaptable an animal is; rats find ways to thrive nearly everywhere, but pandas can only live where there’s bamboo. If there’s not enough space to hide from predators, reproduce safely, store food, and avoid adverse weather, the population again limits itself naturally.
natural disasters: Wildfires, drought, flooding, tsunamis, storms, etc. pick off significant portions of wildlife populations. Disasters are sporadic rather than directly linked to population like most of the other factors but these periodic blows to population and the other impacts of fire or flooding are often integral to the ecosystem (see especially: fire regimes and fire ecology.)
Now let’s talk predation & monsters! (Genuinely, I think predation is one of the most interesting things in ecology; people tend to simplify it down to things eat other things, which—yeah, but there’s so much more going on there!)
First, I wouldn’t underestimate the effects of monsters eating other monsters! Even if it’s rare for a draconid to snatch up a nekker and carry it off, the threat of a draconid doing so can have dramatic impacts; researchers found that just playing the sound of dog barks on a beach stopped raccoons from foraging for crabs for over a month after the barking stopped, leading to an increase in crab populations, even though no raccoons ever encountered a dog. This is called the ecosystem of fear (which as a term is metal as hell) and it theorizes that just the fear of predators can lead to chronic stress for prey animals, decreasing reproduction and making them more susceptible to disease. Maybe draconids in Toussaint eat only a few dozen nekkers a year, but that might cause thousands of nekkers to have fewer offspring or fall to disease. When it comes to ecosystems the direct effect is usually only a small part of the story!
Second, when we talk about a species not having natural predators, we’re usually talking about an animal that would have a predator back in its home range—lionfish, for instance, have plenty of predators in their natural range (the Indo-Pacific), but no natural predators in their invasive range (the Caribbean), so invasive lionfish, suddenly freed of a limiting factor, can run amok. However, a great white shark has, aside from orcas (who do not actually eat white sharks, they’re just assholes sometimes) and occasionally other white sharks, more or less no natural predators anywhere once it reaches maturity, and that’s fine! Lack of predation of great white sharks did not cause their populations to explode and consume the ocean. White sharks are limited by other factors.
So: it is possible that wherever draconids originated (and it’s entirely possible that “draconids” came from multiple different places, tbh) there was something bigger that preyed on them, but it’s not unreasonable to assume they were also apex predators in their previous dimension (I mean…look at them), and that adult draconids were never really preyed on by anything else! It isn’t necessarily an issue for there not to be predators of certain monsters on the Continent.
(Though, of course, we also shouldn’t forget that most apex predators are prey when they’re young—baby white sharks are snack-sized for a lot of fishes, and bear cubs and wolf pups are similarly vulnerable. Based on the size of the eggs you see in TW3 draconid nests, a basilisk is hatched around the size of a little dog, which is the perfect size for small, ballsy predators such as wolverines to sneak into a nest and snap them up—predators such as more wolverines or raptors like eagles and hawks might also come directly for the eggs.)
When it comes to smaller monsters such as nekkers, who likely weren’t apex predators in their original dimensions and would thus be subject to that lack of natural predators—there are usually specific reasons why prey species manage to avoid predation in their introduced range. Lionfish confound Caribbean predators because lionfish are covered with huge poisonous spines that Caribbean predators don’t know how to deal with.
Drowners, on the other hand, are basically just man-shaped fish; they don’t have any adaptations or defenses that would really stump a bear or a wolf. Again, bigger monsters are still probably checking the populations of smaller monsters no matter what, but there’s really no reason a bear couldn’t figure out how to eat a drowner! Unless a monster has a unique defense (e.g. scurver spines), is actively distasteful to eat (rotfiends, probably), or is just difficult to take down (nekkers in packs), most of the non-monster predators* on the Continent will have incorporated various monsters into their diet by now, or suppressed monster populations indirectly with the threat of predation or by competing with them for food. It has been over a thousand years, which is nothing evolutionarily but is still a decent period of time for mammals, who pass hunting techniques down to their babies, to figure out how to eat ghouls—especially if we’re considering that the Continent’s mammals may also be a result of the Conjunction and would thus have to have been just as adaptable as the monsters to establish themselves. And I’ve also actually talked before about how wolves specifically might be preying on necrophages!
* For reference, the non-monster predators are, considering the Continent is more or less Europe, most likely lynxes, brown bears/polar bears (in Skellige), wolverines, foxes, badgers, and a variety of large birds of prey.
So—yes, if monsters were truly overpopulating, then that would damage the ecosystem. However, canon tells us they are definitely not doing that, and there are also many factors that would prevent that from happening!
(Though I will say that some of the reasons white-tailed deer are overpopulated are that we got rid of cougars and wolves and human development creates a lot of extra habitat of the type that deer like. Given that we know many of draconids are for sure in significant danger of going extinct, and the trajectory that Europe’s wolf and bear populations followed in real life, it is possible that the Continent will have to contend with an overpopulation of some of the smaller monsters at some point as they continue to try to eradicate the larger predators, both monster and non-monsters—you think the drowner problem is bad now, wait until the bears are gone and city development has tripled the number of sewers. Yet another of those humans-make-monster-problems-worse things I am fond of in the Witcherverse!)
…whew. that was a lot of words. In conclusion: ecology is really cool & there’s a bunch of ways monsters can fit into it!!
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btsmakesmehappy · 4 years ago
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Palate Cleanser | 4
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Genre: Agent au, friends with benefit (sort of), Stranger to lover, ANGST with a hint of Fluff, implied Smut.
Pairing: Agent!Taehyung x Baker!reader
Word Count: 6,6k
Rating: 18+ (M)
Warning: Reader feeling sad and insecure. Guns. Violence (nothing too descriptive). Taehyung is lil bit possessive because I love it.
Chapter: 1 | 2 | 3 | 4 | 5 | completed
Series Masterlist: The Company
Summary: Taehyung needs something to take his mind off his broken heart. His best friend, Jimin, suggests that he should meet another woman and the first woman he met was you. Would you help him even though you have your own problem, that you hate men?
A/N: for my betareader @hesperantha​ thank you for help me by screaming to Taehyung while you’re drinking a whiskey (You’re right, even I won’t be able to refuse the morning thingy lmao) and my @arizonapoppy​ who patiently gives me encouragements (like a lot). I am just smiling everytime I read your feedback. Thankyou again loves. Stay safe!
anyway, just one more chapter left! Thank you for reading this fic. Please send me a feedback<3
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“Do you have anything aside from bread in here?” Taehyung asked as he rummaged through your kitchen. “Don’t you ever get sick of it? You see bread at work and again at home.”
You rested your chin on your hand, watching him from the table. “Why not? The bread is good. And that one has fiber, so it’s good for your bowels.”
He looked at you in disgust. “Why do you need to discuss your bowel activity with me?”
You chuckled. “Again I have to go with: why not?” You rose from your seat, walking to him. You opened a cabinet beside the sink to show him where you stacked rice and instant noodles. “And besides, bread is more convenient, just grab and eat it. No need to cook. You can eat it anytime you want.”
“It only takes a few minutes to heat the rice or cook the noodles,” he argued,  grabbing a pack of noodles.
“It’s just bothersome to wash the dishes.” You also grabbed a pack of noodles and gave it to him with a smile, batting your lashes. “Bread is good with wine.”
He snorted as he filled the pot with water. “You don’t eat bread with wine. You eat it in between.”
“Again: why not?”
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You don’t want to go back to your apartment, sad and alone. You think about going to Hani’s place, but you’re afraid that you would bother her and her fiance. You are sure that Hani will let you crash her place, but she has already helped you so much in the past. You don’t want to make her worry again.
And so, you find yourself wandering in the middle of the night alone, hopping from one stall to another.
It is your third bottle of soju in your second stall. Only God knows how many bottles you had before. Your stomach starts to hurt because you didn’t eat anything before you started drinking, and yet you don’t feel drunk.
You can’t bring yourself to care. You want to be drunk. You need to erase Taehyung’s face in your mind. You tried to.
With the thought of Taehyung, you’ve already felt your tears running on your cheeks. You are sobbing in an unknown food stall, alone.
Why are you crying exactly? Is it because he hurt you? Is it because he humiliated you in public? Is it because you want him? Is it because you hate him? Is it because you like him? Why do your tears keep flowing? Maybe you are drunk after all.
You’ve never thought that you would feel this way again. A throbbing pain inside your chest, squeezing your lungs, making it hard for you to breathe. It is weird considering that you have only known Taehyung for weeks, and yet the impact he had on you is big. He changed your heart.
He somehow made you feel complete.
At first, you thought that it’s because you had great sex or maybe because you love his company in the morning. But the more you talked to him, you knew: he will always be the one you can’t get enough of. You want more.
You felt bad for throwing your drink on him. You did. But you hate him for talking to you like that. You hate him because you know he can see you thoroughly. You hate him because he was right. You hate him because he exposed you.
You’re stuck in a wave of white lies formed by you, your friends, and your family for 5 years. It was your foundation for all your work, for your life, and who you are right now. And when Taehyung dropped the ugly truth like a bomb, the already-weak foundation started to crumble.
Maybe you have always known yourself, that deep down, you don’t really hate men. Maybe you have always known that you were not good enough for Youngjae, or any man. Maybe that’s why you never get close to another man. Maybe because you’re afraid if they would tell you that you are bad for them, that you are not good enough for them.
You are afraid that you, Y/N, will never find someone who will love you.
You drop your head on the table. Your tears still flow endlessly. You take a deep breath, trying to control your mind, trying to preserve your heart from breaking into pieces. You feel nauseated, and the stabbing pain in your stomach doesn’t help either.
You hate him.
You miss him.
You want him.
And with that realization, you feel weaker than ever.
“There you are!” You jerk your head up, tears still clouding your vision. You rub your eyes with the back of your hand and your vision becomes clearer. “Muffin?” Taehyung’s face comes to your vision. His face is beaded with sweat, breaths uncontrolled like he’s been running for miles.
You turn your head from Taehyung, hiding your crying face. “What do you want?” You take a glass and pour the soju into it.
He looks at your messy table and frowns in worry. He sighs. “How many glasses did you drink?” He then snatches your glass away from you.
You shrug. “I didn’t count.” You suddenly have an urge to vomit, your stomach twisting.
Taehyung looks at you in horror. “Alright, that’s it. I am taking you home.” He says as he takes his wallet out and puts some cash on the table. “Do you have your medicine with you?” he asks as he tries to stand you up in spite of your wobbling. He tries to hold you close to him, but you push him away.
“Left it at home.” You shake your head. ”I can walk by myself,” you say as you try to nod a polite thanks to the seller, but end up stumbling sideways as you exit the stall.
Taehyung wants to argue with you but he decides to shut his mouth and instead he just walks with you in the distance, guarding you from afar. It makes his heart stops, however, when you suddenly trip over your foot and fall to the ground. He runs to your side to make sure you are okay. And when you refuse to hold onto him, he has had enough. While you protest, he pulls you to his broad back to give you a piggyback-ride.
“Put me down!” You struggle to push him away, but subconsciously your arms hold his shoulders tightly.
“No.” He hisses. “Just let me walk you home, Y/N. For my own sanity.” After you are calmer, he then starts to walk slowly.
You prop your chin on his shoulder. You’re close enough to smell his cologne, and it comforts you. You feel the warmth from his back dangerously spreading to your body, making your heart ache.
He stops his step when he hears you sniffling. “Muffin?” He asks while he soothes your thighs softly.
“You can’t do this to me.” You whisper in between your sobs.
Taehyung turns his head a little to see your face from the corner of his eyes. “What do you mean?”
“You can’t just make me comfortable with you, and then yell at me like that, and then do this to me.” You sob. “It’s so confusing. It is so unfair.”
Taehyung feels a stir in his chest. He wants to see you. He wants to wipe all of those tears away from your pretty face. He wants to see your smile. He looks around and finds a bench on the sidewalk. He walks towards it and then lowers his back to make you sit on it. He then turns his body and sits on his heels in front of you.
He looks at your red eyes. He feels guilty. He is mad at himself for being the one who made you cry, cursing himself for saying those cruel words to you before. He reaches out and takes your face in his hands carefully. His thumbs wipe the track of your tears. “I am sorry, Y/N. I didn’t mean it.”
You shake your head weakly. “No. You were right.” You can’t even look at his eyes anymore, you feel that you are not worthy. “Maybe I was the problem.”
The pain in his chest grows stronger. He was lucky to be just fine after his broken heart. But you? You hid all of your pain inside, covered by your smiles, and drowned in your work. And yet, you wanted to help him, even though you yourself are broken. He strokes your cheeks softly. “What- No, muffin. Look at me.” You shake your head in his request. “Please, look at me.”
You sigh and raise your head to meet his eyes. There’s no pity in his eyes. No exposing yourself. Just him.
“He’s a jerk, Y/N. He didn’t deserve you.” He reassures you. He then leans and puts his forehead against yours. “You weren't the problem. You’re never the problem.” His voice trembles in the wind. Deep and comforting.
With his voice so close to you, his large hands hot on your skin, you feel like you will cry. Your tears threaten to fall down again. “You’re a perfect woman. You’re smart, pretty, hardworking, and kind. Don’t you think otherwise, okay?”
You should hate him. You should push him away, or maybe kick him in the shins. You should not lean into his touch. You should not put your hands on his. You should not let him kiss your forehead lovingly. You should not let him hug you tightly. You should not hug him back. And you should not sink your face in his shoulder. And you definitely should not forgive him that easily.
But you do anyway.
Maybe the alcohol running through your veins plays a large part, but the truth is, deep down in your heart, you feel relieved. You feel safe. You want to be in his embrace. You want to touch him. You want him to touch you. You want him entirely. This feels so right.
Taehyung strokes your back softly, kissing your shoulder in the process. He apologizes over and over again in a whisper. Like a spell, it calms you down. He then pulls away, pushing your hair behind your ears. He looks at your eyes. His eyes shine brightly, reflecting the streetlight above you. Taehyung then inches forward to you, targeting your lips.
His kiss feels different from before -- soft, but desperate. He kisses to show you that everything will be fine, you will be fine. He kisses to show you that you are his and his alone.
It is the kiss of two people who long for love. Who long for each other. Who were lost in the past, but found each other.
A kiss that shows that now it’s just you and him. And nothing else matters.
He breaks away the kiss after a while and you both catch your breath. You can still hear your heart thumping through your ears. He smiles softly to you and pats your head. “Let’s go home, alright?” He reaches and takes your hand, your soft fingers intertwined with his calloused ones.
Even with the cold wind blowing, you have never felt this warmer, you have never felt this complete. There’s no exchanging words after that. But just with one look at each other eyes, stolen kisses now and then, and your hand in his. You have never felt this loved.
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Taehyung stayed in your place that night. You fell asleep in each other’s embrace, neither one of you daring to let go. You awake in his cuddle, safe and warm. He touches your swollen eye and kisses them softly. “Morning, muffin.” He smiles. “I think you should ice them a little bit.”
You smile. “Yeah, I think I should.” You sit up from your bed and stretch your body. You then walk to the fridge, rummaging inside to find an ice cube to put on your eyes. You are glad that the hangover is not that bad, maybe because you hurled most of it in your bathroom with Taehyung holding your hair back. Still, your head has a throbbing pain.
“So,” Taehyung asks groggily as he sits up. “You’ll still do the event, I assume?”
You turn your head to him, smiling apologetically. “I am afraid so.” You then turn to the kitchen, pulling a mug from the cabinet and filling it with water to wash down the painkiller you find in the odds-and-ends drawer.
Taehyung sighs and rises from the bed and walks towards you. He sneaks his hand on your waist from behind, pulling you closer to him. He then props his chin on your shoulder. “Just please be careful, okay? And keep me informed.” He kisses the nape of your neck quickly. “I don’t like that guy.”
Your heart leaps in joy. You turn your body to meet his, still in his hold. You then put your arms on across his neck. “Okay.” You smile widely. “I didn’t think of you as a jealous type of a guy.”
He pouts. “I am not jealous! He IS dangerous.”
You hide your smile because you find him very cute. “Sure thing.” You stand on tiptoe and give his lips a peck. You can see a blush starting to form on his cheeks.
He then pushes you until your back hits the counter and kisses you back. When he pulls away, he looks at your face carefully. He pushes your hair behind your ears, making you shiver. “So, Y/N.” He clears his throat. “Are you okay?”
You bury your face on his chest, hugging him tightly. “I think I will be okay.” I have you now.
“So, Y/N...”
You giggle softly at his antics. This is the Taehyung that you always know. “What?”
His hands move to cup your cheeks, raising your face to look at him. “I-I want to be with you. Is it weird to think like that?”
You grin from ear to ear, hope blooming inside you. You have never been treated like this before. The way Taehyung talks and touches you, you feel cherished. He makes you think that you are precious. And the way he looks at you right now, it’s like he wants to tell the world that you are the only thing that matters to him. You belong to him -- and you do, gladly. “Is it weird that I also feel the same?”
He smiles widely and takes you in his embrace. “Not at all.” He then kisses your temple softly. “So, do you need to go to work soon, or we can do something first?”
You raise one of your eyebrows in confusion. Just when you want to ask what he means, he smirks mischievously and winks. You hit his shoulder playfully. “What do you think I am?”
He shrugs. “You are Y/N. And besides, we’ve already slept together countless times.” He whines.
You laugh. “Unfortunately I must go to work soon. Maybe later.” You say as you kiss his cheek before you walk away to the bathroom. Leaving him alone in your kitchen.
In spite of the way Taehyung affects you, you are not aware of what you have done to him. Just this morning, when he looked at your half-awake face in front of him, in his embrace, he wouldn’t trade it for the world. Taehyung has lost his love to another man before, but he won’t let it happen now.
Is it weird that he wants to be the one to make you happy? He wants to be the man who tells you every day that you are beautiful. He wants to be the one who eats breakfast with you every morning. He wants to be the one who protects you. He wants to be the one who will love you for the rest of your life.
He is doomed for sure. Right now, the only thing that stuck in his mind is your smile, and that little thing is enough to make him happy.
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It’s finally Saturday. The biggest event in your whole career. You are nervous, for sure, but your mind was distracted by Taehyung this morning. He was so clingy and reluctant to let you go. It took you almost half an hour to finally be released from his cuddle, which he agreed to do if you called him every hour with a pout in his face. You laughed at his antics, he was being so unreasonably possessive with you, not in a bad way. No, not at all. Honestly, you found him very adorable. You just couldn’t fathom what’s the harm doing this event.
You’ve been making the cakes for the party since the morning. It’s sad that the organizer actually wants more cakes instead of your bread. It makes sense however; it is a party. Why would anyone want to eat bread at the party?
Hani is the one who makes the cakes in your bakery. She is a trained patissier, which is why you and Hani joined forces to start your bakery. You make the bread while Hani makes the cakes. Still, you are the one in charge of designing the sweets corner for this event. She gave it up for you to do. You do think that she gives it to you so you wouldn’t be sad. Sure, she won’t admit that, she just told you that she sucks at designing the corner.
“Oh my God, My back is killing me.” Hani mumbles. “This had better be worth it.”
“I know right? I hope so.” You stretch your body. Your eyes dart to the clock on the wall. You must go in an hour.
Wendy pops her head in the kitchen. “The car is ready, boss!” She smiles. You personally asked her to help you with renting a car. Your bakery is not that big, so you still don’t have a car for now. You usually use your friend’s car for delivery, but the car broke down suddenly, leaving you with no other choice to rent a car just for this event.
Hani looks at the boxes and then turns to Wendy. “So, can you load some of the boxes into the car? There are still some cakes we need to decorate first.” Wendy nods and then carefully loads the boxes into the car.
In less than 30 minutes, the car is already packed with cake boxes. You sigh in relief, glad that you can make it on time. After making sure that everything is loaded in the car for the hundredth of times, you lock your bakery and walk to the car.
“So is everything okay?” You turn your head to the source of the sound, finding Chanyeol standing beside your car. “Nice to see you again, Y/N.”
You smile at him. “Oh hey, nice to see you! Yes. Everything is good and we’re ready to go.” You shake his hand happily. He looks good in the tuxedo suit, with his hair pulled back, but there’s no weird feeling inside your chest, no butterfly dancing in your stomach. Instead, you think of Taehyung, how he will be so handsome in the suit. I am so whipped. You think as you shake your head.
Chanyeol looks at you from the top to the toe. “You look nice. Is that lipstick?”
You snort and hit his shoulder playfully, “Duh. Of course.” You smooth your chef’s jacket. Hani was the one who forced you to do your make-up. And what Hani orders, Hani gets. It would be too bothersome to refuse her. “This is an important event after all.”
He chuckles. “Sure, it’s a good idea.” He then pats your head softly.
“Y/N, come on. We have to go.” Hani interrupts. She then nods politely to Chanyeol.
“Oh, you’re right! Alright, see you at the party then.” You wave to him as you start your car and drive away.
“Man, look at him patting Y/N’s head. Who does he think he is?” Taehyung mumbles in the car. Taehyung and Hoseok were supposed to stalk Chanyeol, so when Chanyeol decided to show up at your bakery, Taehyung was happy and mad simultaneously. He is happy to see you, but he is mad, for sure, to watch Chanyeol interact with you.
Hoseok who sits beside him chuckles. “Stop being such a jealous boyfriend.”
Taehyung pouts. “I am not jealous.” He sighs. “I- I just.. Why did he visit her in the first place?” He folds his arms in his chest.
Hoseok looks at Taehyung’s face carefully and smiles. He is happy that his brother finally met someone who makes him this mess. Hoseok is also a little startled that Taehyung didn’t even deny being called your boyfriend. But he decides to keep the teasing for another time, at least for now. “I don’t know. Maybe he’s plotting something?”
Taehyung turns his face to Hoseok, his face crumpled in worry. “What? And why are we here? We should just arrest him.” He then tries to open the door.
“Woah-woah.” Hoseok takes a grip on Taehyung’s arm. “Easy, lover boy. I just said maybe.”
Taehyung sits back. He still seems uneasy with the fact that Chanyeol will be around you. What if he hurts you at the party? What does Chanyeol plan?
Hoseok smiles fondly at Taehyung. “Should we sneak into the party, then?”
Taehyung’s eyes widen. “Can- can we do that?” He remembers correctly that they shouldn’t approach the target, furthermore, doing so would basically be rebelling against Jin’s order -- The Company’s orders --  and as far as he knows, it won’t end well. But he can at least protect you if Chanyeol does something.
Hoseok hides his smile. “Sure, why not?” he winks and drives his car to the party. “It's still our job to stalk him.”
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The party is grandiose. That’s for sure. They use the biggest hall in the city and fill it with flowers and food. The big chandelier shines brightly in the middle of the room, like the room itself hasn’t screamed luxury in the first place. The walls painted with ivory and gold matched well with the maroon carpet in the room. Sure, you had known that this hall is the most expensive in the city, but damn, it is beautiful. You will die happy if you marry in such a nice place.
The party is in an hour, and you must finish displaying and decorating the sweets corner before any guest arrives. Wendy then puts the cakes in the refrigerated display case and sets the ones which can stay in the room temperature on the table, while you and Hani decorate the table. Within 30 minutes you’re finished, and you secure the remaining cakes to refill later under the table, hidden with the high-quality tablecloth. You hope that no cakes are dropped on it, because well, it sure will be a pain and expensive to clean.
The room begins to fill with expensive-looking guests. You thank God (and Hani) silently that you wore your makeup for tonight. At least you won’t look too shabby in front of pretentious people.
The three of you stand quietly near your sweet corner. The MC will open the party before the guests can start to eat. Some guests are lurking at your corner curiously, thanks to your scribbled diet-friendly cakes sign you pasted on it. The curious guests – who almost all girls- are mumbling to themselves because of the long opening. They want to eat soon. You are almost sure that they have starved themselves just for this event. And that’s also why you and Hani decided to use your most famous diet-friendly recipe that your customers love to gain attention.
Just after the MC invites the guests to start to eat, your corner fills with starving girls. Wendy begins serving them as You and Hani explain your bakery to some of the guests. It seems that the magazine where Chanyeol works is a well-known magazine because most of the guests notice your bakery immediately at the big party. And some of the guests, mostly businessmen and women, express an even greater  interest in your bakery, asking  you personally if they can open your bakery as a franchise, which makes you feel honored.
“Alright, do you want to take a break in turns? I can handle this for now.” You say to Hani and Wendy, looking at your almost-emptied-table. “You should eat something too, Hani. You worked the hardest. Also, Chanyeol said that we can eat in the back.”
Hani’s eyes twinkle. “Oh, thank you! I’ve been holding my pee for a while now.” She then drags Wendy with her. “You should go eat first.”
Wendy shakes her head slowly and smiles. “Thank you, but I’m fine, really.”
“Nonsense! You are still our part-timer, and we are required by law to make sure you take a break during your shift. You have been working for almost eight hours!” Hani says to Wendy as she puts her hands on her hips.
You chuckle at Hani’s actions. There’s no way Wendy refuses Hani’s order, so she just nods and walks with her.
“Alright, take good care of our corner then!” Hani waves to you. “We’ll be fast.”
You then look around the room. You can see some of the familiar faces in the room, mostly from the newspaper or the TV. Ministers and other politicians are scattered among actors and actresses. Oh my God, is that Lee Minho? Is it possible for me to take a picture with him? You shake your head softly, you are here to work, not being a stupid fangirl in this big party.
You then decided to refill the cakes on the table, thinking that there’s no good reason for leaving the table empty. You kneel behind the table, opening the table cloth. When you take the highest box of cakes outside, you hear a thud. Something is falling to the ground.
You put the box on your side and take your phone out of your pocket. You switch the flashlight on from the phone to look inside. There are only a couple of boxes inside, so you are actually confused by the sound because as you remembered, you had nothing inside that’s not filled with cakes.
You look carefully at the back and find a tumbled box. Silently you curse yourself that you carelessly dropped a box of your cakes. You take the box carefully, hoping that the cake wasn’t messed up, but you frown at the weight of it.
It’s not the weight of a cake. You put the box on the floor, your phone on your side. Is it our utensils? You open it carefully.
Your eyes widen when you see what’s inside. Your hands are shaking terribly. You have only seen one in movies, never in real life. A gun. Why the hell did it end here, inside your cakebox, under your fucking table?
Before you can do anything, you hear a click and something poking behind you. You freeze when you hear the voice. “You should just do your job and serve cakes, Y/N.”
You tilt your head a little, trying to see from the corner of your eyes. “Chanyeol?”
He smirks to you most frighteningly and you feel your knees weaken. “Hey, sweetie.”
“What the hell do you want to do?” You whisper to him as he pushes the gun harshly to your back. “Is this yours?”
“Sssh. You're gonna ruin the fun.”
Then your eyes dart to Wendy who stops a few steps before you. She looks at you with her eyes widened and the only thing in your head is to tell her to go as far as possible. “Wendy! Go away!” You yell to her, but she is still freezing at the spot.
Wendy looks at you and Chanyeol alternately. She then sighs and walks towards you. “You do love drama, don’t you?” She asks with disgust in her face. She then takes the cake box from the floor and picks up the gun.
“It’s your fault. Can’t you hide it better?” Chanyeol glares at her, his gun still pushing into your flesh.
You are flabbergasted. Wendy? Why? You look at her with terror in your eyes. Your hands and legs are shaking. And if Chanyeol wasn’t holding your arms painfully, you are almost sure that you would fall.
Wendy smirks to you, “Hi, boss.”
“You...” You hiss. “Did you plan this?” You are terrified, but at the same time, you are mad at Wendy. You feel betrayed. She is supposed to be part of your team. Did she work in your bakery for this?
Chanyeol chuckles. “Shut the fuck up, woman.” He then shoves you to Wendy, who readily grabs you tightly and pushes the gun she is now holding to your side. “Take her. She can’t ruin our plan.”
Your eyes widen in panic. “What? Where are you taking me? I promise I won’t tell anyone! I know nothing!”
Wendy smiles, “Too late, boss. You’re coming with us right now.”
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Taehyung and Hoseok arrive just a few minutes after the party starts. They then split up and looked for Chanyeol. Chanyeol tonight seems professional, talking to every guest with a smile on his face. Taehyung glances at your corner, you look happy too, enjoying your job to the fullest. It is what he likes about you, how passionate you are about your job. He is so busy looking at you from a distance he doesn’t even realize a man walking towards him.
“What are you doing here?”
He turns his head abruptly and his eyes widen. “Jin-Hyung? Wha- What are you doing here?”
Jin snorts. “Answer me first, brat. Don’t tell me that you’re abandoning your post again,” he demands harshly, looking at the glass of wine in Taehyung’s hand.
“What? No!” Taehyung gulps. “Well, it’s just Chanyeol seems weird, so Hoseok-hyung and I decided to sneak in.” He gives a half-smile. “What are you doing here?” Hoseok sees them from afar then decides to come and join them, bringing Jungkook with him.
“Chanyeol?” Jin raises his eyebrow. “That’s a coincidence. Baekhyun is also here.”
Hoseok gawks. “What?”
Jin nods. “Yes, that means something’s fishy here.”
Taehyung then suddenly looks around to find Chanyeol, he turns to panic when he can’t find him. “Hoseok-hyung, I lost him.” Eyes still wandering inside the room.
Hoseok frowns, “What do you mean you lost him? He was right at the-“ Hoseok freezes. He can’t find Chanyeol anywhere either. “Oh, fuck.”
Jin glares at them. “What the fuck are you doing? Kook, where’s Baekhyun?”
Jungkook answers timidly. “I think we lost him too, hyung.”
Jin grits his teeth and moves to search for him, followed by Jungkook and Hoseok. Taehyung however, subconsciously looks for you but you are nowhere in his sight. His heart races inside his chest. He gets a terrible feeling. He needs to see you.
Out of the corner of his eye, he sees Hani half running. Her eyes are scanning the room. She then stops when her eyes meet Taehyung’s. “Hani! Where is Y/N?” Taehyung asks urgently.
She shakes her head weakly. “I don’t know, Y/N was supposed to wait here at our table, but when I came back from the bathroom I couldn’t find her anywhere. I checked the bathroom, but she wasn’t there either. Or in the kitchen. She has never behaved like this before.” She bites his nails anxiously. “Wendy, our part-timer is missing too.”
Taehyung pulls out his phone and dials your number. He hears a faint sound of your ringtone, so it must be nearby. But his face turns pale when he finds your phone under the table, with the flashlight still on.
Something terrible must have happened to you.
“Hani, please stay in the crowd, okay? Call your fiance to pick you up now. I’ll go find Y/N.” Taehyung pats her shoulder.
“What?” Hani’s eyes widen. “What’s wrong with Y/N?” He can see tears forming in her eyes as she grips his hands desperately.
Taehyung clears his throat. He wants to tell her that you’re okay, but even he isn’t sure about your whereabouts. “Just trust me, I’ll find her. Don’t worry.” He smiles dryly, hoping that she can be reassured.
Hani still worries about you, but it’s not that she can do or say anything, so she just nods weakly to Taehyung and lets him walk away, hoping that you will be alright.
Taehyung calls Yoongi immediately. He may be the only one who can help him find you. Yoongi answers just in a few rings. “Hyung? I need your help.” His eyes never stop looking for your face in the crowd.
Yoongi hums, “Look, kid. I am a little busy right now. Can you ask the others?”
“I can’t. You are the only one who can hack into the CCTV.”
There is silence on the phone. “You mean CCTV in the Big Hall?” Yoongi asks confusedly. “What are you doing in there?”
“I’m not alone -- Hoseok, Jungkook, and even Jin are here too.” He frowns his eyebrow. “Wait, How do you know about The Big Hall?”
“We got a tip from Jiseok. Someone is going to target Lee Baekho. We’re on the way there right now.”
Taehyung’s jaw drops. “What? Okay, get here soon.” He bites his nails nervously. Is it connected to your disappearance? “Ehm.. Hyung, there is also a girl missing.”
“What? What the fuck are you guys doing in there?” Yoongi yells. “Jimin and I are coming to you soon. Who’s the girl?”
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“I can’t find Baekho anywhere in this hall.” Jungkook says in gasping breath.
Jin curses, running his hand through his hair. “Fuck. I can’t see Chanyeol or Baekhyun either.” He folds his hand in front of his chest. “Do you see anything, Yoongi?”
Yoongi shakes his head in front of his laptop. All of the agents gather in the dressing room behind the hall after searching for Baekho and you. “I think they planned this thoroughly. All of the CCTV feeds turned off abruptly at the same time.” He still looks at the screen carefully. “Oh, wait -- I got something.”
All of the members crowd the laptop. The screen then showed how you knelt to pick a box, and Taehyung’s breath stopped for a bit. Y/N! After Yoongi zooms in, they all can see there is a gun inside it. The screen then shows how Chanyeol walked closer to you, and then shoved you at Wendy forcefully and went to the back, with guns in their hands. Aimed at you.
“Isn’t it Y/N?” Hoseok whispers. Hoseok, too, is flabbergasted. He couldn’t believe that they involved you like this.
Taehyung gulps. He turns his hands into fists, shaking in fury. How dare he? How dare he touch you like that? He then pulls the handgun from the holster at Jungkook’s waist and walks away. His eyes burned with rage.
“What the fuck, Taehyung!” Hoseok stops Taehyung immediately. “You can’t just barge in carelessly, it’s dangerous for Y/N too!” He then signals Jimin and Jungkook to stop Taehyung too, snatching the gun from his hand.
The gun falls from Taehyung’s grip. He can’t think of anything, there is only you in his mind. He needs to see you. He must save you. “So what do you want me to do? Just sit here, waiting for her to come back?” He snaps, struggling to free himself from Jimin and Jungkook. “I just can’t let him do this to Y/N.”
Jimin then puts his hand on Taehyung’s face, hitting his cheeks lightly to wake him up. His struggles then stop. “She must be terrified,” Taehyung says weakly, tears unknowingly falling on his cheeks. His body turns weak in Jimin’s hold.
“Alright, who the fuck is Y/N? Is she a part of Black?” Jin asks impatiently.
Seeing Taehyung fall into his despair, comforted by Jimin, Hoseok turns to Jin. “She’s Chanyeol’s friend from school. She’s the owner of a bakery -- she was just here providing cakes. Chanyeol was the one who asked her to be one of the caterers.”
“And you can’t even report that kind of thing?” Jin snaps, hitting the table beside him.
Hoseok winces at Jin’s sudden outburst. “Well, we thought she wouldn't be any harm to our operation. And besides, Taehyung has already investigated her personally.”
Jungkook perks up at the explanation. “Personally?”
“Well, she is, uhh...” Hoseok cautiously explains. “She is Taehyung’s friend.” Making all of them turn stiff with the information.
Jin sighs and looks at Taehyung in sympathy. “Yoongi, can you find where she is now?” His voice turns softer.
Yoongi nods. “I think, based on the route and the location of the dead CCTV, she is in the warehouse. We haven’t checked it yet.” He points to a room on the blueprint of the Big Hall. His eyes turn to his screen again, squinting as his small eyes follow a figure walking to the back. “I think I found Baekho. He’s going in that direction too.”
“Good, alright then.” Jin then walks to Taehyung and pats his shoulder softly. “Let’s get to work, shall we?”
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Taehyung looks at the rifle in his hand. It has been a long time since he held or even fired a gun. He knows he is good at it. Too good, even. The last time he fired a gun or a rifle was when he was a recruit. Even in Hawaii, in his last mission, he didn’t even bring his gun with him. Call it naive, but Taehyung always thinks that he can’t protect anyone with his gun. Guns are destructive. Guns can’t protect anyone.
He can’t protect anyone.
But not this time. He won’t let another man die. A woman. His woman.
The rage in his eyes is detectable. He reminds himself to punch Chanyeol in the face later, for involving you like this. You are in danger right now. And Taehyung won’t let anything happen to you.
Jin decided that it would be best to shoot the suspect from afar if he shows any suspicious activity. They have you as a hostage. There are 2 suspects, or maybe 3 since Baekhyun hasn’t shown himself, and they all have guns. Thus, they can’t just barge into the warehouse. That’s how Taehyung ended up in a nearby building with a rifle in his hand.
The rifle is Jungkook’s. Only God knows why he has a rifle in the trunk of his car, that fact alone will get Jungkook in trouble. He was the one who was supposed to do the shooting. But Taehyung knew it was going to be hard for Jungkook. Although Jungkook is good at firearms, he still can’t handle long-range shooting well without a scope. Yeah, who brings a rifle without a scope nowadays? That’s why Taehyung decided to do it by himself.
It was shocking to everyone. Taehyung, who always refuses to hold a gun, suddenly snatched a gun from an agent’s holder at first, and then volunteered himself to do the shooting. Taehyung, who always avoids going on missions involving firearms, decides to step up.
Well, it’s not that he wanted to. He wanted to stay as close as possible with you, he wanted to join the others to barge into the warehouse, he wanted to be the one who hugs you first when you are safe, but still, it’s his job and he is the best at it. There is no other choice.
Taehyung braces the rifle with both hands, closing his right eye, trying to stay low as possible. He can see how terrified you are from there, and with that sight alone, he almost fires his bullet into Chanyeol.
He then steady his breaths and closes his eyes, trying to calm himself. It is his habit he does whenever he uses his gun or rifle, a habit that somehow he remembers despite his avoidance of firearms. And after five deep breaths, he opens his eyes and is ready to fire.
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gmariam19 · 4 years ago
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Hi, friends! I hit a follower milestone not too long ago - thank you thank you thank you! Like I did for some other milestones, I wanted to share some of my writing. So here is the first chapter of my big WIP, the one I laid out almost a year ago, the one where Big Things Happen to Poe and Finn Does Big Things, the one that got stuck several times but is now moving nicely thanks to NaNoWriMo. (I’ve added another 10k already - and it’s only halfway through November! Yay!) It’s not much--a long introduction, really. But there is so much going on in this story, I can’t wait to finish it and share it!  So thank you - and enjoy! There is more below the break - and more to come! :) EDIT: This story is now posted! It is called Reclaim the Stars and can be found on AO3 HERE! Thank you for reading!
Chapter One  
Poe Dameron is bored.
There are at least a dozen different things he should do, from reviewing the latest intelligence data to the briefing with Connix he keeps putting off; from going over the maintenance specs on the two Y-wings they'd found abandoned on Dantooine (and wouldn't he rather be working on ships instead of always reading about them) to the tactical, medical, and supply reports for their new base of operations. And that doesn't even include the constant stream of communication with the New Republic and various other planetary governments that Poe dislikes because he's terrible at it, lacking the patience and tact necessary for sensitive diplomatic discussions.
There is always something to do now that the war is over, and yet sometimes Poe wants nothing to do with it. It had been good at first, in the heady days after Exegol when they'd been so relieved to finally stop fighting, ready to move on and rebuild the galaxy they'd fought so hard to preserve. The galaxy had believed in them, had listened to them, because they'd destroyed an entire Sith Fleet, hadn't they? Leia Organa had been telling them for years that they were in danger; she'd been more right than anyone could have possibly imagined, and it was her Resistance that had saved them.
And yet, six months later, it's as if the galaxy has already forgotten the lessons of the past. After skirmishes with both the Resistance fleet and the New Republic, the First Order finally surrendered, and every day it seems a new treaty is being signed somewhere to ensure peace.  In most parts of the galaxy, planets are rebuilding, and that peace seems to be slowly settling. Yet the one thing they need most now is the one thing no one will even consider. They don't need more diplomats, or treaties, or promises to sign more treaties with more diplomats; they need security, and no one will listen to him.
Poe isn't bored; he is frustrated.
The New Republic is still slow in pulling itself together, has been since the destruction of the Hosnian system. The fall of the First Order has splintered it even more as some systems call for a more central government to bring stability to the galaxy, while others maintain they will remain independent. It's the same argument, the same players; an endless cycle, it seems, of war and peace.
The galaxy doesn't need a central set of governing principles—recent history has proven the near impossibility of such a thing.  Better to step back and let memories of oppression fade. Yet the discord between so many opposing philosophies after the fall of the Empire had allowed the First Order to settle in the Unknown Regions and slowly build its fleet, as well as its power. That can't be allowed to happen again.
Poe believes more than anything that now is the time to put in place new organizations to maintain security in the galaxy. He isn't calling for a governing military power; both the Empire and the First Order showed that military strength could be defeated. No, they need people in the Outer Rim, and the Unknown Territories, even Wild Space, guarding them against another Exegol, another Sith Fleet. It had been too easy for Palpatine to disappear into deep space and spend decades rebuilding. The New Republic needs to make sure it never happens again. Poe has been suggesting it for months, has volunteered to lead a division of the New Republic Navy devoted to patrolling the borders of deep space and gathering intelligence. Yet no one bothers to listen anymore, and they’ve found little support outside of a handful of allies who scraped together a few starfighters and a small cruiser for them.
It will happen again if there is no one to stop it. They know that something is happening out there already. They are rumors of entire villages being wiped out on distant worlds, and Poe had hoped that after Exegol, their word would be taken seriously. Apparently, that isn't the case; the New Republic is turning a blind eye yet again. Small villages on backwater planets apparently aren't worthy of concern.
It has been weeks since Poe has been up in his X-wing, and he misses it, wishes he was back in the cockpit making a difference, even if it's only recon and intelligence gathering. But more than that, he wishes the Senate would listen to him before another First Order springs up from the birthplace of the old.
Poe spends the morning helping set up more rooms in their new base, an impersonal prefab monstrosity some Senator had sent over as a thank-you gift to the freedom fighters who had saved the galaxy from a fleet of Sith Star Destroyers. Sure, they aren't sharing quarters in a cave any more, or sleeping in tents, but there is something about it that feels different, almost wrong. Maybe he isn't used to something so permanent, this symbol of victory— or of life moving on when he feels stuck.
Maybe it's too much like a consolation prize, a way to get them to stop talking about new threats when the galaxy wants to forget the old. The building reminds him of everything that needs to be done but isn't, everything that is happening and yet being ignored, and sometimes he is tempted to go back to the cave. He needs ships and people, not bricks and mortar.
After lunch Poe forces himself to find Connix and Kin and sit through the briefing. There is no news on Poe's latest appeal for funding the proposed Sentinel program. The criminal gangs that have grown in the vacuum of the First Order's sudden withdrawal are growing bolder and the Senate doesn't seem to be doing anything about them either. The New Republic is still a struggling morass of governments who can't agree on a damn thing, other than the Resistance is getting mouthy and needs to step back and let them handle it now. Some days it feels as hopeless as fighting the First Order. How had Leia done it, after the fall of the Empire?
Kin starts to go over his intelligence reports, but Poe stops listening and stares out the window, his leg bouncing restlessly. He tosses a speeder bolt from his pocket up in the air and resists the urge to spin around in his chair like a cadet. He thinks he hears something about another village attack, about Vi Moradi, about something going down on Nar Shadda, but he is too distracted.
Connix begins to go over the state of their new headquarters—it has only been a week since they moved in—and says something about a volcanic eruption on the other side of the moon that is threatening to rain down fire monkey piss. Poe frowns, wondering if he's heard her right. "What?" he asks. "Did you say fire monkey piss?"
"Yes, General," she replies.
"Is that a real thing?"
"Of course it is. From the volcano."
"What volcano?"
"There is no volcano," she tells him, shaking her head with a smile. "But it got your attention, didn't it?"
"Sorry," he says. "Kind of distracted, I guess."
Connix exchanges a look with Beaumont Kin, who shrugs and goes back to his datapad. She smiles, which Poe knows is her way of softening the coming blow. "Why don't you take a look at the Y-wings, sir? Commander Pava said she's making good progress. The Falcon should be back soon."
Damn, she knows him too well. He jumps up with a sheepish grin and leaves as fast as he can. Only to be kicked out of the landing area by Jess, then the maintenance area by Rose, and even the medical area by Dr. Khurana. So he finds BB-8 and goes for a walk, trying to work off the restless energy that is plaguing him that day. If he's honest, it’s been building for weeks, and it started not long after Finn left.
Finn is currently on his way back from an extended mission with Chewbacca, their official goal to search for other Stormtroopers who defected from the First Order after the surrender. In truth, they are the Resistance's unofficial eyes and ears at the borders, making contacts with every operative they can, gathering the intelligence they need to maintain the borders when the New Republic won't. They are the beginning of the proposed Sentinel program. Poe did the same thing before Finn had left, and Finn before him; they agreed to take turns, alternating their time away so that one of them is always around to deal with the New Republic.
Unfortunately, it also means they have barely seen one another for the last six weeks, and Poe misses Finn—going out on missions with him, leading with him. They make a good team, and in the weeks and months since Exegol, they've grown even closer. Not as close as Poe would like, but maybe someday. He thinks about it more and more, wonders if Finn feels the same. Of course, they’d have to be on the same planet at the same time.  And one of them would have to work up the courage to say something to the other. Poe’s still too scared to lose what he does have, so it probably won’t be him.
At least Finn finally told Poe that he is Force sensitive. It makes so much sense—so many things had clicked into place—that Poe often wonders how he hadn't figured it out himself. Finn is a natural leader, a brilliant fighter, and so in touch with his sense of self that of course it is the Force guiding him. He will be a great Jedi—maybe not a warrior, as Finn seems less interested in fighting now, but he could be a teacher, a leader.
Rey is training him, to help him understand his powers and learn some basic techniques. He trains in addition to his duties with the Resistance, and Poe worries about him. He feels like sometimes Finn struggles to find a balance between the two and hopes Rey isn't pushing him too hard. She went with Finn and Chewie, to continue working with him.
The Falcon has been gone for two weeks. They ran into a few remnants of the First Order, but nothing major, and Poe isn't sure if they've gathered any important intel other than what they felt safe transmitting.  They are returning several days early, and Poe is glad. He's missed them all, though if he admits it to himself, he's missed Finn more than anything, maybe even flying. He's grown so used to having Finn by his side over the past year, through the mission to Exegol, and as co-Generals, that he's felt almost incomplete the last six weeks.
And that’s the real problem: Poe is distracted. Finn is coming back, and Poe can't concentrate. It probably doesn't say a lot about his leadership skills, or his emotional state, but it's definitely the issue, and he continues around the lake again, talking with BB-8 about Finn and Rey and how much they have to catch up on when they return. If he complains about the New Republic and their lack of organization and support yet again, BB-8 has the good grace to listen and agree when he's already heard it a hundred times.
He goes around the entire lake a second time, ignoring the sun and the heat and the need for some water, and is about to start a third time when the little droid beeps excitedly and tells him that the Falcon has landed. Poe can't hold back a grin, and they hurry to the landing area as fast as they can.
The Falcon is in its usual place, and Chewbacca is coming down the ramp with some bags. Poe greets him warmly while BB-8 asks impatiently about Finn and Rey. Chewie tells them Finn's gone to find Poe.
"Only Connix said she kicked you out of your own briefing," says a voice behind them, and Poe turns to find Finn standing there, hands on his hips and a crooked grin on his face. "Because you couldn't concentrate."
Poe grins in response, closing the gap between them to pull Finn into a warm embrace. Maybe they aren't reuniting after a battle, but it has been a long time and Poe can't help it. He missed Finn and is relieved to see him—and Chewbacca, of course—unharmed when he knows anything could happen along the borders of unknown space. And he likes the feeling of Finn in his arms too much to resist holding him for a little longer than he probably should.
"Welcome back, buddy," he says, finally stepping back, but still holding onto Finn's arm.
"That's General Buddy," Finn laughs, and Poe rolls his eyes.
"That joke is getting old, you know," he tells him. "How are you? Where's Rey?" Apparently, that is the wrong thing to ask, because Finn's smile immediately disappears. Poe feels his stomach drop; has something happened to her? Why haven't they said anything?
"She's fine," Finn says, relaxing as he shakes his head. "You don't have to panic. She…well, she left. Went off on her own. Again."
Poe doesn't need the Force to know that Finn is upset about it, and in a way, he understands. Rey certainly does her fair share of running off by herself,  headlong into danger, and often without saying anything. Having worked many solo missions himself, however, Poe can also understand why. Sometimes working alone is easier, with less responsibility, less chance of getting someone hurt or killed. Get in, get it done, get out.
And Rey had grown up alone, abandoned on Jakku for years, until Finn had appeared and quite literally dragged her out of her solitary existence. It makes sense that after so many years on her own, sometimes she needs to be by herself. And Poe understands that as well: though most people wouldn't believe it, he needs time alone almost as much as he needs to be with people. It is one reason why he's such a good pilot, because he likes spending time in the cockpit with his own thoughts. And BB-8, of course.
Finn, however, had grown up surrounded by other Stormtroopers, never having a minute to himself yet always alone in a system that discouraged individuality and attachment. Finn seems to crave contact and companionship, and though he understands when someone like Poe needs their space for a little while, Rey's stubborn desire to go off on her own without warning—or protection— is still something Finn finds frustrating even after all this time.
"I see," says Poe, though he doesn't know the first thing about it, other than Rey is gone, he hadn't got to say goodbye, and Finn is upset. "Well, I'm damn glad to see you, and I have all sorts of questions, but I won't bother you yet. Want to see your new room?"
Finn’s eyes light up and he smiles gratefully at Poe. "Yeah, I would. I'm sorry you had to handle the big move without me."
"It's not like we had a lot to move," Poe points out. "We were living in a cave, remember?"
Poe leads him down the path to the new building, set in a clearing not far from their expanded landing area. It is a large, three-story building, housing offices on the ground floor with crew quarters on the upper floors. Finn and Poe, as co-generals, have two of the larger rooms on the second floor. Poe guides him upstairs, shows him the code for the door, and motions him inside.
Finn stops a few steps into the room, gazing around with his mouth literally hanging open. They are in a large open area, with a sofa and chair along one wall, and a desk opposite. There is a small kitchenette tucked into the corner with table for eating, and a door leads to the single bedroom and private refresher. It is clean and new and bright, unlike any place they’ve ever lived. There is both wonder and gratitude in Finn’s eyes, and the look on his face right now is one Poe wishes he could see more.
“Are you serious?” Finn asks as he starts moving around, examining his new home. “This is all mine?”
“I’m not going to show you someone else’s room,” Poe laughs. “It’s all yours. it’s not much. It’s just a lot better than—”
“Living in a cave,” Finn finishes. “Or a ship. Or a tent. Poe, we’re in an actual building!”
“I know, buddy. It’s taken some getting used to, but it’s good.” He glances around and smiles. “And I’m right across the hall, if you ever need anything. Like a lesson how to use some of this stuff.” He gestures toward a small communications panel set into the desk.
“It’s perfect,” Finn says. “I can’t wait to get a good night’s sleep in here!”
Poe nods. “You’ll sleep like a baby—or you’ll miss the jungle so much you won’t sleep at all. I’ll let you get settled, maybe try out the fresher—it’s private, all yours.” Finn pumps his fist and Poe laughs again. “Think you’ll be up for a debrief later?”
Finn nods. “Yeah, give me an hour. Where should we meet?”
“Command center is on the ground floor, we either pull up chairs or move to the conference room. Is an hour enough?”
“More than enough,” Finn tells him. He turns and walks back to Poe, pulls him into another embrace. “Thank you,” he says quietly. Poe breathes him in, his heart skipping a beat at their closeness. It seems Finn being gone has definitely had an effect on Poe.
“You’re welcome,” he finally says. Finn steps back and Poe thinks the other man glances down at his lips before ducking his head with a smile. It’s probably wishful thinking, though. Poe has to deliberately look away from Finn’s mouth.
“It’s really good to see you,” Finn says.
“You too, buddy,” Poe says. “I’m glad you’re back. I’ll see you in an hour?”
Finn nods and Poe turns to leave. He really is glad to see Finn. He’s just not sure how to move forward now that Finn has returned.
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casualtheoriesandthoughts · 4 years ago
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Why Xemnas and Marluxia can’t wield the Keyblade
This is definitely something that’s been brought up before and I’m sure everyone has their own take on why this is the case. So why not share my own? A lot of people noticed that Xemnas doesn’t wield a Keyblade despite the hearts (Xehanort and Terra) that made up his previous persona(s) both being Keyblade wielders. The same applies to Marluxia, who is the Nobody of Lauriam, one of the five new leaders of the Dandelions (see KHUx). 
I believe that, essentially, Xemnas and Marluxia cannot wield the Keyblade because they do not have their memories (or more precisely, their persona’s worth to the Keyblade). My theory rests on two main points: the importance of memories and the effect of darkness on a Keyblade wielder. I already covered my theory of memories in KH in a previous post, so feel free to check it out. With that, let’s get on with it:
The Keyblade forms a bond with the wielder through their character
Before we get to why Xemnas and Marluxia can’t wield the Keyblade, let’s cover why someone can. Oddly enough, the means by which the Keyblade chooses its wielders (who are not already bequeathed the Keyblade) is never truly discussed at any length. Some of the only characters who offer any sort of explanation are Leon and Aerith in KH1 (and they’re minor characters!). We know that the Keyblade can be passed on either by willingly bequeathing it (ex. Terra to Riku) and also unintentionally by passing on one’s “will” or protective sentiment (ex. Aqua to Kairi). It can also be bestowed on someone of the Keyblade’s own choosing, especially if the original recipient is deemed no longer suitable. This is precisely what happened to Sora.
We are told that Sora was never meant to be the original wielder of the Keyblade, as it chose him when Riku decided to follow the darkness. However, Sora proved himself worthy through his values: commitment to his friends and their welfare, as well as standing up for what’s right: “My friends are my power!” and all that. There is an important element here: the Keyblade forms a bond with its wielder based on a notion of worthiness through character and disposition.
Sora’s accumulated experience as a Keyblade wielder through the entire story up until arriving in Hollow Bastion is significant. This is reiterated in KH Re:CoM which gives greater weight to his memories as the basis of Sora’s mission, values and character. Based on my previous theory that memories mold the heart in significant ways, we can say that memories connected to deeply held beliefs and character are important means by which the Keyblade deems someone worthy. 
One might rightfully question whether this is really true, since Ventus, another Keyblade wielder, resides in Sora’s heart and may have imparted the ability to wield the Keyblade to Sora as a result. That said, that only happens because Sora let him in of his own volition, not once but twice (both as a new heart and a young child). To me, this is the greatest evidence pointing to character being a criterion for wielding the Keyblade. It’s not a stretch to say that Sora was probably a prime candidate for the Keyblade from childhood, and significantly, is the only Keyblade wielder we know of who receives the weapon without inheriting it from a teacher or master (other than the Master of Masters). As an aside: So, no, Riku; Sora is not just the delivery boy! (You might recall Axel summoning a Keyblade on his own, but Kairi establishes that this is because Yen Sid inducted Axel himself; see MoM.)
This bears heavily, then, on Xemnas and Marluxia’s own “worthiness” to wield the Keyblade. Xemnas does not have most of his memories from either Terra or Master Xehanort (evidenced by mixed motivations in visiting the Chamber of Repose). When apprentice Xehanort wakes up in the Radiant Garden plaza, he doesn’t remember who he is. But his sudden remembrance of being Master Xehanort allows him to summon the Keyblade again (even though he separated his heart from his body very soon after). As seen in KH3, Marluxia similarly does not remember enough of his past self to know that he wielded the Keyblade, and we may conclude that this is a primary reason why he doesn’t have one. 
Compare them with Roxas, who wields the Keyblade despite having no memories of being Sora. The BBS Ultimania seems to imply that Roxas is able to wield the Keyblade due to the influence from Ventus’ heart (even saying that Ventus’ heart went with Roxas when Sora became a Heartless). Roxas still possesses many of the qualities of righteousness (in his own way) to which the Keyblade attaches itself, inheriting them from Sora. Combined with the development of his own heart by unclear means, it is possible that Roxas eventually earned the Keyblade in his own right (even if he had some help from Ventus’ heart).
This contrasts with Xemnas and Marluxia, both of whom are true Nobodies without feelings or apparent values. Their lack of complete memories about wielding the Keyblade seem to be a satisfying explanation, but it is more than just that. I believe that the requirement of good character of the wielder runs much deeper than having a memory of who one is when wielding the Keyblade. This is demonstrated by Sora in Re:CoM, who retained the Keyblade even as he lost his memories or as they were altered. The key difference between Roxas and Sora, and Xemnas and Marluxia, is the influence of darkness.
The darkness exerts a corrupting influence
In KHUx (in the most recent translated update that is), we discover that the Darkness (with a capital “D”) is an abstract force of nature. The Master of Masters describes it as being unable to comprehend human beings or their hearts: “It only knows what people hate”. Similarly, Xehanort in KHUx: Dark Road describes the Darkness as stirring emotions of hatred, doubt and jealousy, some of those he had yet to meet. The Darkness also took advantage of Ventus’ desire for power in a similar way, controlling him to kill Strelitizia. 
From these examples, it is seen that darkness (both the character and the abstract entity) reacts to and influences negative emotions, playing on people’s insecurities and baser natures. A corruption of one’s character (or rather, of one’s heart) may very well disqualify a Keyblade wielder from their right to wield the weapon. Riku is the prime example of this, since we only learn he wields the Way to Dawn in KH2, after his ordeal in Castle Oblivion. Reverse/Rebirth in KH Re:CoM shows just how important both personal fortitude and coming to terms with the darkness was for Riku in regaining his right to wield the Keyblade.  
In light of all this, one may wonder why Master Xehanort himself is not automatically disqualified. I suspect that, as is hinted in Dark Road and snippets of Re:Mind and KH3, Master Xehanort’s motivations may in fact be still rather pure (if misguided). He wanted to make the world more perfect by erasing people’s lust for power and weakness, using the X-blade to remake the universe. Master Eraqus was arguably also misguided in his unwavering conviction that darkness was evil, yet never lost his Keyblade. Even Terra, before being lost to the darkness more completely, retained the Keyblade and bequeathed it to Riku despite harboring some darkness in his heart due to his desire for power. 
Master Xehanort’s heart may have in fact been extraordinarily resilient, having willingly traversed the corridors of darkness without protection and diving deep into the darkness to uncover the mysteries of the world. His use of the power of darkness is actually somewhat limited, being largely restricted to a few moments in Birth By Sleep and KH3. The darkness which took Xehanort as he became a Heartless and Nobody may have then more deeply influenced Xemnas, making him lose his right to the Keyblade. It’s not a stretch to suppose this, given that Xemnas’ dying words in KH3 are his lament for taking his allies for granted and narrow-mindedness about the strength required to bear pain with one’s heart. This suggests he was no longer suitable to wield the Keyblade, even while being connected to Xehanort.
Lauriam too shows signs of his hatred and anger overtaking him in KHUx, and an increasing desire to confront Ventus. He displays his rage and despair even in front of Darkness when it shows itself. By the time he becomes Marluxia, his personality is manipulative, cruel and ruthless. It is then possible to suggest that darkness corrupts people in a way that alters their beliefs and feelings, which overrides the power memories may have in preserving a connection to a purer heart. Taking all of this into account, it makes perfect sense why Xemnas and Marluxia cannot wield the Keyblade.
Hope y’all find this theory interesting, and feel free to share!
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kpopdancings · 3 years ago
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FROM UP ON POPPY HILL - THE STRUGGLE OF YOUNG GENERATION
New Post has been published on http://www.whatsupkpop.com/from-up-on-poppy-hill-the-struggle-of-young-generation/
FROM UP ON POPPY HILL - THE STRUGGLE OF YOUNG GENERATION
FROM UP ON POPPY HILL – THE STRUGGLE OF YOUNG GENERATION
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  As a film from the famous Ghibli production studio, “From Up on Poppy Hill” must be the best choice for those who are looking for a beautiful movie with both photo and content.
The love of school age is always a topic that makes them flutter when turning on the screen. “From Up on Poppy Hill” a rare Ghibli work on the subject. Directed by Miyazaki Gorō, son of legendary filmmaker Miyazaki Hayao. The main theme of the film is the love between Umi and Shun, a love that is both beautiful and complex.
The journey to light up “From up on Poppy hill”
From the  beginning, this was a huge challenge for Miyazaki Goro, the wounded son who suffered an invisible pressure from his father, Miyazaki Hayao, who brought his life to the works. associated with our childhoods such as: Spirited Away, Howl’s moving castle,  My neighbor Totoro, … Everyone expected that he was “the second Hayao”, and that expectation overcame on his shoulder a huge burden. Until his debut Tales from Earthsea was released to the public, despite being well-received and successful in terms of sales, it was a failure when the work received a lot of words. Disparaging comes from critics. And when he decided to do his second animation, but this time he was making the movie with his father, Miyazaki Hayao. This unique father-son combination led to the birth of one of the Ghibli works that I consider to be worthy of viewing, From up on the poppy hill.
This is the highest-grossing Japanese film of 2011 with the proceeds of 4.46 billions yen.If you haven’t seen From Up on Poppy Hill, enjoy the movie now. If you have seen this movie or don’t care about the spoiler, Let’s start now.
Main content
Set in 1963, in the port city of Yokohama, near Tokyo. The drama revolves around 2 main characters Umi and Shun. Umi is a 16 years  old girl, energetic and courageous. She lives with her grandmother and two children in the family building, an old hospital that has been renovated to become a hostel for several girls. Umi’s daily jobs are cooking, cleaning, looking after the children and running the building while her mother is in America. The building is located on Kokuriko Hill. Every day, to commemorate her late father, who was a captain who died in the Korean War, Every morning she pulls colored flags that carry the message of asking for a safe journey for each ship.
Kazama Shun – a male student at the same school as Umi, is seen as the hero by a stunt performance to attract interest in the school newspaper – the club he joined after school. Wanting to get Shun’s signature, Sora – Umi’s sister asked her sister to come to the Quartier Latin. It is a very old building and is also the site of historical events and full of club memories. Here, Umi watched Shun and his friends devote themselves to keeping the building in danger of being dismantled. Realizing the sagging, old building of the building, Umi came up with an initiative to call the girls to come clean and renew it together. 
They gradually became close to helping each other in everything. Then one day in a meeting at the house on the top of the hill, they accidentally discovered they have the same bloodline. When Shun avoided Umi, after demanding, Umi also discovered that the two were siblings.
They  decided to hide their feelings and continue to be friends, and then one day, when the sun was still shining in the green bushes, Umi’s mother returned. It was also when Ryoko revealed that Shun’s biological father was Tachibana Hiroshi – the second man in the photo. In 1945, Tachibana died in a shipwreck accident. Shun’s mother passed away after giving birth to him, and relatives all died during the US atomic bombing on Nagasaki. Ryoko was unable to adopt Shun because she was pregnant with Umi, and was currently a medical student. Yūichirō issued a birth certificate for Shun in his name so that he would not have to become an orphan in the tumultuous post-war years that followed. Shun was eventually adopted by the Kazama couple. After being verified by Captain Yoshio, they rejoiced … not only because from now on being together and not worrying anymore … 
The film’s success is not only based on the content, but also on the profound meaning that is meticulously incorporated in the movie
  Image of  dynamic and enthusiastic young people
  The fact that the Quartier Latin was about to be dismantled at the behest of the district president was a challenge for the students living in the clubs in this building. Young students who are still day and night diligently devote their youth to research projects, they learn and cultivate everything outside of school, they do not hesitate to choose the difficult path of resisting directives to pursuing what they think is right.
They are willing to devote all their energies to renovating the building, which is not an individual’s work but a collective work of a team with so many enthusiastic people working. They try to the last minute, with only a little hope, the students here still make efforts to create opportunities, not easily surrendered. The trio of  Umi, Shun, and Mizunuma together went to Tokyo to meet the chairman, waited patiently and bravely asked the president to visit the building before executing his dismantling instructions.
Young people working together to save the club can be a metaphor for the country’s rebirth. Together With other students, they are the embodiment of the future Japan, enthusiasm and determination, enthusiasm and optimism, passionate love and foolish youthful aspirations. touched and inspired those of the same generation. The film recreates the spirit of a time that helped that generation to rise up to revive the country, heal the wounds of war in the past, protect and preserve traditional values.
 “From Up on Poppy Hill” can be said to be one of the most “Japanese” films of the Ghibli studio.Not only because the port area’s street space is faithfully reproduced in every small detail/, but also because of the strong and resilient spirit hidden in the characters’ personalities. They embody the country with determination, youthful enthusiasm and optimism for the future.
History lessons are appreciated without being cliché
Every effort comes from the thought: “… There will be no future for those who always talk about the future but forget the past …” that Shun raised in an argument between students. One detail I really like in the movie is the image of everyone singing solemnly and singing the national anthem of Japan. Never before has the atmosphere of national pride exploded so deeply, it crept into the consciousness of each student. Everything they are fighting for seems to be for the noble purpose of preserving and promoting historical and cultural values.
  “Eliminating the old means erasing the memory of the past”
Actually, this statement by Shun is very correct. Always remember that history is the connection between the future and the past, there is the past, the present, and the present, the future. Thanks to the cultural identities, customs, monuments, and historical records, we can look back on our own country’s past and take it as a lesson to rise later. 
Even the girls who do not join the club in the building, still spend time, effort and enthusiasm to renovate it, to give the Quartier Latin a new interface, with the desire for prices. Historical values ​​are preserved.
The story of a group of young people fighting together to protect the old clubhouse building /with sacred memories of generations of seniors is a metaphor for Japan in its renovation towards development. /Still fighting to preserve precious traditional values. /Through these activities, they met and gradually a love between them began to arise …
The pure love of the young couple
Actually, Shun still notices and responds to the signals that Umi sends to her father every day, but because her garden is out of view, Umi has not noticed it for a long time. The author of the poem about the girl pulling the flag on the top of the hill is also written by Shun for Umi. We can feel the sincerity and very cute before the subtle vibrations integrated. The scene of Umi holding his hand during the show, the scene of Shun passing Umi down the hill to buy some evening preparations, the scene where the two of them go home together and discuss the upcoming exam, or simply keep quiet and intently together. After completing the school newspaper, all the videos are lovely and gentle.
“I like you, Shun, even though we are bloodline, even if you are my brother, my feelings won’t change”  Umi’s words in the movie.
Love is like a Rose, sometimes sleep quietly, like Umi once buried in her heart … there is also a compromise between the pain, so go on or stop … /maybe expect peace , when the waves are quiet, the sea is together …/ and sometimes simple, reunited after days away. /Far away from war, distant because of obstacles, distant because of painful feelings … /but in the end, it will be as sweet as a child’s sleep, still meeting.
Family affection is always warm
Umi’s memories of her father are still standing, as evidenced by the flags she sends every day to inform her father at sea about the way back home. She still loves her father even though she is doubting Shun is his son. Or Shun’s adoptive father, who insists he always loves him like his own son, is willing to find ways to let Shun know the identity of his deceased father.
Both Shun and Umi are poor children who lost great fathers because of the war, but still cherish and are happy with their current family.
General conclusions
From Up on Poppy Hill, a work from Ghibli never disappoints from image to sound. The poetic and artistic scenes have always been the specialties for each of us, the films to feel the life, the daily activities from the  beginning of the film, combined with the melodies from the composer Takebe Satoshi, has created an extreme … peaceful atmosphere. 
See and feel the daily beauties of life, love and cherish our values, and constantly strive to dedicate living in accordance with the youth we currently have.
  Although building a love story between two high school students in the most pure, sweet and vague way, From Up on Poppy Hill still makes us wonder, is it the ideal type of love, when two  people have opposite personalities but a common desire?
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gold-pavilion · 5 years ago
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Red’s Complete Guide to the SDR2 Stage Play
The following is a sort of walkthrough/summary of the SDR2 stage play, mostly focusing on what’s different in this shorter but also highly expressive version of the story than the game, and what extra content is in it. 
It’s mostly aimed to help non japanese speaker friends (or not fully fluent ones) enjoy this amazing play even without english subtitles available; in general terms, just having good memory of the game’s events will allow you to watch and follow it just fine, but anything else you could be missing, this guide will point out for ya! That being said, you can either read this all on its own, or keep at hand to check as you watch. I’m dividing it in parts according to what would be the game’s chapters, so you can easily find your place. Hope it’s useful!!
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PROLOGUE / INTRODUCTION
The beginning is quite the same as the game: Nagito waking Hajime up on the beach, memory gaps, no one knows why they’re there when they should’ve just been at their entrance ceremony, etc. The minor differences would be that they’ve already separated and had a look around, thus cutting out the island exploration from the main POV. They’ve all warmed up pretty fast to the place too. The setting of it being a fun class trip is established and everyone’s excited to go to the beach, minus Hajime of course. 
More small changes: as you’ll notice, Hiyoko being unable to tie her own kimono sash, getting help offered by Mahiru and getting attached to her happens at this point (‘cause of the swimsuits they want to put on) instead of in chapter 2, so their relationship gets established this early. Also, Teruteru and Kazuichi are caught trying to sneak in to where the girls are changing, ahem.
As in the game, Hajime’s hesitating a lot about just relaxing like that. We get a cute little new moment where he sees that even “Byakuya”, though claiming it’s to “research the way to leave this island” is prepared to go play at the sea, and with some prodding from the boys overall, he gets convinced to join in and have fun too. All super sweet, before Monokuma hijacks the scene. The killing school trip begins!
The opening and character introduction sequence is absolutely amazing and stunning, but since the intros and the comments Hajime and Nagito exchange as they go from character to character together are pretty much the same as in the game, there’s nothing to note from me. Just how amazingly it was put together! 
After that, along with the basic intro to the killing game, there is an added rule for the students to see: the one/s who earn/s the right to leave the island will be given back the stolen memories of the last 2 school years. So, the amnesia period is immediately established, and Hinata’s own amnesia about his talent is taken as proof that it could be true. Teruteru is openly agitated about the possibility of having that two-year blank, more than anyone else, and while revealing there’s a restaurant waiting for him on land he tries to get reassurance from the others. He’s much more transparent here.
Monokuma gets the group under control with a different method than his monobeasts: he makes lightning shoot at them. Real lightning, no tricks, as Byakuya says. Here, he reveals he can control the weather so that’s what he uses to keep the students intimidated. Different, but easier for stage representation than robots and achieving the same purpose. After all is done and Byakuya has sent everyone to rest for the night, there’s a small added scene of Hajime and Nagito staying behind, and having the following exchange that I thought best to translate directly:
Nagito: “So it turned into this kind of despairing situation…”
Hajime: “Why would that Monokuma guy do something like this?!”
Nagito: “It’s unforgivable, right?! That killing game…! It’s absolutely...!
That’s it… we… we have to join our forces and stand against this despair!”
Hajime: “I’m glad that the first one to call out to me here was you, Komaeda.”
Nagito: “Yeah... me too, I’m glad to have [met] you, Hinata-kun.”
CHAPTER 1
The next day, Byakuya announces the party and the group accepts his proposal without suspicion. The old building is suggested as the place, cleaning duty is required, the straw game comes out and Nagito ends up chosen to do it. So far, no news. But on the party scene, we do have several differences:
From how they explain it, the old building consists of just the dining hall and the great kitchen. With this simplified setup, everyone is closer together, so there’s no messy deposit room, no office to guard, no fire door to take into account and Byakuya isn’t checking anyone for dangerous objects. Also, no guard outside and no Monomi, since she’s been locked up by Monokuma. The scene with Hajime speaking to Byakuya privately is preserved (though it doesn’t take place in the kitchen and he wasn’t dragged off to it, but rather, approached Byakuya himself to raise his suspicion that the party was planned for everyone’s wellbeing) and his mysterious dialogues are the same.
When the blackout occurs, they’re able to find the breaker and turn electricity back on their own. Only when the body is discovered do they get told there’ll be a trial, and how it will work. Investigation time!
When everyone scatters, they’re mostly talking about having things they want to check out or thought were weird, with a very active attitude about it. The times when the sound effect rings and the spotlight is focused on Hajime, is when he’s established a key clue, a class trial bullet, so he’s naming/explaining them out loud. Not much else to note, but isn’t the whole investigation scene SO dynamic and enjoyable? Such brilliant staging!! For the trial too!!
Not much is different in the trial until its very end, in fact it goes faster than in the game with all the complication factors that were skipped, so it reaches Nagito’s breakdown quickly. As I’m sure many people will want to know what the dialogue is in the famous getting-touchy-touchy-on-Hajime scene, I’ll note that it’s Hajime saying “is that your true nature?! Have you been deceiving us all this time?!” to which Nagito replies “that’s… wrong.” Quite sure the writing is the same as in the game, it’s just the acting that carries it differently.
After that, in the end, the way they figure out the culprit is from the existence of a passage to get under the floor that they’ve concluded the killer used: since it’s clearly not in the dining hall, it must exist in the only other room of the building, which is the kitchen, where only Teruteru was. Case closed in a much more brief, yet complete manner.
During the reconstruction of how it happened, the conversation Nagito and Teruteru had in the dining hall is very different from the game. Instead of the monologue focusing on his love for the ultimates and how he wanted to see them display a bigger hope, his words are much more manipulative. He asks Teruteru: “hey, Hanamura-kun… could it be true... we’re missing 2 years worth of memories? 2 years is a long time… if it were true… what then?” and insistently “Don’t you want to know? Don’t you want to go back home?”, playing from the worries he was displaying earlier. He is also more straightforward in remarking that Teruteru wasn’t his victim nor acting in everyone’s defense, that he could’ve said something when he realized he had killed Byakuya instead of him, but kept quiet to save himself (a dialogue that, in the game, is said by Monokuma instead). He also claims to love that hope Teruteru had of going home, a hope so strong that Byakuya and everyone else could’ve died for it.
You’ll see that the execution is also very different, as almost all of them will be (personally, I love them even better than in the game). As Teruteru dies, his last words are: “momma… I’m sorry”.
Post trials comes another surprise: the group gets a freebie for their effort, which is a new piece of info. They’re told there is a traitor among them. Of course they suspect Nagito, but then, as they’re confronting him, we get this:
Hajime: It’s your fault! That Hanamura… and Togami...
Nagito: Ah, right, about that… that wasn’t Togami-kun.
Gundham: What are you saying?
Nagito: During the investigation, I found this.
Hajime: Togami’s e-handbook?
The name’s… different.
Ultimate… imposter.
Ibuki: Daaaaang! That Byakuya-chan wasn’t Byakuya-chan, then?!
Nagito: But what an amazing talent! Because, out of all of us, no one even thought it wasn’t Togami-kun! He sure got us! 
But… since he’s dead now, it’s not worth caring about, is it…
Akane: I’ll beat ya up, you bastard!
Hajime: Not worth caring about? 
The fact that he was a wonderful leader, who protected us with all he had, didn’t change.
That he’d tried to protect us till the very end… and not allow the killing game to happen… he was a proud, worthy leader.
Chiaki: Yes… that’s true.
With that very early revelation, the chapter closes.
CHAPTER 2
Shortening matters, through the night Monokuma already gave to everyone a piece of their past: the envelope containing the pictures of the girls in their Hope’s Peak uniforms and of Fuyuhiko’s sister’s body. They all have seen it by morning, but naturally don’t know what it could all be and don’t discuss it. As in the game, Nagito is being kept away, tied up, though here Akane helped as well; she intended to beat him up while she was at it, but Nekomaru stopped her claiming the strength of her muscles wasn’t meant for stuff like that.
It seems Peko is getting a few more added interactions with Fuyuhiko as well, mostly since she can be closer and take more physical actions in this medium. As she tries to stop him from breaking away from the group, she tells him “if we’re together, it’s certain you’ll be safer”, with this same nuance in English where she could mean together with the group, or together with her. Neat stuff.
Moving on: everyone knows Nagito’s situation. Mahiru suggests taking breakfast to him in front of everyone in this version instead of privately to Hinata, to which everyone reacts complimenting her kindness. No one actually goes to give Nagito food tho (ouch), since everyone starts taking off to the beach and to mess around, doing their own things. Also, Sonia’s interest in Gundham is already made noticeable. A fun little addition:
Hajime (to Gundham): Sonia wants to invite you though, so… will you come to the beach too?
Kazuichi: Hinata…
Hajime: What do you say, Tanaka?
Kazuichi: HEY…
Of course, everyone agrees and will be meeting at the beach house in 1 hour. So it’s not a girls-only meeting in this version, but for everyone who didn’t have other plans. Under Hajime’s advice they’ll try to stay together as much as possible to be safer.
The stage skips to what’s happening at the beach house not long after. We proceed to the murder, conveniently obscured, and body discovery.
As for differences in how the case unfolds, during the investigation, it’s Gundham and Sonia who notice the beach house has another exit: the small window set pretty high up. Then, as Komaeda joins in, he takes special interest in checking whether Hajime’s remembered his talent yet or not. He finds it pretty amazing that even without that, he’s out there solving cases, and expresses looking forward to Hajime remembering. He remarks that he’ll always be on the side of hope to clarify his position.
This class trial is also cleanly shortened without sacrificing anything important. As you’ll notice from the proof collected, the whole thing with the fake Sparkling Justice doesn’t happen. After concluding it couldn’t have been Hiyoko and the killer set her up, the point is made that the killer actually used the window to leave, which only one person could’ve possibly done: Peko. So that’s that.
Once again, it’s rather the reconstruction of the incident that changes. Hiyoko and Mahiru are talking about their friendship, how they’ll continue to be friends even after regaining their old memories, or might’ve even been friends before, when Peko knocks Hiyoko unconscious. The discussion continues. 
On the 2nd part of the case reconstruction, Fuyuhiko openly threatens to kill Hiyoko right there to get Mahiru to talk about the pictures and his sister’s death. You’ll notice the image on the screen is the other one, of Sato’s body, but since it was the only picture of a live actor, they used that one as though it were the sister (please be understanding)! Plus, the story about bullying and how they were both killed doesn’t come up, so there’s nothing to be confused over in this version. All we know on the play is that Mahiru took the picture, because Monokuma said so, so Fuyuhiko believes she did the killing too. Mahiru argues that she must’ve taken it as proof. “Us photographers… can tell the meaning of a picture we took ourselves”, she says, but it’s too late.
The debacle of whether Peko is the killer or Fuyuhiko counts as it for using her as tool is, of course, maintained. Enjoy the actors’ amazing representation and another great execution scene!
The rewards for winning the trial this time: 1. The info that the traitor definitely came to the island with them. 2 The traitor belongs to a world-destroying organization called Future Foundation. (Which, in a fun dialogue I believe is new, Nagito calls a pretty hopeful name for something like that.) 3. Those who have talents will be given a present related to their talent. Nagito leaves to check that out, and with Hajime musing “will I be able to… remember my talent?”, the chapter closes.
CHAPTER 3
From here on, the stage play’s scripts starts to differ from the game more and more.
The gift Nagito received for his talent was the gun. Upon finding that it’s loaded with only one bullet, he understands it’s for playing russian roulette, a test for his luck aside from a present. I have to say, I find it insanely cool that he goes for 5 out of 6 shots instead of the 1 shot he did in the game, like holy shit??? But anyway, his reward for the game is the binder with the info on Hope’s Peak and the students.
As for the others, the gift Ibuki got is an electric guitar, Chiaki got a game system, Kazuichi got the communication/camera set that he would make at this point in the game, the one that plays an important role in the 3rd case, and so on; everyone got something related to their talent, except for Hajime. He already suspects it might be that he has no talent, after all, but the others comfort him, doubting that’s the reason.
Enter the despair disease. In this version, Nagito doesn’t get the disease; only Akane and Ibuki do, plus Mikan, who catches it from the start as well unbeknownst to the rest. The set up is like this: Mikan will be caring for the sick at the island’s hospital facility, Hajime volunteers to be there with her, and Kazuichi provides his comm set to link the hospital with the hotel lobby to stay in touch without spreading the illness. 
From his position at the hospital, Hajime sees the transmission which he supposes is taking place at the hotel, so he runs over there. But from the hotel, when checking the comm system, the transmission comes on again so everyone thinks it has to be taking place at the hospital now. On the road from hotel to hospital is where they run into Mikan and Akane. Once at the hospital, the bodies of Ibuki and Hiyoko are there.
This investigation process differs A LOT from the game’s. For starters, everyone is far too discouraged by now from so many of their friends being gone and Kazuichi doesn’t even want to investigate anymore. To top things off, when Nagito arrives...
Hajime: Komaeda… where have you been?!
Kazuichi: Mioda and Saionji died! Do you get it?! Both of them at once!
Nagito: Who kills, who gets killed… I don’t care about that anymore.
Hajime: What did you say?
Akane: You asshole… if you say that, I’ll kill ya!
Sonia: Owari-san!
Nagito: Hey, Hinata-kun… did you remember your talent? Did you get any present from Monokuma?
Hajime: … no…
Nagito: Then, this is true…
Hajime: What does that mean?
Nagito: Hush! A reserve course level guy like you… could you not talk to me like we’re equals?!
Hajime: Reserve course?
Nagito: I got this from Monokuma… documents from within Hope’s Peak. You… have no talent, you were a reserve course student!
After explaining what the reserve course is, leaving Hajime destroyed, Nagito steps away to do his own thing.
With Hajime totally out of commission from shock, it’s the other characters who do the investigating on their own this time, without the protagonist’s lead we’re used to. Pretty painful to witness, honestly, but a very clever, impacting and well-handled modification. Everyone lets him have his time. In fact, when Fuyuhiko asks what’s wrong with Hajime, Gundham replies “Do not ask… it is a trivial matter.” for him, and when Chiaki talks to him, it’s only to ask case-related questions, no personal prodding. They only get to go over the causes of death, how the monitors worked (the hotel one showing a feed of the hospital, the hospital one showing a feed of the hotel) and as soon as Fuyuhiko finds a bit of the pillar-wallpaper-thing, investigation time’s over with no more evidence pieces than that. On to the trial.
Like it would happen in chapter 4 in the game, Nagito’s undermining Hajime in the trial, but no one else minds that he’s from the reserve course. Hence the physical attitude you’ll see him taking throughout. Understandably, though, from how the set up was, Hajime looks very suspicious, so the first part of the trial is on the possibility of him having committed the crime. Once that’s cleared and they’ve got it down that Hiyoko’s body was already there when he woke up, hidden under wallpaper, it’s concluded that the transmission was a trick from the killer, who had to be female and at the hospital at the time: Mikan.
Her breakdown follows pretty much the same script as in the game, as well as how she finally gives herself away by mentioning specifically the camera angle. As for the reconstruction of the case, it shows that Ibuki was already healed at the time, that Mikan used some sort of injection to kill her. As for Hiyoko, all the same, except… well, you’ll see. “I’m sorry for being a disgusting, pervert woman…” is what she says, which kinda... adds a layer of to consider in their behavior to each other.
Just as in the game, Mikan reveals what the despair disease did to her, talks about her past and her old lover before she’s executed. No additions or changes on any of that.
CHAPTER 4
… well, kinda. Chapter 4 of the game pretty much doesn’t happen in the stage play. Instead, we get the scene we can see immediately after the execution:
Angry and at her limit from everything that’s happened, Akane challenges Monokuma, like she would go off on her own to do in the game. With everyone being right there in this version, Nekomaru, Fuyuhiko and Gundham are quick to back her up, while Hajime and Kazuichi keep the more physically frail members of the group safe, and Nagito simply stands aside from everything, commenting how awesome everyone is. Do note that he takes a spear from the Monokuma army for his own purposes.
While the whole Funhouse ordeal doesn’t happen, the main points and the weight of the game’s chapter 4 are preserved, with the self-sacrificing role Nekomaru and Gundham take during the fight. All the information we get from the game chapter has already been given in the previous parts of the play, the tensions and relationships between characters were also already set up, and the victim and culprit roles kept a last-effort, self-sacrifice spirit; it’s true that it’s less morally complex and takes exposition away from Gundham, but everything is still basically covered. Even the message to “not give up on life”. So, with their noble deaths, this chapter closes.
CHAPTER 5
Here the play realigns more faithfully to the game’s order of events.
Now knowing they’re Ultimate Despair, Nagito no longer has sympathy for the group or their dead friends. Since the binder he got has info about everything except the traitor, his aim is to uncover them through his bomb threat now. Here he’s immediately revealing his aspiration to wipe out despair from the island and become the Ultimate Hope, and as Hinata asks him to stop before he kills someone, Nagito tells him: “Hey, Hinata-kun… I believe… in my Ultimate Luck!” Words that will be very important.
Here, Fuyuhiko steps up to establish what to do with the situation: Hajime and Chiaki will be staying behind to go through the documents Nagito gave, while he and everyone else will go search for the bombs. “It’s got nothing to do with talent. I’m doing it because I trust in you… so leave that up to me,” is more or less what he says, like the cool heckin bro he is. Very neat modifications. What Hajime and Chiaki have on their hands, then, is the info about the deaths of the student council, Kamukura Izuru, the most despair-inducing incident in the history of mankind, Junko, the group that constitutes Ultimate Despair… pretty much what we’d be getting during the chapter 6 exploration of virtual Hope’s Peak.
Continuing, Nagito has been spotted going into a building, which would be the factory warehouse, so the group get all back together and chases after. The discovery of his body plays out just as in the game, the case itself has the same elements too, from the stuck door to the fire to the bottles. Enjoy the amazing and chilling staging!
In regards to the investigation, even the group recognizes it was too short this time around and that they have no leads. Chiaki already recognizes that “this might not be a trial to find the culprit”.   
Once again, the trial is more agile and short. Given that everyone was together most of the time and no one went in or out of the warehouse after Nagito, Hajime proposes it was suicide very quickly. A trick pulled to throw them off… and get them all executed? Although most of the others are ready to accept that as the conclusion, Hajime himself is quick to pause things and question it. Because Nagito said that he would expose the traitor, not kill everyone, so that shouldn’t be what he’d try to do. The trial goes on.
Hajime’s effort to understand the reasons behind Nagito’s actions is comes in the form of a truly fantastic change here, a new scene annexed to the case reconstruction. I’ll translate that conversation between the deceased Nagito and him:
Nagito: Hi there, Hinata-kun.
I really didn’t think you from the reserve course, of all people, would be the one to finally reach the truth.
Hajime: It wasn’t just me… it’s because everyone worked together!
Nagito: Hey, did you find the traitor?
Hajime: ...
Nagito: You haven’t found them, then. I’m glad.
Hajime: You, who obsessed over hope... 
Why would you go this far to get us killed?
Nagito: To make despair into a stepping stone for hope. That’s all it is.
If I were able to overcome this despair, then I’d surely become the true hope. The Ultimate Hope!
Hajime: So what… if you die it’s meaningless, isn’t it?
Nagito: Oh, no. [The next line, I’m unable to translate at my level, due to how fast the actor is speaking I can’t make it out properly. There is an “isn’t it natural” there, but that’s all I can catch. Apologies.]
Hajime: I… 
I was happy you’d called out to me at the start… when you were telling me I’d remember my talent someday… I was happy... 
I… with you…!
Nagito: That’s… that’s wrong, Hinata-kun.
You the reserve course student, and me with the Ultimate Hope…! You, as someone without talent, have no reason to be talking with me, do you?
Hajime: Komaeda!!
Nagito: I’m hope… I oppose despair! And hope… moves forward. 
Through this scene, Hajime has realized Nagito’s intention to save the traitor and kill the rest.
Now, quite similarly to how it goes in the game, Chiaki confesses and the nature of Future Foundation as the good guys is revealed through her. Plus, Monokuma delivers the reason Nagito wanted to save someone from that organization, the revelation that everyone else is Ultimate Despair. Why they were taken on the island is established. 
It is with all that already on their plate that Chiaki asks them to execute her. Trusting both Nagito’s talent and Chiaki’s bravery, Hajime makes the call to vote for her as blackened.
Chiaki’s goodbyes are the same as in the game, but damn, does it deliver differently on stage… 
CHAPTER 6
As soon as the execution is over, the graduation for the remaining students begins. It’s very confusing for me to pick apart the fine detail of what’s just like the game and what’s different, since it’s all small things all over the place, so I’ll just be thorough in summing up this whole part.
The survivors are immediately presented with the first choice, which is what appears on their e-handbooks and the stage screen: graduate and leave the game world, or don’t and stay in it. This is the first time anything about the island being a simulation comes up, so the explanations for that are due. Junko’s presence is revealed.
She explains that the group wouldn’t be allowed to graduate until a point where the Future Foundation member was dead. Now, they can. And if they graduate and wake up, their friends who died through the killing game will also go back to life (except Chiaki, of course). Hajime is unsure, so to convince everyone, Junko brings the simulation of the others back, who also pressure Hajime to choose to graduate. But he denies it, because that’s clearly not their friends. How does he know? Because Nagito just said to graduate too, and he’d never share that opinion, he wouldn’t agree in any way with the designs of Junko, who is despair. Therefore, it’s all an illusion!
The truth of that choice is explained: they WOULD all come back to life, but all of them would have Junko’s mind. So uh, yeah, that’s why they act and pose as you’ll see, and MAAAAN how I dig those once again incredible performances!! 
When Monomi appears, it is to reveal the other option: the emergency shutdown command, which will take the survivors out of the program without Junko (and of course without the others). No, Naegi, Kirigiri and Togami do not appear in this version, so she is giving that information on her own and without the 11307 code. But, the Junkofied classmates explain that would also cancel everyone’s progress in the program and return them to how they were before entering it, as Ultimate Despairs.
The two options are summed up: the “hope” option that Nagito is signaling is the emergency shutdown that sacrifices the survivors back to despair but doesn’t let Junko out into the world, and the “despair” option that Imposter is signaling would be the graduation that allows the survivors to wake up with their memories from the program, but also lets Junko out occupying the mind of each of their dead friends. 
On top of that, as everyone is physically restrained to pressure them into the final choice, when Hajime’s trying to talk back to Junko, she reveals he’s the one who brought her to the program to begin with. Since he has no memory of it, she goes ahead and tells him that he’s the legendary Ultimate Hope, Kamukura Izuru. “You are Kamukura Izuru,” she makes everyone chant repeatedly, to get it through his head. So, the shutdown option that reverts everyone to their despaired state, would also make Hajime return to being Izuru. And his current self? The chant is then “disappear”, which gives him the answer to that.
Just as in the game, Hajime is paralyzed. Retreating within his mind, he monologues about how he can no longer choose between hope and despair, themselves or the world, just can’t choose a future. And in much the same conversation, Chiaki hears him out and reminds him that he is himself, that he’s acted undeniably as himself within the simulation and, most importantly, that life isn’t like a game where the 2 options given are all there is; that he can create any other options he wants, create his own path. “You’re not doing it for anyone, but for yourself,” she says, before giving him a hope fragment.
It’s with that mentality, that decision to create his own future, that Hinata returns and convinces the others to do the emergency shutdown. Trusting each other and what should be a new beginning instead of their end, they press both buttons together which begins the process.
The final scene is a perfect replica of the game’s, as far as I can tell. With the digital world falling apart around them, everyone prepares for what may come after, hoping they won’t forget each other and what they went through, a bit scared, but happy to be together and determined to carve out their future. 
With that, the stage play ends. Enjoy the outro!
I hope you’re able to have as much of a great time as I did watching the play. The actors truly awed me with how much life they breathed into their characters, and I strongly recommend watching the play more than once through, ‘cause you can always notice new details, other characters doing their own things in the background when the main spotlight wasn’t on them, characters slipping into poses that are so much like the game sprites, etc. The modifications were also brilliantly done to make things shorter without messing anything up, keeping the plot perfectly together; something admirable and, in my opinion, the work of a very skilled writer. The stage work was just unbelievably amazing to me too. Wanting to show all this, so that other people could appreciate how well done it was, is a large part of why I made this long-ass thing.
Have a cool time reliving the fantastic story that SDR2 was!
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2ofswords · 4 years ago
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Phi talks factions, ruling families, and endings yet again
After long long last I finished my talk about the factions! So let’s talk about them! There is some discourse about it on here and most of it is really interesting and I wanted to throw my own takes into the mix.
Also, will put this in the very beginning: This essay is very long and hinges on a lot of analysation of very broad topics of the game. It is very possible that I make mistakes in it. I would be delighted to know about them and engage in discussion, but please stay friendly. I tried my best to research and to stay analytical, but I am firstly human and secondly human with a memory that can fail me.
Anyway without further ado: Let’s begin the faction talk!
Prologue: Personal sympathy
This is supposed to be more of an analysation about how the factions work in my opinion. It is not supposed to be an explanation why my favourite faction is the Best™. Still, my opinions will obviously influence my own analysis. So for the sake of levelling the playing field and not even trying to play coy about it – or in case you were curious what my personal opinions are – I will start by listing my own opinions about the factions, the families and the endings.
I consider myself a Utopian but also have a soft spot for the Humble ideology. I just really like progress, I am an idealist who thinks striving for a perfect situation has value (even if I do not believe in practical perfection) and I just really like the Kains’ visions okay? Not their executions, mind you, but their visions. (I am just really really obsessed with magic that involves time and space as a concept…) And I think the concept of human potential is one of the most hopeful and important ones to society and trying to get more out of being a human being is just an important concept to me.  But I also think the personal responsibility is really important and interesting and the thought about individuality vs. society is something that needs to be discussed, so the humbles are just really interesting to me and I sympathise with a lot going on there as well. Not that much of a Termite person though. Sorry
Concerning the endings: If I would be in a position to choose any ending for the town, I would choose the Termite Ending. I would just be really unhappy about it… But it is the only ending that doesn’t involve any direct sacrifice of life and I value that the most, even if I think the trade-off is still pretty devastating. I am still a Utopian, but potential lives in people. The ending I consider second best is actually the Utopian one and by process of elimination I like the Humble ending the least. You will probably learn why this is the case when we get to talk about the endings, so I am saving my argument for later. If it is about how much I like the endings from a narrative perspective: I am a passionate fan of the Utopian ending even though that is very frustrating since I see it in a rather… peculiar way, I think. I also love the Humble ending a lot and it just has the most personal tragedy and a lot to think about. The Termite ending… eh. It serves its purpose and is necessary but not really pleasing in analysis. Or if it is, it’s still a bit frustrating to talk about. It is very useful for writing fanfiction though. ^^
I don’t really have a favourite ruling family. I think the Saburovs are the most sympathetic, but I am also fascinated by the Kains. My favourite members are Victor and Capella. 
Okay? Cool, now that we got that out of the way let’s start with the actual faction talk.
 Part 1: What the factions are (and what they aren’t)
The factions are categories that are very broad and not very concrete. It is probably a good idea to talk about what they are first, before we make any statements about them. So, let us start how I look at them and what the factions stand for, before debating the rest.
Firstly: The factions are a part of classic Pathologic. From what I can tell and remember, they haven’t been mentioned in Pathologic 2 at all. Of course, we can see the struggle of different worldviews there as well, but the split cast of important NPCs is not mandatory in any shape anymore and in fact Artemy is now responsible for everyone in town. While the politics between the ruling families are mentioned and the Kains as well as the Olgimskys still share their beliefs, neither the term “bound” not “faction” is introduced in the game. However that might be because we are starting with the Haruspex as our protagonist. The factions are a bit more important in the other two routes of classic Pathologic after all. The Bachelor being concerned with its politics and the Changeling with its ideology itself. So the terms might be introduced later. For now, their conflict may be a part of Patho 2 and certain aspects can be definitely seen, but they aren’t present yet. So we are mostly talking about Classic Pathologic here.
The factions are introduced in two different ways. First and foremost, they are three different ideologies that are present in the town and by definition in the entire story. It is also told, that the whole town is split into these factions and that roughly one third of the town each belongs to either faction. It is also explained, that the factions are purely made by the ideology and that people of different gender, heritage, age and class can align with different factions. (Which means that they aren’t equivalent to the different parts of town that are at least roughly divided by social status). There is also a philosophical level that strengthens the ideological importance each faction holds, but in this essay, I will focus on the ideological part and how it affects society. That means there is another layer that we won’t be touching today, but believe me, we have enough to do as it is.
The other aspect of the factions is the bound of each healer. All of the bound collectively are described as “Simons friends” at least in the Bachelor route and all of them are now split into the three factions. The name “bound” however is to be taken literally. The characters are part of the agenda each faction follows, however, that doesn’t necessarily mean, that the person one hundred percent shares the ideology of the faction! Most of them do, but it is important to keep in mind that peoples belief-systems still vary and the aligning criteria is the importance to the goal of said faction and not necessarily their own way of thinking. People’s mindset and beliefs can vary after all and some of them even have dynamic arcs (tbh Most of them have). The other way around people can be not a part of the bound of a faction and still share their beliefs. This will be important later! For the Utopians the specific bound criteria is “people who have the potential to overstep human boundaries in any way or form”. They are needed for the creation and upholding of the Utopia as it is imagined. Its goal is in some way after all to create something that oversteps the boundaries of what should be humanly possible. For the termites… well… it’s children. It’s all about the children, it is the children who are able to carry the town in the future. And for the humbles it is the sinners, whose souls are rotten to the core (I guess…). That isn’t only because the Humbles just really like sinners but they are directly needed for Clara’s solution and the Humble’s ideology of willing self-sacrifice in order to maintain society.
Okay. But what are the factions? What do they believe in?
Let’s start with the Utopians, because their whole schtick is kind of in the name. This faction is all about the potential of humanity and striving to create perfection. This is happening with the awareness that such a feat is at least deemed impossible. So, their goal is the defeat – or the power to overcome depending on who you ask – of the nature that prevents them from this kind of progress not being achievable. They value this progress and the possibility to overcome those odds over personal as well as societal comfort and justify it with the belief, that said growth would benefit society in the long run. That being said, not every Utopian thinks this strive for growth needs to be shared by everyone, though a society collectively working towards breaking limits as a whole is preferred. (An example would be Maria's explanation of the town, stating that mundane human life is very much necessary to sustain a Utopia). The Utopians are prone to brash decisions, since part of their ideology is that they are necessary to disrupt the status quo and change – even enforced one – is needed to get rid of complacency and provoke new development of the unforeseen (which is very much needed since we are working against “nature” (the literal one as well as the nature of fate and possibility). Their drawbacks are that brashness and the disregard of comfort. Their potential elitism is shown by their value of humans who try to disrupt the status quo and their adamant protection of people who can move society as “more important” and thus worthy of more protection. (However it is noteworthy that a lot of this thinking was introduced by Georgiy in Pathologic 2 and Marble Nest. I still think it is a legitimate drawback but much less used in P1, where the factions are a thing.) This doesn’t necessarily relate to elitism of an elite class (it can though!) but more so to academic elitism. On the other hand, they have the drive to move things forward, they literally are the builder of society and developers of indescribable magic.
The Termites can be considered the opposite of the Utopians. I have struggled to put a definitive description of them for quite some time because they are the group whose representatives have vastly different ways of thinking. Anyways, I have seen the Termite ideology being described as “preservation” by RagnarRox in “Pathologic 2 is an underrated masterpiece” and I think, that fits amazingly. It is about protection and regaining a status quo where everyone can live their daily lives content and as it was before. The children are supposed to be leading the town into the future, but especially in Patho 1 this is more about taking what the past has already shaped and using this as a guide instead of implementing new ideas and philosophies as the utopians and the humbles do (for better and for worse). If we look at how Capella describes her vision of the town, we can also see that it is about togetherness and comfort. Which makes sense if it is the antithesis of the utopian dream. It doesn’t sacrifice progress just because it wants to but because it endangers people’s comfort and personal safety. Disrupting the status quo can lead to catastrophe and make people unhappy, therefore it should be avoided. People should serve the community but that also means not committing to self-fulfilment that can endanger this togetherness. Khan needing to give up on his own ambitions to serve Capella’s vision of the town might be a good example for that. While there is this bond of togetherness there is also the need for leadership. Again, preservation and comfort are highly valued with the Termites and it is established by a leadership that is supposed to act as gentle but firm guidance. With the children being the bound, there is a strong emphasis on parenthood and again Capella – as the white mistress and the termite's leader – is accepted as taking the leadership together with Khan who are ruling together with love as well as fierceness. Artemy also has his journey of establishing leadership within the kin and dethroning the person who is unfit for the role. It is implementing change but to restore balance and only inside the already established rules. I would say it fits more as a case of rightful leadership that still stems from the menkhu families and Artemy proves himself while using his father’s lessons and notes. And the kids themselves are fated to lead the town itself as the chosen ones that Capella implored Isidor to protect, and set its rules, so that there are the boundaries to keep a way of living established while not needing to change this status quo and what hopefully is a harmonic way of interaction between people. So. Now that we have established what the Termites are, I think with this specific faction it is still important to also name what they aren’t. Firstly: The Termites are an ideology of the town’s future. They aren’t the kids club. Yes, all the Termites are kids, but as mentioned before the factions in themselves are a third of the population with varying members who believe the Termites to have the best solution for the town at hand. There are other members (and I will later talk about the Olgimskys and big Vlad specifically as representatives of the Termite ideology) but the kids are the bound because they are specifically needed to set this new order that they want to established. I would argue that some of the kids have principles that are more adjacent to other ideologies. The obvious one would be Khan who has goals that do not align with his family but similar dreams and more radical ideals about overthrowing the status quo. But Grace also seems to be more of a humble, focusing on caring about others and being quite selfless and self-sacrificing in her care for the dead. That means, the kids fill an important role but we have the strange conundrum that most of this factions bound isn’t together because of their ideology. I will try to take them into account still, but if you see me focusing on Capella and Artemy, this is one of the reasons. There aren’t that many people who clearly speak about the Termite’s vision. The Termites also aren’t the Kin. They are connected to each other but again, the Kin is a specific part of the town which the ideology clearly avoids. (And parts of the Kin are not part of the town and actually stand in opposition to it. Moreso in Patho 2 but with the conflict of the herb gatherers we catch a glimpse of that.) And the children are also representatives of different parts of the town and not of the Kin. The Kin are obviously linked to the towns ancient tradition and preserving their traditions honourably is Artemy’s specific journey. Still, they aren’t the same and with both Aspity and Oyun we have characters who are Kin and also part of a different faction.
Speaking of the Humbles. What’s up with them?
The Humbles also have a name that speaks for itself: It is based around the main idea of being humble. There are different consequences of this main core. The first and in my opinion most important one revolves around responsibility and self-sacrifice. The Humbles expect the individual to sacrifice part of themselves for the whole. I mean… that is quite literally what the ending is about. As with the Termites there is a togetherness but this one doesn’t revolve around looking out for each other (at least not specifically) but about looking at oneself and what you could and should do for society to work best. It puts responsibility not on a collective and its leaders but on yourself and needs you to ask what you did right, what you did wrong and how to take consequences for your own actions. This includes a chance for redemption as well as condemnation. For the purpose of evaluating yourself in contrast to society it is also about self-reflection. You need to look at yourself and at your deeds constantly and this analysation and the realization that you can and will fail as well as that you as a human being have your own limits you cannot and should not cross are what lead to humbleness in the first place. Yulia as a sinner, whose very sin is shaping the very ideology and establishing her ideals over the self. This brings us to the second pillar of the humble ideology: fatalism. It is also to see yourself in context of a greater scheme and accepting these very boundaries. Fulfilling your duty in the way the universe demands of you and seeing yourself unavoidably as a puzzle piece of said force is a big deal for a lot of the Humbles. Yulia is the prime example. Lara actively dislikes her fatalism but still follows her father’s footsteps in her attempt to assassinate Block. Aspity moves in the constriction of the Kin and her fate while still being the one who advocates most for change. The Saburovs are all about law and order albeit in different ways. Oyun cannot do what is entrusted to him which causes his horrible deeds in the first place, because he cannot accept at first that he is not fit for the position (or as the words of a humble: not destined for it). And Clara is struggling with what her fate imposes on her and her very being while trying to control her circumstances as well as the fate of the people entrusted to her.  It all is about analysing but also about abiding to the whims of fate and facing the consequences of acting either against it, failing it or resorting to violence against society to fulfil it in the first place.
As you may see, all of these categories are rather broad. Of course, they are, they are made to encompass very different views of the world from different characters. When Victor speaks about working towards overcoming bounds he sure as hell means something different than Andrey. Hell, Dankovsky has no idea what Georgiy is talking about half the time! Lara and Yulia are both Humbles, yet Lara explicitly states that she hates the way Yulia weaves her fatalism in her ideology about the self. And well… the Termites are a very special case regarding the factions in general, being more of a symbol of their ideology than its actual believers. So let's get to the meat of this whole post. We now have a grasp on what the factions are about, but… why? Why are they in the game, what are they trying to say?
 Part 2: Presentation of the factions and the ruling families
Well… after making an incredibly long introduction, let’s stop talking around the bush. Here is my conclusion about the game’s stance of the factions: … … I am sorry to conclude, that all of them suck. All of them. They are the worst and none of them are worthwhile in themselves. I am sorry. 
Okay, okay, okay. Obviously, they are not only terrible. They have their upsides and all of their ideals are rather beautiful. Making potential become a reality is great! So is comfort and stability, we all could sure as hell use some of that! And the principle of giving something of yourself into society, taking responsibility and the ability to care into consideration… boy is that a good idea! But still… the factions suck. And that is an inherent aspect of them just because they are ideologies. And very unsubtle and uncompromising ideologies at that. To quote novel author Dorothy Sayers “The first thing a principle does is killing somebody.” A principle, if it is used without reflection, always has destructive potential. Even if it is the principle to save as many lives as possible. Put into the wrong dilemma, it will kill. (A single glance at the healer’s path’s is enough to confirm that.) And all three factions have some really potentially bad implications exactly because their ideology is so vastly applicable. It isn’t only about emergency situations, but a lifestyle that regards one way of setting priorities as absolute. Of course, that on its own must go horribly wrong! Leave one single way of thought unattended and it will guide you into fucking catastrophe!
I think the easiest way to highlight this theory and the best prove of the game’s acknowledgement of this line of thought is to take a look at the ruling families. The fact that there are three of them is no coincidence. All three families do not only represent one of the factions but also the destructive extreme this faction can develop.
Let’s start with the Kains again, because their case is the most obvious one and the theme of Utopia and thus uncompromising perfection that has a destructive force is in the fucking title of the game. And creating a project that causes the plague in the first place, forcing the Kin to dig the very hole that tears into the heart of the earth – which they sure as hell did not agree with! – conducting human experiments with their buildings and manipulating the situation so that the Polyhedron gets saved even sacrificing the town for its sake… yeah these are some pretty shitty things to do and they all relate to the Utopian ideal and their strive for development, progress and forming humanity as well as society. And sacrificing everything in order to elevate progress is… obviously a bad idea, especially if it involves using people who never consented to such a sacrifice in the first place! With only development – social as well as personal – in mind the scope of said sacrifice cannot be measured at all, leading to devaluing peoples well-being. It is a horrible thing that harms a lot of people and the strict enforcement of the Kains bring a lot of harm to the town. This damage doesn’t only turn against the town but also has a self-destructive tendency. The self-sacrifice that is demanded to keep the spirit of Simon and Nina is eating the entire family alive. Their strict family loyalties seem to have driven Khan off in the first place (though since his role is “The Termite of the Kains” and he holds a strange middle ground I think he is kind of excluded from the “most extreme faction”-stance). Victor and Georgiy are losing their own identity and eventually their life for the sake of a soul that they consider of higher status than them. And Maria loses her own self to become the next mistress and lead what is left of the town into a new age, which Victor laments as her father because he is literally losing his daughter! The family – even if they “win” the whole town conflict – is actively falling apart and is completely fractured if not destroyed in the end. Not only is the sacrifice the town has to endure obviously morally unacceptable but the disregard of comfort in favour of a greater cause is inherently self-destructive. Which leaves the question: Who is this Utopia even build for, who benefits from it, if everything but it is sacrificed? So yeah, what the Kains are doing and especially the way they are using the Utopian dream in its purest form is absolutely and incredibly flawed.
Sooo… what are our alternatives? How about the Saburovs? They are righteous and they care about people!  I mean… yeah. They do! Buuuuut… their handling of the situation is also very… debatable to put it nicely. Let’s start with the obvious: putting everyone in prison who seems mildly suspicious while a highly contagious plague is ravages the town is just… horrible. It is a prolonged and cruel death sentence to many people either desperate or innocent. And yes, he himself did it with the utmost desire to protect society as a whole from the criminals and organized street violence but… surprise, that is what the humble ideology is about! Judging the individual according to sin without taking circumstances into account is one of the extremes the Humble-ideology has. You should stay put and work towards the common good and acting against that should be judged harshly!! If taken to an extreme it disregards personal circumstances and even a human approach towards the individual. And even if it hits innocents, the few have to take personal sacrifice for the many. Giving your life to uphold stability should be considered a good thing… right? Of course, the faulty leader should also be held responsible… So the judge becomes the judged and the executor of the ideology is destroying himself. Again, we witness the ideology's self-destructive aspect when taken to the extreme. Judgement and assigning responsibility for overstepping with no account on the human situation, looking out for the other individual or questioning where established boundaries should be pushed, will lead to draconian law where the single human being doesn’t matter in the first place! And that… doesn’t sound like a society one wants to live in, does it?Katerina has her own case of judging people albeit in a religious way. Her view splits the world into the sinners and the righteous and sentences the former to death while the others will survive what she is seeing as the plague's judgement. Do I have to elaborate why this is a bad take and why judging people to death based on being a sinner is… just awful? Especially when we look at the humbles and how some of them may have done some shit but definitely not something that warrants death. (Yulia and Rubin being examples, but I also think Lara shouldn’t like… be judged with death. Well, truth to be told I think nobody should be judged with death… Ever.) So seeing the Changeling’s power as a saintly sign is… bad not only on a societal level but also bad because pressuring a teenager like that is just a the worst. Which brings us the Humble’s second point and the one that Katerina personifies as well: Personal responsibility. The Humble ideology isn’t only about sacrificing the individual and applying judgement but also about self-reflection and taking responsibility. Which sounds really good but can be devastating when taken too far. Which brings us to Katerina’s journey of becoming a mistress and her devastating experience of trying to fit into a role that was expected of her to fill. Desperately trying to fulfil a fate that seems to be yours can destroy you. Her despair of not fulfilling as a mistress as well as a wife (in her own terms) are honestly soul wrenching and tragic. And it is an example where letting go of personal duty and seeing to oneself would have been for the best.
Okay so the Saburovs establish a society that seems awful to live in and also actively destroy themselves (they also die with their ending, something they share with the Kains). Which leaves us with… the Olgimskys. And yeah… I think we all agree that they couldn’t exactly be called a beacon of goodness in the world… The way the bull enterprise is handled is exploitative to say the least, dividing the town and enabling even more racism and class distinction.  But what does that have to do with the Termites? After all, only Capella is part of the bound. Which is true but the Termite bound is also the children bound and I would dare to argue that the Olgymskys are unassigned because they represent the ruling families of the Termites but cannot apply as their bounds because of age reasons. Capella is pretty much the head of the Termites, the way Maria and Clara or Katerina are the mistresses of the other ideologies and Big Vlad… well Big Vlad is what the other ruling families are to the other factions. The best reason to stay away from it. (And I could make a point about young Vlad but to not stretch this too much, I will keep it short. Let’s just say that he has a dynamic role in the factions and more or less grows to be a Utopian and is not even really acknowledged at the Bachelor Route. I would put him in the same category as Khan and say that the Kains in themselves still are connected to the Utopian ideology. There are some really interesting parallels between Khan and Young Vlad btw. Both have strong parental issues and feel confined in their role, both appear in the letter about the Bachelor’s and the Haruspexe’s decision as a hopeful addition that isn’t fixed… I am pretty sure there is something to say about that, but this essay is not the right place for it.) There are two main themes with the Termites that are very present in the Olgimskys: stagnation and oppression. I think how the Olgimskys are specifically oppressive and moreso than the other families is pretty self-explanatory. They do not want to bind people to the law or their ideas but to themselves and especially big Vlad is very keen on ruling the town and leading its people directly and forcefully. (And while Capella is obviously the kinder part of the family, she too shares this sentiment. Her alliance with Khan is to align the two families but also to gather force with his dogheads and establish rulership.) They want to be obeyed without question or an established guidebook that gives specific reason to their judgement. But why is this specifically a problem the Termite ideology faces? Well the Termites are about ensuring peoples comfort and life and they do this for any cost. One thing this entails, is saving people from their own ambitions and forming them according to this belief. (Again, Capella’s alliance with Khan and how she sees it is a nice example). They are establishing that humanity should remain in their natural ways, complacent so to speak, while a few chosen individuals lead the town and its people. (The Termites are supposed to do this in the future that is why they need to survive in the first place.) And if we drive this belief and this “ruling as family” ideology, we arrive at Big Vlad’s doorstep. He is the father, he will take care so exactly obey to his wishes without question. Preserve the system that allows you comfort without overstepping your boundaries. Preservation of a system also means preservation of the ruling system without further questions. (And I will remind you that Forman Oyun gets overthrown because the place is not rightfully his and he sucks because of this and the right order gets restored with the right ruling family watching over the Abattoir upholding their alliance with the Olgimskys even if it is now Capella.) In its extreme the Termite ideology can lead to oppression on the guise of guidance and questioning this is not only almost impossible but only allowed to the few people already chosen as the leading caste. (Also if you want to have another look at the connection between preservation and oppression, have a look at “The Void” or “Turgor” and its Brothers which is another game by Ice Pick Lodge. Their whole stick is preserving their realm by oppressing the sisters. The Void seems to reference similar themes in general and can kind of seen as the game’s antithesis… But I digress and just wanted to recommend the game. It’s good!) Why the other problem – stagnation – is a part of preservation is easy to see, but how does it afflict the Olgimskys? Well, firstly it is a big theme in the infight the family has and the conflict that tears the Vlads apart. While Young Vlad wants to follow his legacy, he doesn’t want to follow the exact ways leading to the family breaking apart. Vlads stubbornness and his unwillingness to rectify old mistakes and… I don’t know… open the Termitary is also part of this. Closing it – while done by Young Vlad – is done to preserve the status of the town and deny the plague and its changes to society for as long as possible. A plan that is very, very costly in the long run betraying the Olgimsky’s own duty to ensure their peoples life and safety in the first place! Again, the ideology eats itself.
Of course, only talking about the most extreme and negative example isn’t entirely fair. And I think there is worth in every faction. They obviously aren’t all bad and the ruling families are twisting and radicalizing what could be a good idea. So… was this whole talk about the ruling families just some intellectual pastime that proves how the rulers are shitty but the factions in themselves aren’t? Do they only kind of suck? Or can we actually find the games stance of this radicalization and how each faction alone could affect the town negatively on a larger scale?
 Part 3: The endings of the game
So let’s talk about the endings, since they are literally established as the “successful” outcome for each of the factions. And with that I mean that the fate of the town is decided in favour of one of the factions, eradicating the others and their own hopes and ambitions in return. Best it is seen with the Utopians and the Termites, whose dreams are mutual exclusive by the destruction of the town or the Polyhedron alone. But if we consider that the ending also establishes a new way of living in town and a certain social system, we can see the same with the Humbles. (We can also see this if we think of the Humbles goal as a means to restore the town at its best in favour of personal sacrifice, which still doesn’t happen in the other endings, since part of the town gets destroyed.) For the factions, the plague also brings a chance to shift the power dynamics of a town to their direction and this is referenced by several characters trying to make use of this situation or at least struggling to maintain their power. (The ruling families are again the worst offenders of this. The Kains try to guide the Bachelor to their cause from the very beginning and a lot more deliberate in the second half. The rulers’ unwillingness to even acknowledge the plague, Saburovs’ abuse of administrative power, the way Katerina urges Clara to convert townsfolk, Capella’s alliance with the Haruspex… I can go on, but I think we have talked enough about the ruling families.) Long story short: The endings are distinctly aligned with one side of the power struggle. (By the way this isn’t necessarily the endgoal the healers are striving for. I think it is apparent by now, that I align the factions more with the ruling families rather than the healers, because the healers’ first priority is getting the plague problem solved one way or the other and there are different motives for their solutions. Also they can choose a different healers opinion so they aren’t like… one hundred percent absolutely bound by their ending even if they still align with it. But I digress yet again.) So, they – as the “win” of each faction – are a good way to see how they would hold up on themselves and without the other factions interfering. I will analyse the sacrifice they put on the town as well as the society they are striving to build up (since this is what the factions are about. Changing society). Will one of them hold up and present us with a good solution?
I will not even try to create suspense. We all know, I think that they don't. They all bear sacrifices in contrast to what we had before that make the situation actively worse. A video that sums it up better than I can is SulMatul’s “Heroism in Futility; Pathologic, The Void and the Hero Narrative”. The video is really good in general but it also makes a point of pointing out, that Pathologic as well as the void do not offer a standard “good end” where the hero saves the day, because every possible solution is tainted in one way or another. The heroism Pathologic shows (as well as “The Void”) is struggling against a doomed cause and a hopeless situation despite the odds and not about becoming victorious in it. The Artbook of Pathologic 1 states as much, describing the whole scenario of the game as a trap, where the problem is that every ending can be seen as a victory as well as a failure. So, we have some strong sources but still: Let us look at the endings again and see, if my thesis holds up, that it is the ideology of the factions and the remaining of one in each ending that amplifies the problem the town will face after the catastrophe.
We’ll start with the Utopians, yet again. I think they make the most immediate impression and are easiest to describe. Because, you know… destroying a town and killing the sick is really fucking bad. (Though I feel sometimes it’s forgotten that the healthy get “vaccinated” (immunised for some hours) and evacuated before. It’s not about eradicating all townsfolk. And if I would be a true hypocrite I could be like “Do you find any infected districts and sick people on day 12 that you can’t heal, huh?” But that would be… quite ridiculous and I’m sure the sacrifice of the sick is very much intended here. Let’s just assume that it does kill the sick.) It seems hardly worth it and it very much represents the harshness of the Utopians. So, let’s see how it applies to the ideology. The ending for the most part sacrifices life and comfort for humanities progress. This is what the protection of the Polyhedron is about. The Utopians are not protecting it because they find it kind of pretty and it also is not a preservation of something culturally cool (which would be more the Termite way of thinking) because the usage of it is supposed to vary after the end of the story. (The children are leaving the tower so that the soul of Simon can be housed in the building.) But it is supposed to make the impossible possible and ensure humanities triumph over nature, break boundaries and create new impossible ideas. The visions of the new town Peter describes, tell us as much. It is not only about a building but about a new order, where the impossible is created and where the amount of energy is a crucial aspect of the vision. So, if we weight the different solutions against each other from out outside player perspective, we can see how tied the concept of the solution is to the Utopian idea. We already have a very steep sacrifice for the Utopian ideology here. The other aspect of the Utopian ending establishes this “creation through destruction” mantra that the Utopian ideology can impose in a different light: The Utopian end focuses on eradicating the plague. Which is… actually a good thing for once but still tied to the themes of the Utopians and making their involvement in it stronger. If we look at the Utopian end from a cold analytical perspective, it is literally destroying the playing board creating a tabula rasa, to start this whole town project again. (Or at least that is what our mistress Maria alludes to and who is in charge after the whole ending?…) Which is a very radical use of what the Utopians are about, carry out your vision rash, immediate and drastic and if it doesn’t work, then leave it behind and try again (the stairways to heaven tell a similar story). Which ultimately leads to a sacrifice that is way too big because the losses aren’t supposed to be considered at all.
So what about the counter thesis? If the Utopian ending is so bad, then the termite ending must be the solution. Well… it solves some problems. Mostly people not dying. Which definitely is a really  good thing! But it also comes with its own drawbacks. Namely the destruction of the Polyhedron first and foremost. Which you know… doesn’t seem like that important… It's just some building. Until we reapply the meaning of eradicating the chance to work for the impossible – which the Utopian ideology enables – and a strive to triumph over nature and improve humanity as a whole. Then it suddenly becomes a huge deal. Destroying the Polyhedron is not only about destroying some cool architecture project of some very bored capital graduates (even though this is sure a thing we are doing) but about preventing humanity's progress. We are saving life but we are also preventing the chance to develop a system where humanity can grow, develop new amazing and helpful things and might even reject their mortality as a whole. And even if the last part sounds kind of insane, please consider, that Pathologic is still very much set in a world where magic and miracles exist. We rely on the magic the earth provides in both other routes, see the prophecies of the mistresses and the theatre, visit a talking rat prophet and we can see the magic of the Polyhedron when we visit it as the Bachelor on day nine and of course in the secret ending. Acting like the ambitions as well as the magic of the Utopians is completely unreachable and should be outright rejected, undermines the cost the Termite ending takes to ensure their own victory. So I would argue that there is at least the possibility of the development of humankind and progress into new developments that can help people in general that get destroyed to ensure the lives of the sick as well as the old rules of the town. And that is definitely a costly exchange! This also brings me to an argument that I hear a lot and also want to deny here: “But if the town exists, more towers and miracles can be build again so its not really that great of a loss.” And while this can hold true for the very similar Diurnal ending (if we are really nice and not deny every form of magic, which is kind of the point of that ending… but I digress), the ending in favour of the Termites negates this. Firstly, it explicitly invents a “town of men” where this strive for destroying nature should be prevented. Secondly… the whole underground fluid thing still isn’t really fixed… because that is what gets saved by the Haruspex this is his goal. Which allows for the Panacea but also means that the plague and the traditions that cause the infection aren’t actually off the table. If we would create another Polyhedron the plague would appear again. The old ways of the town are hardly questioned, and they actually cannot be – at least in a way that implies substantial progress over nature – because the laws that get re-establishes actively prevent exactly this. The thread of the plague isn’t gone completely – even if certainly postponed because of the Polyhedrons removal. And that resources run out and the knowledge gets obscured is shown how littler there even is knows about Isidor's earlier experiments. So, we are either creating a word, where humanities progress is distinctly stopped or we create a situation in which the same mistakes that will cause the plague aren’t prevented at all and humanities mistake will repeat themselves. We created a situation, where movement is not possible and actually actively prevented.
The third one – the Humble ending – establishes a balance where both structures can be preserved but movement is still possible. Which first sounds like all is good and the life of only a handful of people could be worth the cost, if we outweigh them against the systematic costs the other endings provide… right? Well… apart from peoples life’s never being a “cost”… this only can hold true if we cannot find a societal problem with this. And we can. Again, with all endings we can see the broad ideologies coming into play and so the very problem of the endings are, that they follow the factions rules so exclusively and absolute. The Utopian end sacrificing life and comfort for progress and vision, the Termite end sacrificing progress and vision for comfort and life and the humble end… what does the Humble Ending do? Well the Humble end saves the precarious balance between the Town and the Polyhedron but at the cost of personal sacrifice. While all aspects of the town may exist the same is true for the plague that gets neither destroyed nor subdued but instead is still active and handled by constantly applying a cure. A cure made out of the humans blood of those who sacrifice themselves for sustaining this very system. Which does mean we will need constant human sacrifice to sustain this system at all. And since a town and a societal system should last for quite some time and there is no other solution in sight to deal with the plague without firing a shot after all… we are facing a plethora of problems.  Firstly: If we assume that for some reason the Changeling – or at least her miracles – are now as immortal as Simon was and she will not suddenly disappear leaving us with no one to even make the cure that we need, then what happens if the sinners we have chosen at the end of the game run out? And if we assume that the town will not like disappear after some years – which shouldn’t be the goal at all! – that will happen eventually. Who gets chosen and for what reason? I remind you again, that this is not a personal thing that people can do if they want, there is a societal need for people to die, it is integrated into the very system of the town. So how do we decide that? Are we just sentencing people to “cleanse themselves by human sacrifice” and just choose the worst criminals? That can be faulty and – again – the death penalty is something that we shouldn’t apply to society! Do we accept a willing sacrifices? Great, now that sounds like important and innocent life being taken for all the wrong reasons and can also hit someone who suffers from suicidal depression! Do we hope that our dear mistress continues her burden and selects who should die next.? That sounds like a horrible fate for Clara and also like a very unjust system. But sentencing someone to death because of a systematic need sounds incredibly unjust in the first place! Plus… you know with a highly contagious and deadly plague sometimes roaming the town, a cure doesn’t mean that nobody will die because of the plague. There still is a high lethality, personal reasons to obscure things and just a frightening time limit. Not to mention that the sandplague hurts before it kills so the pain aspect and the fear of the disease is still lingering. It sure is better then everyone contracting it and dying and the cure is a solution but… not exactly to every aspect of the disease, especially when we do not have the means to subdue it, that we have in the other two endings.
I hope that I was able to show that the endings might solve the catastrophe at hand, but all of them with a cost so huge that the specific solution can become debatable. Defeating the plague for good while saving the possibility to proceed further is really amazing, but destroying the entire old structure and killing the sick is a horrible tradeoff. Subduing the disease is definitely good, but at the cost of destroying the potential to enhance future life or even save more people in the long run and with integrating the enablement of repeating the same old mistakes doesn’t sound like a complete solution and more like turning the wheel and waiting for it to reappear at the same side (or you know… stopping it from turning all together). Preserving the town as well as its wonders is absolutely miraculous but allowing the plague to partake in this new system and requiring human sacrifice as a societal solution is a pretty dystopian thought. Again, the Artbook of classic Pathologic describes the whole scenario and its solutions as a trap. And it is! Because there is no right answer, we have to choose what we apply as a necessary evil and this is all we can do. There is no good ending we can find.
 Conclusion: The meaning of “Utopia”
So where does that leave us? And what does that have to do with the factions? Remember the quote I used at the beginning of my argument? “The first thing a principle does is killing somebody.” And we can see the effect of this with every of the factions. The rashness and costly sacrifice of the Utopian ideals is seen by the way the Kains’ act and the loss of live the Utopian solution provides. The Termites disregard of progress and the oppression that is its result can see in the way the Olgymskiys’ handle its people as well as the sacrifice of the Termite ending. The Humbles enforcement of punishment and their harsh self-reflection influences the Saburovs’ judgement and leads to their solution at the cost of constant human sacrifice in the end.
So… does this mean that there is no hope? Should we assume that all of these solutions and ideas suck and leave this whole essay this depressed? That would be a shame and also missing the mark of what Pathologic is about. It is a tragedy, that much is true, but it is definitely not without hope and humanity. Because all the examples I use have one thing in common: They are examples of the radicalization of each faction and in its sole survival against the other factions. A principle on its own might kill. But that is why there shouldn’t be only one principle. Clara is right when she reminds the other two healers that killing one part of the town of is still killing. That there is a balance that must be uphold and we can see this balance in other characters. We can see Notkin’s idealism that is still rooted in earthly matters and a deep care for his people. We can see Eva’s kindness being born of idealism combined with her will to give herself away to other people (although this also gets taken too far in the end). And there is beauty in all three ideas. Fighting against impossible odds, caring for what is right and should be maintained, watching ourselves to help your surroundings… all of this is good! And all of these things hold solutions for the other factions. When striving for progress we need to watch our own wellbeing and the negative consequences of our actions. When preserving what is old, we have to see what should be changed, where chances for progress are and we also need to look at ourselves and not only the concept we want to preserve. Looking at our own sins and self-reflection is important, but so is our own comfort and our own goals, even if they might seem outlandish at first. By applying the different ideologies on top the one we hold dear, we can balance them out.
The best ways the ideology work – the real utopia – is a balance of all three ideologies together. That means that the best state of the town is what we witness in the beginning of the game (even if I would never call that perfect either! The exportation of the kin shows as much!) But debating and changing through the reflection of all three ideologies is in my opinion how society can be driven to it’s best. Progression is useless without looking out for each other and keeping what works and helps. Preservation leads to oppression and stagnation if self-expression is forbidden. Responsibility and duty are needed but can lead to condemnation and self-destruction if it isn’t balanced out. But comfort while allowing progress. Duty while allowing self-expression. That is what can only be archived through active dialogue. This is, why this game is a trap. This is why every ending falls apart: Because we have to choose. Every end is a victory, but it also is a failure. Something has to be destroyed. And even a miracle can only work on the back of its people. But this choice is the exact reason why. Being only allowed to follow one of the factions by radicalizing all three of them at the end of the game we are not allowed to make a decision that could benefit everyone. And this is – at the end of it all – the tragedy of Pathologic.
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baddyzarc · 5 years ago
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2/7 Ruins: Legend of the Gladiator
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The next Barian ruins I wanna discuss is that of Alito. I was supposed to group Gilag and Alito since my contract says I’m legally not allowed to separate these two. But I went absolutely ham on Alito’s ruins so, uhhh, im splitting them up.
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Alito is a fascinating, fantastic character. Not only is he outwardly bisexual and genuinely a non-evil character, he’s one of the most interesting due to how the writers use him to progress the narrative of the Barian Emperors. This could be attributed to his close relationship with Yuma, and thus he’s allowed ample screen time to play his role in the story.
Alito’s ruins are located under an artificial lake in the fictional city of Spartan City located somewhere in Italy. The ruins are revealed when Alito blows up the dam and drains the water away. Judging by the presence of a colosseum and the fact that Alito was a gladiator in his past life, I’m sure this is supposed to be based on Rome’s Colosseum. Not a big shocker, but this sets up the basis for the discussion. 
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The Guardian for this Mythyrian Number found in the ruins (Number 54: Rebellious Fighter - Lion Heart) is a gladiator. This Guardian is the hardest one to decipher out of all of the Guardians. You have Mach, Ponta, Abyss, Minotaurus, Jinlon, and then a random gladiator. Each of the Guardians I listed have something to say about the Emperor it corresponds to, and I believe that the gladiator also falls into this category because of this line.
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The gladiator recognizes Alito. This confused line is also spoken by Jinlon when he first encounters Mizael, so it can be said that some of the Guardians may not immediately recognize their Emperor, but they do feel their “aura”. 
Like Jinlon, the gladiator takes a moment before realizing its attacker is Alito. After that, Alito breaks through its power and gains him to get control of the Mythyrian Number. 
The most common theory, and the one I personally believe, is that the gladiator is the prince of the legend. 
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My evidence is slim, but I think his likeness to the Mythyrian Number "Number 54: Rebellious Fighter - Lion Heart", his usage of a sword during his fight with Alito, and strong familiarity with Alito (”we’re like brothers!”) provides enough evidence. Not the best or decisive, but from what we have, I like this one the most.
Not only that, and I may be reading into this scene a little too deeply, but it looks as though the gladiator recognizes that this angry blob of hate is Alito, and under some choice of its own, it  allows itself to be taken by a Barian. Rather, the Mythyrian Number yields to a Barian. (For reference, only Nasch and Gilag came into direct contact with their Numbers; each has their own situation with Nasch’s being more complex and Gilag’s being similar to Alito). But why would something like a Mythyrian Number give itself to a Barian? I’ll get into that when I talk about the Ruins Duel later on.  
Back onto the ruins itself, when I first started this, I was truly struggling to see how the past and present are the same place. 
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Obviously they have to be the same place because that’s how the plot works, but looking at the placement of the mountains, this image of the ruins in modern Spartan City does not match the geography of the past (unless there’s a glacial retreat or something, mountains do not wear away that quickly). I assumed that the animators didn’t consider this until I found a single second that shows that these locations are the same place. The image of Yuma is a poor angle of the ruins. 
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And luckily for this shot, it gives me not only a confirmation that the geography is consistent, it also allows me to use this as an accurate frame of reference for the layout of the city.
Hold onto this information for a minute, because it is absolutely tasty.
Now that I confirm that everything is consistent, I can move onto Alito’s legend. His legend is straightforward if you discount the false memories embedded in him. Alito was a popular gladiator who was also friends with the prince. They frequently fought head-to-head and were on equal footing with each other. According to the legend, Alito and the prince were going to have a final showdown to see who comes out on top. However, the prince’s advisors were afraid that the prince would lose and damage the reputation of the country. The advisors framed Alito for murder, and despite the prince’s plead that Alito was innocent, he was executed under charges of murder. But according to Alito’s memories (or the ones altered by Don Thousand), the prince declared him guilty and was the one to call his death. Alito, being a hero adorned by many, was betrayed by his best friend and scorned by the people of the city, and this was what pushed him to Barian World. 
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(Side track: But this is one of my favorite scene of his legend. The casket-shaped shadow, the crystalline, Barian-like shape, is a prelude to his fate after being framed for murder through the works of Don Thousand. At this point, no matter what happens, only death waits for him. The bright crimson coloration not only alludes to his bloody demise but also his descension into Barian World.) 
Now, the past lives of the Barians are often mucky because it’s hard to distinguish the truth from the lie, especially since Don Thousand altered the lives of the Emperors in many different ways (memory change, influencing outsiders, personality alterations, ect. It gets disgustingly messy). But in the case of Alito, it appears to be influencing the advisors to frame Alito, and then a memory alteration to where Alito believes that the prince was against him rather than for him. Because of this, I assume the legend recounted by Gauche (aka the advisors framed Alito + the prince was for Alito’s innocence) is the truth. I believe that if Alito knew the prince thought highly of him and trusted him during the entire trial, this would’ve been enough to allow his soul to pass onto Astral World regardless of the truth.
Therefore, Alito’s resentment exists as a product of Don Thousand going into his mind and changing his perception of reality. 
And this statement is what ties his character together during this arc. 
Now, if you know anything about this blog, you oughta know that I do not believe the Barian Emperors are evil. Except Vector. Vector is evil. He is evil because he feels like it and that’s it; it makes him happy hes a freak. The rest of them act like that because they are living-beings and have some self preservation. If they do not retaliate, Astral World will literally erase them from history. Each of the Barians (vector DNI) exemplifies this concept throughout the show. They are not antagonizing Yuma because he’s the hero. They are antagonizing him because he sides with Astral, and thus he supports the side that wants them dead. (and ngl, aside from Vector, they are incredibly inept at being evil villains, just look at their accomplishments if you take Vector away, gilag ate a live racoon whoop-de-doo these guys are going extinct)  
But this isn’t what this essay is about. This is about the legend and ruins of Alito, who is the most prominent in his lack of evilness. At the beginning of Zexal Second, Durbe ordered Gilag, Alito, and Mizael to defeat Yuma and Astral. From here, these characters acted first on orders, and then on self-motivation (or not at all). Mizael followed this order before getting side-tracked with surpassing Kaito. Gilag followed this order before kinda just joining a bunch of random clubs at school and watching *looks at script* Love Live. 
Alito did not followed that order and was immediately infatuated with Kotori. And by chance BY CHANCE did he run into Yuma, before being infatuated with him too. Alito has zero drive to be evil or follow any orders. He doesn’t hate humans nor does he act on anything malicious. Even with Yuma, his drive wasn’t to defeat Astral but to duke it out with Yuma with as much passion as possible. 
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This is a stark contrast to what happens to him (and Gilag) when Vector injects their comatosed bodies with Don Thousand juice. This happens Twice. And each time, he loses his passion and becomes a genuinely evil person. He hypnotizes Gauche and makes him use the adverse effects of “Lion Heart”, he puts Kotori in danger, he wants to kill Yuma, he is filled with so much hate and rage that all the characters point out that “this isn’t the same person” they originally met. 
In essence, he became cruel by coming into recontact with Don Thousand. 
But we all know this. Don Thousand is evil while Alito is not.
So how does this prologue connect to the ruins and the Legend of the Gladiator? It has everything to do with Gauche.
Consider the geography of this again.
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Even though it doesn’t appear like it, these images reveal some information about Alito and his proxy, Gauche. Compare the geography of the mountains and the placement of ruins, look at the current location of where Gauche and Droite live in the present and Alito’s home in the past. 
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It’s the exact same place.
Neat, yes, but also consider that Alito was a hero to the children of his time and Gauche wants to be a hero to the children of his time. (“A Messenger From The Stars For The Kids”) Not only that, these two have an interesting relationship with Yuma. At first, Gauche dismissed Yuma before seeing that his unbreakable spirit makes him a worthy opponent. Same with Alito. They also get possessed by Barian powers in order to fight without their iconic fiery passion. These two characters are thoroughly similar if you can look past the surface level (also they were opponents during the Barian Onslaught arc if that counts for anything). 
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From here, we can draw direct parallels between the fate of Gauche and Alito. 
On a historical note, I assume that Alito is not from Spartan City. Most gladiators in real life consisted of slaves, prisoners of war, or criminals, and if you consider the “Alito’s Theme” soundtrack and his “Farewell, My Friend” soundtrack (which I believe only plays after he frees Gilag from Don’s curse, but correct me if I’m wrong, also these are two of my favorite soundtracks), it sounds like it has vaguely Spanish origins to it. (again, correct me if im wrong, im not good at cultural interpretation of music)
The theory I accept is that Alito was a prisoner of war for some other country, say modern-day Spain. Gladiators in real life, if popular enough, can win back their freedom, and I assume Alito’s charisma, passion, and strength won him the favor of the public and the prince along with his freedom. He still fought, of course, but this may be due to his drive to keep fighting. 
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Unlike Alito, Gauche is a native to Spartan City, but he started in the similar wrungs as Alito, although not like, slavery. He was an orphan living in the streets with Droite, and he also used his charisma, passion, and strength to rise as the Dueling Champion of Spartan City. 
Both of these characters are champions of their respective times, but Alito got decapitated while Gauche did not (so far). If Don did not interfere, Alito might’ve received a happy ending like Gauche.
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This connection doesn’t go much further until we get into the Ruins Duel with Alito/Gauche vs. Yuma/Droite. And this duel is what I think storytelling through duels should be like.
Earlier, I talked about how the Guardian allows Alito to gain control of the Number. I do not think this is a fluke on the Numbers part. Mythyrian Numbers are the antithesis to Over-Hundred Numbers, and the only way to break the spell of Don Thousand is to use a Mythyrian Number. I believe that the Guardian saw that Alito was under Donny’s influence, and thus gave him the Mythyrian Number in hopes of snapping him out of it. 
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This happens with Gilag too, where Ponta hands him the Mythyrian Number before swapping into his body (as well as Ryouga but this was before he was declared an Emperor, and i will get to this when i cover him). The only other Emperor who got close to his Mythyrian card but didn’t touch it was Vector, who made Black Mist deal with it; that said, I wonder what would’ve happened if Vector reconnected with his Mythyrian? 
Back to duel, will you believe me when I say that the actions of this duel tells the story of the Barian Emperors? Maybe, maybe not.
But I do not think it’s a coincidence that Alito is the only Barian that participates in the Mythyrian Numbers duels (mr. Ryouga and ms. Rio do not count for obvious reasons) nor is it that he fights under the full influence of Don Thousand. 
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There is a lot that happens in the duel under the text, but the overall message of the duel is the rekindling of the original self. This is in opposition to Gauche and Alito, who lost their true spirits after being possessed. In contrast, Yuma and Droite duel with as much, if not more, passion than ever before. 
The duel, although not spectacular in terms on the plays made, has a lot of interesting imaginary that I appreciate so much. 
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I think this scene is the most lovely of this entire duel: a fearsome lion and a tender butterfly facing off against one another. The butterfly is able to move the heart of the lion, and Gache returns to his original soul with Droite’s unyielding passion alone. He isn’t freed, but this action opens the door to his heart. 
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Droite’s actions mimics the flow of Yuma returning Alito to his original soul. Instead of responding to his hate-filled dueling with a similar stance, Yuma duels with relentless passion, summoning out “Heroic Champion - Excalibur” and letting in face off against “Number 54: Rebellious Fighter - Lion Heart”. This is enough to save Alito from Don Thousand’s spell.
Furthermore, I feel as though this entire duel is closure for Alito’s past life whether he realizes it or not. As you know, Alito and the prince never had their final match due to Don Thousand’s interference. This duel concludes their fight and put the souls of both parties to rest (figuratively speaking). 
As the duel picks up, the stadium comes to life with the spirits of the spectators. They cheer for the duelists as the fight gets more and more intense. It’s as though the characters are thrown into the past.
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The final move of the duel is what gives this “Legend of the Gladiator” the closure it deserves while presenting an amazing end to the narrative of Alito and Gauche. 
As Gauche and Yuma duke it out with “Lion Heart” and “Excalibur”, two monsters that are passionately battling one another, Alito interferes with “Cheat Commissioner”. This is no different than when the advisors cheated in order to murder Alito, thus preventing the final match from commencing. The strength of “Number 54: Rebellious Fighter - Lion Heart” and “Heroic Champion - Excalibur” was able to overcome “Cheat Commissioner” and as a result, Alito is instantly knocked out rather than Yuma or Gauche. 
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Alito’s Mythyrian Number and Gauche’s former ace—their passionate souls working together to defeat a common foe, freeing their masters and returning them to their original self.
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The presence of “Lion Heart” and the knockout of Alito’s “Cheat Commissioner” (or Don Thousand’s interference with Alito and the prince in the past) was enough for Alito to shake off Don Thousand’s control and revert back to his original personality. He’s confused and baffled as his memories as a human flood into him, but he quickly retreats back to Barian World. 
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A similar outcome happened when Yuma faced off against the gladiator version of Michael, who is a character who shares many similar traits with Alito. I talked about this before and I rather post this here than rewrite a decent explanation of my thoughts. 
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Yuma was able to free Michael of his hateful and rage-filled state like how he did it during this duel with Alito and their final encounter. 
But from the contents of this duel alone, it is revealed that Don Thousand has the ability to alter the Emperors’ minds; he can also influence even the kindest Barian to act cruel and sadistic. It demonstrates that enough passion and force from their Mythyrian Number is enough for them to shake off the control—if only a little bit—and return them to their true nature. It also cements that the true memories of the Barian Emperors are suppressed and hidden from them, and they are the heroes we suspect they are, but unknown (but probably Don Thousand-based) circumstances sent them to Barian World without their consent.
You can take all of this was a grain of salt or say im looking too deep into it but,
This is what I mean when I said “story-telling through duels” should be something like this. There shouldn’t be a character in the background recounting what’s happening below the subsurface. Seeing a battle between a lion and butterfly, or the knockout of “Cheat Commissioner” through Alito’s Mythyrian Monster and Gauche’s original ace monster, or the awakening of the spectators to cheer for Alito—this should be left for the audience to dissect. I’m not gonna say this is my favorite duel or the plays are amazing, but I truly appreciate the story it shows without the characters looking at the camera and expositioning what this means. 
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This analysis is long enough as it is, but I want to end it by talking about “Number 54: Rebellious Fighter - Lion Heart” and and “Number 105: Burning Knuckler - Cestus the Meteor”. They’re both based on fighting, which fits Alito’s personality. These monsters (as well as Vector’s) are unique in that they are the only ones that swap attributes between the Mythyrian and Over-Hundred Numbers. “Lion Heart'' is an Earth Monster while Cestus is a Fire Monster. I’m actually quite stumped on this decision. Lion Heart looks like it should be a Fire Monster based on the colors of its design, the fiery background, and fiery spirit it uses to keep fighting even after death.
However, despite this, I think it’s a cool idea that the Over-Hundred is a Fire Monster. According to the legend, the gladiator is said to “still wander the ruins of the Colosseum” because he “... regrets… not being able to finish his fight with his rival”. 
To “seal the wandering spirit of the unappeased gladiator” the Colosseum was submerged underwater. 
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Water suppresses the flames that Don Thousand forced into Alito, and as the water drains away, revealing the earth beneath it, after a thousand years, the lost gladiator wanders through the ancient ruins of the Colosseum once more. And through the cheers and hollers of the spirits that transcends time, the champion and lion partake in their final showdown. With the conclusion of the intense battle, the bantering of the spirits fade away in the glow of rising sun, and gladiator of the legend is liberated.
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qm-vox · 5 years ago
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Let The World Never Falter - Playing Paladins in D&D
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(Pictured: Anastasia Luxan, Knight of the Tainted Cup, one of only two people in her friend group that are not evil-aligned. Her wife Aisling is not the other good-aligned person. Characters are from my novel Mourners: Scum of Shatterdown; art credit goes to J.D)
Paladins are one of Dungeons and Dragons’ most striking, and most controversial, character classes. Few character classes and character concepts capture the imagination as quickly or start arguments of such ferocity. I’ve been in this game awhile - I remember when D&D 3e was released - and paladins have been one of my most loved and most hated parts of D&D and its legacy systems that entire time. So here I am again, about to write a long-ass article offerin’ my perspective on paladins through the ages (hopefully highlighting the strongest parts of each vision of them), talk about their pitfalls and problematic elements, and offer some advice on bringing your own paladin to life.
While this article draws on my long experience with D&D and will be citing specific sources, it would not be possible without the help of some other people in my life. I mention Afroakuma a lot in the context of D&D, and our friendship has once again been invaluable here. @a-world-unmasked , also one of my oldest friends, has long been a source of ethical discussion and debate, especially about thorny questions of justice & mercy, amends, redemption, and punishment, and provided information on D&D 4e’s paladins and paladin-like classes. SSG Jacob Karpel, United States Army, brought a Jewish perspective on paladins and their themes into my life and has borne questions of faith, dogma, and tradition with remarkable enthusiasm and patience. @swiftactionrecovery provided further perspective on D&D 4e, and her current paladin (”paladin”; it’s complicated), Aurora, is a great example of a non-traditional take that is at the same time very on-brand. Emerald has long provided the service of beating my ass when I start getting stupid about my own values and beliefs, and @ahr42p‘s fascination with fantasy ethics has informed a lot of my own thoughts on the same. None of this would be possible without you folks.
This article’s title is drawn from Maverick Hunter Quest, written by Cain Labs & Hunter Command. It appears as the motto of the 10th Urban Unit; dedicated soldiers whose specialty was preserving lives, preventing collateral damage, and steering disasters away from the innocent.
None of my articles are quite complete without Content Warnings; the following will contain mentions and descriptions of violence (including state-sanctioned violence such as executions), mentions of high crimes such as slavery and forced conversion, discussion of religion in both fictional and non-fictional contexts, and discussion of fascism and fascist ideology. It is also the end result of more than 20 years of both passionate love for paladins and equally passionate hatred of the same. If you’re wondering what some of that has to do with paladins...well, you’re in for a ride.
So, without further ado, let’s get into...
The Order Of The Kitchen Table - Paladins Through D&D’s History
I hope you like walls of text because I am about to fuck you up with some.
D&D and Pathfinder have a long history with paladins, and they’ve changed a lot through the ages. The following is an overview of the different editions of paladins, what each introduced, and their strengths & weaknesses as a vision of paladinhood. Though the advice in this article is weighted towards 3.PF and 5e, it should in theory be applicable to any of these editions; I should also note that while Pathfinder 2e has its own version of paladins, I am not familiar enough with its vision of paladins to be able to speak on it in good faith. Let’s start with the oldest first, shall we?
AD&D 1e & 2e: Rise A Knight - 1e and 2e were fucking wild. The original incarnation of the paladin showed up as a sub-class of the cavalier, a warrior-group class which had an aura of courage, rode a horse, and had other ‘knightly’ abilities. Paladins had to be a cut above and beyond cavaliers, but unless they also violated the code of the cavaliers in addition to the paladin code, they would become cavaliers when they Fell rather than fighters, which was a bit of a better spot to be in. These paladins were very specifically part of the military arm of a feudal state, with all that entails, and had restrictions on what they could wear and what weapons they could use that were rooted in their social status. In point of fact, in 1e? Paladins couldn’t use missile weapons at all; bows, crossbows, and their kin were for “peasants”. These paladins had to tithe 10% of all income to a ‘worthy’ institution (usually a Lawful Good church of some kind, but other examples include hospitals, charitable initiatives, orphanages, and monasteries), had sharp limits on how many magical items they could own & of what kind, and were beholden to a strict code of conduct rooted in medieval feudalism & romantic ideals of chivalry. While the very original paladin had many of the iconic powers associated with them today (laying on hands, curing disease, an affinity for holy swords), it was not until AD&D 1e proper that paladins developed the ability to cast spells for themselves.
AD&D 2e’s vision of paladins was similar in many ways; they had the same powers, similar ability score requirements, and were similarly rare and elite. They had wealth limits, had to tithe from their income, could only own certain numbers and kinds of magical items, and had to be of Lawful Good alignment. Where things get interestingly different here is who becomes a paladin, and why. In both editions, only humans could be paladins, but where 1e required paladins to be drawn from or else become nobility (because they were derived from cavalier, which was all about status), 2e opened up many origins for paladins. The majority of these can be found in The Complete Paladin’s Handbook, just under 130 pages of nothing but paladins. Reading that book is a fucking trip; it was published in 1994, and while I am not gonna pretend that it’s woke or unproblematic, it has some stunningly modern takes. Do you expect to open up an old D&D supplement about paladins and find it defending poly relationships as valid? NEITHER DID I.
It’s important to note that in both of these editions, paladins lacked magical avenues of attack entirely; Smite Evil was a later invention, and paladin spells, in addition to coming online late in their career (9th level), were sharply restricted to a specific list that included no offensive magic whatsoever. Therefore, any paladin origin had to explain from whence one’s martial skills came, since you are in many ways a warrior more than anything else. There’s some expected ones; religious patronage, which ignores social status but requires an organized church that’s permitted to raise men under arms. Government sponsorship, generally conducted in urban areas where you can actually retain recruiters. Inherited title, if you wanna run a paladin that really hates Mom for forcing them into this. Mentors, for running paladins that are just straight-up shonen protagonists, and my personal favorite, DIVINE INTERVENTION, where one day your god starts talking to you but instead of filling your soul with martial skill she makes you sew training weights into your clothes and miraculously makes a bear live in your house so you can learn courage. It’s fucking amazing.
From those origins, anyone who manages to swear their oath and become invested with the power is essentially part of the nobility from then on; paladinhood marks them as an exemplar of noble ideals, which even in a non-romanticized culture sorta grabs the bluebloods by the short hairs. It’s a bit hard to argue divine right if you try to throw the embodiment of your supposed ideals out of your house. Since these paladins were often, though not necessarily, members of militant organizations they were generally expected to have superiors to whom they answer, a chain of command of which they are part, and to eventually construct a stronghold of some kind and put its services at the disposal of that organization in addition to utilizing it to serve the needy and defend the weak. 2e was a lawless and strange time in D&D, in which building such a stronghold and hiring followers was a class feature of warrior-group classes, and one of the paladin’s key benefits was the opportunity, but not the promise, to acquire some manner of holy sword, which which she gained powerful protections against evil that let her stand toe-to-toe with powerful spellcasters.
Tying all of this together was an in-depth exploration of the most complex and probably the most nuanced code published for paladins in any edition. Though the default was a rigid and inflexible code which defined acceptable behavior, associations, and even employees for the paladin, The Complete Paladin’s Handbook introduced an alternate method of handling code violations that ranked infractions by their severity & intent, and assigned penalties accordingly. Was it perfect? No. Not even a little. The Code was, is, and probably forever will be the most trash part of paladin. But it was a damn sight better than basically any incarnation before it, and most of them after. This code was broken down into (in order of importance), Strictures, Edicts, and Virtues. Strictures are the things a paladin must do and have simply to be a paladin; they must be Lawful Good, they must tithe to a worthy institution, they must abide by their wealth limits, and they must not associate (here meaning ‘serve, be friends with, or knowingly hire’) with evil people. Edicts are the commands of those to whom the paladin is sworn to obey; often this will be a church, a government, or both, but a paladin might instead or also swear to obey edicts given by their family, their mentor, their secular philosophy, or even their wider culture. Military commands and orders are edicts, but so are daily practices such as keeping a kosher diet, maintaining a family burial ground, or obeying a system of formal etiquette. A paladin freely chooses the source of her edicts, but once she’s sworn to obey she cannot selectively turn down a given edict unless it would conflict with one of her Strictures (for instance, if her king orders her to beat a helpless prisoner) or with a ‘higher’ source of Edicts (in general, a paladins religion or philosophy takes precedence over her liege or mentor, who in turn takes precedence over family or culture).
Virtues are where we get real interesting. Lemme quote The Complete Paladin’s Handbook, page 32:
Virtues are traits exemplifying the highest standards of morality, decency, and duty. They comprise the paladin’s personal code. Although not specifically detailed in the PH definition of a paladin, a paladin’s virtues are implied by his strictures as well as his outlook, role, and personality. Just as a paladin must obey his strictures, he must also remain true to his virtues.
Though most paladins adhere to all of the virtues described below, exceptions are possible. For instance, a paladin from a primitive society may be so unfamiliar with civilized etiquette that including courtesy as part of his ethos would be unreasonable. All adjustments must be cleared by the DM at the outset of a paladin’s career.
No system was attached to virtue ‘violations’, because they weren’t oaths to keep as such. Rather, virtues represented commitments to a paladin’s ideals and worldviews; they were the behaviors and values which someone serious about being a paladin would live by because that’s the kind of person they are. They were very Christian and very European in nature, tied up in Catholic ideas of knighthood from which paladins as a class were originally drawn, but there’s definitely a point to be made here. If you don’t walk your talk, can you call yourself a paragon? We’re gonna get into this specific topic more later in the article, when I start discussing other the virtues extolled by other kinds of warriors, but the ones listed and expanded on in this book are as follows:
Fealty - A paladin swears loyalty and service to, at minimum, a faith or philosophy that is lawful good in nature. This forms the foundation of her convictions and informs the kind of good she tries to do in the world. A paladin remains conscious of the fact that she is seen as an embodiment of those ideals, takes joy in her service, and pays respect to those to whom she has sworn her troth. Notably, this is not classic feudal fealty; a paladin swears service to institutions, not people, with some exceptions (generally in the form of paladins who swear fealty to their mentors).
Courtesy - Paladins strive to show respect by following social customs, being polite and well-mannered, and treating even enemies with dignity. A paladin responds to insults with grace, considers the feelings of others, and does not stoop to insults or slander. Remember the Kingsmen gentleman rules? That. This is just that.
Honesty - A paladin speaks the truth as she knows it. She is free to withhold information (especially from enemies), and may state that she would prefer not to answer when asked questions - or that she is ordered, enjoined, or otherwise required not to answer, if that is the truth - but does not intentionally mislead or deceive others. If you ask your paladin friend a question and they say they would rather not answer, think real hard about how bad you want their opinion.
Valor - Paladins display courage in battle. Given a choice between many enemies, a paladin chooses the most dangerous. If someone has to take a risk to defend the innocent, cover a retreat, or ensure the success of the mission, the paladin volunteers for that risk. A paladin only retreats from battle to fulfill a higher part of her ethos.
Honor - A paladin conducts herself with integrity even when no one is watching or when it is of no benefit to herself. She shows mercy, refuses to inflict undue suffering even on such wretched beings as demons, does not cheat or cut corners, and does not compromise her principles. The description of the virtue of honor contains the rawest line in the entire book: “It is an admirable act to comfort a dying friend, but an act of honor to comfort a dying enemy.”
The above are the ‘universal’ virtues a paladin is meant to embody. The book briefly touches on the idea that a paladin might also choose to uphold other virtues and work them into her Code of Ennoblement, the ceremony by which she is invested with the power of a paladin...or isn’t. The sample ‘bonus’ virtues provided are humility, chastity, celibacy, and my absolute favorite, industry, in which you swear to have no chill at all, ever, until the day you finally die, and instead spend all of your waking moments in some effort of self-improvement or work such as reading, building houses for the needy, repairing tools & equipment, and otherwise being completely incompetent in the art of self-care. It’s great, I absolutely love it.
Together, this code and the paladin’s abilities present a vision of classical knighthood, something like, oh...
https://www.youtube.com/watch?v=35GUTY_Gr14
That. A defender and paragon of medieval virtues, who lives to help others.
“Alright Vox, surely you’re reaching the end of AD&D 2e now?” you ask. “We’ve been through the mechanics, we’ve been through the vision of paladins as members of feudal states who are figuratively and legally ennobled by righteousness, we’ve even gone into more detail about the code than was strictly necessary. 3e time right?” AFRAID NOT, MY WILD RIDE DOES NOT END. AD&D 2e didn’t have feats, didn’t really have spell selection in this context, and while it had a sort of skill system (the Proficiency system, greatly utilized and suggested by The Complete Paladin’s Handbook) that was hardly a way to make one paladin feel mechanically distinct from others. So how did players do that? Ability score rolls and loot drops?
Nope! We had Kits.
Kits modify a class or multiclass combo (not relevant to this article, but as a f’rinstance, the original Bladesinger was an elf-only Fighter/Mage kit found in The Complete Book of Elves); they give it additional features and additional restrictions. They could, but did not always, have ability score requirements above and beyond the typical ones for their class, and they might also have backstory or roleplaying requirements. A kit might who your character is in the society of the game world, the abilities they brought to the adventuring party, or both. Like Pathfinder’s Archetypes, some kits would strip abilities from the standard class, but not all of them did so.
So what did paladin kits do? In short, they changed the kind of knight you were. An Errant, for instance, is kept on a long leash by their liege and does not often have to fulfill edicts - but in exchange, she’s on her own and cannot expect funding from the state. Ghosthunters, who specialize in the destruction of the undead, gain the power to dispel evil, immunity to paralysis, turn undead just as well as a cleric does, and get access to a holy sword a minimum of 2 levels earlier - but they can’t lay hands, cure disease, cast priest spells, or enjoy immunity to disease. Inquisitors (I know) are paladins who see magic as a good and benevolent force, which is corrupted - profaned, even - by the practice of evil magic; they’re similar to ghosthunters in a lot of ways, but also represent an organized philosophy. The Complete Paladin’s Handbook has 22 pages of kits for standard paladin alone, which you can mix and match to create your own unique take on the concept, plus information on “demi-paladins” - non-human fighter/clerics who slowly gain paladin powers in addition to their own. This was back in the day when certain races just could not be good at certain classes due to level restrictions or being unable to take those classes in the first place, but here was the first glimmer of D&D confronting some of its own bullshit; before this book, the implication was that no non-human race was moral enough to be a paladin.
There’s so much more in this book but I’m not gonna get into all of it or this article’s just gonna be a review of one supplement; if you can get your hands on a PDF or even a hard copy, I highly suggest it as a read. It’s not that I endorse its vision for paladins as being the best or as being objectively correct, because I don’t; the potential of paladins is much broader than this narrow vision of Christian feudalism. It’s that no other book, before or after, has paid such loving attention to who paladins are in the game world, including thought given to details like their mortality rate (paladins that manage to survive to 40 are forcibly retired in the hopes that they can teach the youngbloods to do the same), the economics of knighthood, meta-commentary about how the class’s aesthetic and presentation is built to enhance themes about the game and the setting, and even a chapter on weaving faith into your game world and thinking about your paladin’s relationship to her own. The great strength of AD&D 2e’s paladins is that they, more than any others, have this loving care devoted to them that makes them feel like a real part of the worlds in which they live, and their great weakness is a vision that is more narrow than it wanted to be. You can see the author grasping for something broader, something more inclusive, only for it to slip between his fingers.
D&D 3.5: Up From The Gutter - Ah, D&D 3.5, the demon that will not die. This game spawned a million spin-offs and heartbreakers, love for it contributed to the rise of Pathfinder, and it remains incredibly popular and played. It’s also garbage, but c’est la vie, c’est la morte. Its vision of paladin is not as detailed as AD&D 2e’s was, and its main innovations were mechanical in nature. However, 3.5 did offer some in-depth explorations on what it means to be Good-aligned that previous editions did not, and given the context that’s about to be important to talk about.
3.5′s vision of paladin mechanics was remarkably similar to 2e’s, with the most notable change being race selection (anyone can now be a paladin as long as they’re Lawful Good) and the addition of Smite Evil, which can be used a certain number of times per day to gain more accuracy and damage when attacking evil-aligned creatures. Paladins are still warriors, they still cure disease, lay on hands, detect evil, and own a horse; in other words, they barely changed. Unfortunately, the game changed, and this left paladins high and dry. I’m not gonna mince words: for most of 3.5′s run, paladins lagged so far behind in terms of combat prowess, skill selection, and general utility that they were essentially unplayable, including and in some ways especially against classic foes such as demons and dragons.
I’m not gonna get into why, because that is a separate and much angrier article that will spark a lot of controversy due to people who run their ignorant mouths like they know what the fuck they’re talking about, not that I’m bitter. The relevant part of this is that over 3.5′s run, paladin did in fact slowly improve. The Serenity feat, published in Dragon 306, (and much more easily available to you in Dragon Compendium) helped clean up the dizzying amount of attributes upon which they were dependent. Battle Blessing (Champions of Valor) made it easier to incorporate their native spellcasting into their play (though nothing ever quite solved their sharply limited spell slots), and Sword of the Arcane Order (Champions of Valor again) both opened up an alternate vision of paladins as a different kind of magical knight & offered broader utility in paladin’s spell list. The Prestige Paladin in Unearthed Arcana converted paladin from a base class to a prestige class, which let you build it off of more mechanically viable classes - further enhancing your ability to customize your paladin, especially since as a PrC you could stop taking Prestige Paladin at any time you felt you were sufficiently knightly. Access to these and other options eventually made paladin, if not good, at least viable, able to be played in most campaigns and pre-made adventures without undue worry or getting chumped out of basic encounters.
In all of their forms, these paladins still had a code. Observe:
Code of Conduct
A paladin must be of lawful good alignment and loses all class abilities if she ever willingly commits an evil act.
Additionally, a paladin’s code requires that she respect legitimate authority, act with honor (not lying, not cheating, not using poison, and so forth), help those in need (provided they do not use the help for evil or chaotic ends), and punish those who harm or threaten innocents.
Associates
While she may adventure with characters of any good or neutral alignment, a paladin will never knowingly associate with evil characters, nor will she continue an association with someone who consistently offends her moral code. A paladin may accept only henchmen, followers, or cohorts who are lawful good.
Ex-Paladins
A paladin who ceases to be lawful good, who willfully commits an evil act, or who grossly violates the code of conduct loses all paladin spells and abilities (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.
Like a member of any other class, a paladin may be a multiclass character, but multiclass paladins face a special restriction. A paladin who gains a level in any class other than paladin may never again raise her paladin level, though she retains all her paladin abilities.
You know all the horror stories you’ve read of DMs maliciously making paladins Fall, or miscommunications in groups leading to alignment arguments? The ones about youth-pastor paladin characters sucking all the fun out of a party? Meet the culprit. 3.5 did not have The Complete Paladin’s Handbook’s discussion on same-paging with your group to prevent these problems, and this vague code wording paired with immediate and extreme consequences didn’t do it any favors. That’s not to say that this code is unworkable, exactly, but trying to sit down and agree with 4-6 other adults on what ‘gross violations’ actually means is essentially the world’s shittiest round of Apples to Apples and your reward for it is resenting the character you just built.
And that’s the paladin part, which means we have to get into the “being good-aligned” part. Lemme tell you about Book of Exalted Deeds, a historically significant garbage fire of a book that is somehow both the best supplement released about Good and the worst supplement released about Good at the same time.
For those of you with the fortune to have never played 3.5, its books are like that a lot.
So, bad parts first: all the mechanics. Just all of them. The prestige classes? Bad. The feats? Generally bad. The redemption rules revolving around Diplomacy? Sloppy. Magic items? Bad. Spells? Look up an online discussion about sanctify the wicked and then get back to me on that one; they’re bad too. Ravages and afflictions (good-aligned poisons and diseases) were a bad idea that were also a case of stunning hypocrisy from a book whose stance was that dealing ability score damage is ‘needless cruelty’. Even the write-ups for the planar NPCs kinda make them into these basic bitch pushovers, which, you guessed it, is bad. There’s a lot to say against this book and you can find someone saying it in most open web forums if you want to take a journey into the godawful design of the liminal space between 3.0 and 3.5.
But the good stuff was real good. D&D had/has long been stalked by ‘ethical dilemmas’ such as the so-called Goblin Baby Problem, where players would ask if it’s good to let goblin children live since they would only grow up to become goblin adults. Book of Exalted Deeds was the first D&D publication to make a hard stance against racial genocide (hell of a sentence, I know), and it doubled down on The Complete Paladin Handbook’s implied stance that all forms of romance and sexuality are valid as long as they’re between consenting adults that respect one another. BoED strove to define Good not just as the avoidance of evil (”The utter avoidance of evil is, at best, neutral.”) but as actively striving to respect life, practice altruism, and make the world a better and more just place. While its take on ideas like forgiveness, redemption, and justice were not necessarily perfect, it went out of its way to try to offer nuanced takes on those ideas and to note emphatically that practices such as slavery and racism do not become good just because certain historical cultures thought they were at the time.
The other notable thing that Book of Exalted Deeds did for the idea of a Good alignment was firmly state on the record that NG and CG are just as valid and Good as LG is. The existence of paladins and their alignment-locked nature had long implied that Lawful Good was the “best” Good, or the “most” Good, but Book of Exalted Deeds didn’t just introduce material for characters that were paragons of other Good alignments, it provided examples of such characters in action. D&D is still somewhat stalked by that “Law is Good and Good is Lawful” problem, but BoED and other books in its niche (notably including Heroes of Horror - I know, it doesn’t sound like it but trust me - and Champions of Valor) helped push back against that problem and open the floor to other heroes.
I wouldn’t be wholly done talking about 3.5 paladins without mentioning Unearthed Arcana, which introduced the paladin of freedom (CG), paladin of tyranny (LE), and paladin of slaughter (CE). Their hearts were in the right place here, but all three of them were...better ideas than executions, as it were, without much to talk about for them. Still, they make good examples of 3.5′s great strength in paladins: breadth of concept. Ideas that were previously impossible as paladins became commonplace, including paladin-like characters who were not members of the class and which I would absolutely consider paladins myself. It didn’t stick the landing on the mechanics, but that’s just 3.5 for you; if you weren’t a dedicated spellcaster, chances are you were gonna have some manner of bad time. This idea of paladins from all walks of life, from all levels of society and all peoples, has become a cherished part of the popular conception of paladins and it absolutely should be brought forward to other editions.
Which, honestly? It was.
Pathfinder 1e: Two Steps Forward, One Step Back - Pathfinder 1e’s baseline paladin release was essentially 3.5′s in many ways. The key mechanical differences were a revamped Smite Evil (which finally made it effective against its intended targets), the aura line of abilities that begin adding additional effects beyond Aura of Courage at 8th level and up, and Mercies - riders for the paladin’s Lay on Hands ability that cause it to also cure status effects, which in turn greatly enhances the paladin’s utility as a support class. Pathfinder also cleaned up some of 3.5′s attribute problems by orienting all of paladin’s magical abilities to Charisma instead of splitting between Wisdom and Charisma. Another small but significant note is the alteration from ‘gross’ violations of the code to any violation of the code. “Gee Vox, that doesn’t sound like it would really help code problems,” you say, to which I reply: it absolutely fucking did not.
Once we leave core, we get quite a few quality-of-life improvements. Though Pathfinder 1e lacks Battle Blessing, it replicates some of its effects by having many swift-action spells in-house for paladin, notably including the Litany line. Pathfinder’s archetype system for class customization offers options for the paladin that further customize its concept, though on the balance it’s harder to mix and match archs than it was to do so with kits. Archetypes always trade something, so in taking an arch you will lose some part of the base paladin kit and gain something which replaces it.
Narratively, things get more specific outside of core as well. Paizo’s one-and-only setting, Golarion, is one in which paladins must swear fealty to a specific god they serve above all others, and their power is derived directly from that god, who can grant or withhold it as they see fit. These gods (generally LN, LG, or NG in alignment, though certain specific CG deities sponsor paladins who must still be LG themselves) offer their own codes of conduct, which their paladins must follow. A paladin may be obligated to oppose ‘heresy’ as vigorously as chaos or evil, which is an awkward fucking feel, and paladins in Golarion’s setting can be found working for organizations such as the Hellknights, or in the armed forces of nations that practice slavery and forced conversion. That’s not to imply that they’re not also depicted in unambiguously good contexts, but when it comes to establishing paladins (or, well...anyone...) as good-aligned people Paizo has a bad habit of dropping the ball.
Like 3.5, the great strength of the Pathfinder 1e paladin is customization, and in this case a more solid mechanical base in comparison to the rest of the game. Pathfinder similarly flounders in that its vision of paladins is narrow and not fully realized in the game world.
Discussion of Pathfinder 1e’s paladin wouldn’t be complete without mentioning the Anti-Paladin, the only “alternate class” to see mechanical support beyond its initial publication. Baseline anti-paladins must be chaotic evil and have abilities that are the inverse of the baseline paladin; similarly, anti-paladin has archetypes available that change it to different kinds and methods of evil. It has its fans, and in terms of playability it’s as good, if not a little better, than paladin, but on the whole I tend to break on the side of thinking that Good and Evil are not mirror images of one another, and thus an anti-paladin is inappropriate as an idea. At least, one done in this way, as an explicit reaction to a supposed paragon of virtue, as things are about to get real interesting in...
D&D 4e: The Knight Unshackled - D&D 4e built off of the foundations laid down by the Book of Exalted Deeds and Unearthed Arcana by completely removing all alignment restrictions from both paladin and its counterpart class, blackguard. This section will also need to talk about cousin classes to paladin; specifically, the Avenger and the Invoker. Let’s start from the top, shall we?
Paladins in 4e are predicament dommes defenders; they use their abilities to place Marks on enemies, who then suffer damage if they choose to engage someone other than the paladin (all defenders in 4e force choices of a similar nature, though the penalty for failing to make the ‘right’ choice is not necessarily damage). In 4e, paladins are not granted their power by gods, nor are they empowered by their faith in righteousness alone; in point of fact, 4e paladins have no restrictions on their alignment whatsoever and are the first paladins to be open in this way. Instead, a paladin in D&D 4e is invested with power in rites kept secret by individual churches. Once invested, that’s it, no take-backs; the paladin remains a paladin even if they forsake that church entirely. The other classes I’m gonna talk about - avenger, blackguard, and invoker - are similarly invested, with invoker being the exception in how they get invested, but not in their no-takebacks status.
So, what powers a paladin after that investiture? Virtue; specifically, caring about others in some way. An LG paladin empowered by their belief in justice might be a classic knight in shining armor, defending her allies in righteousness’s name, but an LE paladin empowered by the same virtue might easily turn totalitarian, determined to establish justice no matter who has to suffer and die. In this model, evil-aligned paladins are those who care too much about something, to the point where they trample and harm others to see it fulfilled.
Paladin’s inverse, blackguard, is a striker class focused on direct damage. They gain their power through vice, inward-facing desires such as greed, selfishness, lust, or five pounds of nachos in one meal (don’t @ me). Blackguards are also not restricted by alignment. A classically selfish blackguard, out for their own power and safety, might be an amoral mercenary who kills because they can’t be bothered not to, but a good-aligned blackguard who’s selfish is, well, Tiffany Aching: protecting the world because it’s her world and how dare you fucking touch it.
Avengers have more in common with barbarians than paladins, but are notable here for their commonalities with paladin as a divine warrior concept, and also for having bones in with the later Oath of Vengeance concept in D&D 5e. Avengers are invested to smite the enemies of their church; they tap into their power by swearing an oath against specific enemies, and then dissociate until those enemies in particular are dead at their feet. Are you really into Alexander Anderson from Hellsing? Do you want to explore the terrible consequences of power, consequences that might not have been clear when you signed up to become an avenger? This could be for you.
Lastly we have invokers, the odd duck out. They are ranged controllers who fight with pure divine power. Invokers are created directly by gods, but unlike the previous three have no associations with churches; instead, their job is to look out for threats to all of existence and make sure that they don’t happen. Even evil-aligned gods create and tend to respect invokers, because you can’t conquer the world and rule it as its Dread Master if there’s no world left to rule. Because invokers are invested by gods directly, they tend to have a lot in common with the divine intervention paladin origin mentioned waaaaay up there in the 2e section; you’re minding your own business when one day God goes “TIME TO LEARN HOW TO SAVE THE WORLD” and that’s just your life now.
D&D 4e’s paladins and paladin-like classes fully realize the breadth of concepts and characters that paladins could fulfill; they offer intriguing possibilities for roleplaying, engaging character and plot hooks, and mechanically distinct interpretations of divine power. In unshackling paladins from alignment, 4e opens them up to questions of heroism, conviction, and belief that were in many ways previously closed, especially because paladins in other editions were often made to Fall for asking those questions. Their big weakness is, well, being in 4e. It’s not that D&D 4e is a bad game - in many ways it’s the most honest edition of D&D, and certainly the most tightly-designed - but rather that 4e’s context is highly specific. It can be hard to find players or DMs familiar with it, might be frustrating to gain access to its books, and once you do adapting its material requires significant narrative changes if you remove it from the context of the Points of Light setting.
D&D 5e: This I Vow - D&D 5e’s paladin is, in many ways, a combination of and refinement upon previous elements. Like 4e’s, it is not restricted by alignment (though the three Oaths in core do suggest particular alignments). Like 3.5′s paladin, it combines magical power with martial skill, though 5e’s paladin is both more overtly magical and gains access to better spells, faster, than its predecessor. Though the paladin gains some warrior-type abilities (notably including their choice of Fighting Style and the Extra Attack feature), the majority of their abilities are supernatural in nature, including Lay On Hands (in the form of a pool of hit points that can also be expended to remove poisons and diseases), immunity to disease, an array of defensive and utility spells (as well as the Smite line for bursts of damage), a Divine Smite that trades spells for damage directly, and native auras that protect the paladin’s allies as well as herself. Their defining feature, however, is the Oath they select at third level, which defines what sort of paladin they are.
Your selection of Sacred Oath nets your paladin 2 utility abilities at 3rd level, an additional aura at 7th, a strong upgrade of some kind at 15th, and a capstone at 20th that neither you nor any other living being will ever see because 5e campaigns barely get to 14th, God forbid 20th. Each Oath also provides a set of tenets that you are meant to live up to, but unlike previous incarnations of a Code of Conduct 5e’s relationship to these tenets is more...human. The following passage is from the Player’s Handbook, page 83 (”Creating A Paladin”):
As guardians against the forces of wickedness, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct yourself before gods and mortals. Your oath and alignment might be in harmony, or your oath might represent standards of behavior you have not yet attained.
Emphasis mine.
The baseline assumption for 5e’s paladins are believers in righteousness, whose faith in virtue empowers them to protect the weak, but more than any other edition, 5e recognizes that paladins are still people, who have flaws, strengths, and ambitions. Its Background system helps flesh out your character both mechanically and narratively, and material presented both in the Player’s Handbook and Xanathar’s Guide to Everything encourage you to think about the things that drive and oppose your paladin. Importantly, though the books say that evil paladins are rare, no actual alignment restriction on paladins exist, which opens up some interesting possibilities in terms of character creation. We’ll get more into that down the article a bit, when I talk about same-paging and refluffing.
Because Oaths come with both mechanics and an ethos, there is a strong incentive to create new Oaths for 5e if you want to embody a new ethos, but this may not always be strictly necessary. Additionally, the Player’s Handbook implies that paladins who flagrantly fail or abandon their oaths might become Oathbreakers (Dungeon Master’s Guide, page 97, under “Villain Options”), but this too may not be the correct move, especially in cases where a paladin abandons one set of high ideals for a different, but no lower, form of belief. We’ll get into that later too.
5e’s paladins are in the best mechanical position they’ve ever been in; they’re one of the strongest classes in the game line, easy to build and play, and difficult to fuck up. They have strong thematics with their abilities and especially their Oaths, and the way 5e encourages you to make your characters helps you realize them as people in the game world. The great weakness of this vision of paladins is customization; 5e lacks player options in many senses, and quite a few of those options are gated behind rules that may not be in use (such as Feats). It can be difficult, in many cases, to make two paladins of the same Oath feel different when the dice hit the table.
And at long last, we have finished the establishing-context section of this article, and can move on to the actual fucking article. I did warn you, way up top, that you were in for a ride.
Raise Thy Sword - Paladins At Your Table
The following section is meant to help you in making and fleshing out a paladin concept to play or even to use as an NPC. Most of the advice will be edition-agnostic; advice that isn’t will be marked as such. Also covered herein will be the related topics of same-paging, refluffing, and the common pitfalls that paladins have fallen into over the years (and how to avoid them).
Same-Paging - In Which We Communicate Like Adults
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. In the specific case of paladins, you want to talk to your group and DM about topics like alignment & alignment restrictions, your code of conduct or oath, and whether or not the group wants to handle things like ethical dilemmas and moral quandaries. Though paladins are famous for those last two, they’re certainly not a requirement; you can just as easily play a paladin in a campaign like Expedition to Undermountain or Princes of the Apocalypse where there is a very clear bad guy who needs to be stopped with enormous applications of violence and guile. However your group wants to play it is fine, but you want to be sure everyone’s on board for it and that you’re ready to rock. If your group signs on for a kick-in-the-door dungeon crawl and then the DM decides to make you pass a series of ethics tests, that DM is an asshole; likewise, if you agree that you want to explore the morals at the heart of your paladin’s ethos and then you just don’t do that, you’re causing the problem.
Who Is Your Deity, And What Does She Do? - Making Your Paladin
Once you and your group have communicated your expectations to each other (and, again, same-paging is something all groups should be doing regularly, not just ones in which you want to play a paladin), it’s finally time to start sketching out your concept! There’s many ways to start this, and while I personally tend to start at the roleplaying end (with ideas about who they are as a person and the themes I want to explore with them), starting with mechanical ideas, with questions, or even with specific dramatic scenes in mind, are also viable. That is to say, “I’m interested in how Aura of the Guardian (Xanathar’s Guide to Everything, page 39) can help me play a damage mitigation tank,” is just as valid as, “Kass, my character, was lifted from a life of crime by a paladin who reformed her neighborhood and campaigned against a corrupt system, and she’s striving to become a paladin in his image.” That said, if there’s one thing D&D and its related communities are good at it’s mechanical guides, so I’m not gonna try and write one here. We’d be here all day; instead, the following questions are things to consider for fleshing out your paladin’s backstory, personality, and goals.
Why did you become a paladin? The origins of your paladin will probably color how they think of their virtues, as well as how they think of evil. A beaten-down girl from the slums understands that kicking the shit out of muggers doesn’t give the downtrodden food, medicine, or roofs that don’t leak, while the third son of a noble family is in a position to understand the damage done by corrupt leaders and faithless lords. In addition to your background and home life, think about what motivated your character to become a paladin specifically. Were they mentored by an older paladin who saw potential in them? Recruited by the militant arm of a church? Did they grow up with stories of paladins and yearn to become the sort of person those stories were written about, or were they, perhaps, seemingly called to paladinhood without much conscious understanding of what it was?
Where did you learn to fight? Paladins are warriors, and even a paladin that Falls (for those campaigns that use Falling as a concept) remains a warrior. 5e paladins, the most overtly magical of all the available options, still spend a lot of time randomizing the atoms of evil with sharpened metal, and that’s a skill you only get through training and dedication. Who taught your paladin to fight? What’s their relationship with that teacher or organization, and how did it shape their ideas about violence? We all catch things off of our teachers, and your paladin’s instructor in combat will, for better or worse, be as big an influence on their life and ideals as their faith and family are. Don’t be afraid to get wild here; AD&D 2e had full-blown godly training montages where the voice of a god ran you through drills, and paladins join warlocks and sorcerers for being fertile ground for some of the weirdest shit. Did you fight daily duels against a stained glass knight only you could see? Did you find a scimitar in the gutter and pick it up to defend your friends from gangs? Were you bankrolled by an old man who later turned out to be a lich, whose motives you still don’t understand? Live your best Big Ham life if that’s the life you wanna live, this is the class for it.
How do you imagine good and evil? What does your paladin’s vision of a Good world look like? What is the face of wickedness that comes to mind when they’re asked to think of Evil? A knight from a kingdom plagued by portals to the Abyss is going to think of both of these things very differently from a gutter rat whose ascension came with a prosthetic hand to replace the one she lost to gangrene, to say nothing of differences in ideals when one factors in Law and Chaos. Your paladin doesn’t have to be perfect, or even, honestly, correct. Your classic ‘noble, but kind of a dick’ paladin (such as Corran d’Arcy in the novelization of Pool of Radiance: Ruins of Myth Drannor, who we’re gonna talk about more later because he’s a weirdly great example of an adventuring paladin) thinks of evil as evildoers, who must be Brought To Justice, which while not entirely wrong is lacking in important nuance. He may conflate manners with virtue, or allow his prejudices to color who he does and doesn’t think of as ‘good’, but that doesn’t change his fundamental desire to Do Good - a desire that could be the catalyst for personal growth. A flawed understanding of virtue and wickedness could be a great character arc for your paladin, especially if it dovetails with the themes of the campaign.
What do you enjoy? Paladins are still people (shocking, I know) and people tend to have hobbies, preferences, and goals. Xanathar’s Guide to Everything has some nice material to quickly flesh out some of those aspects of your paladin (a personal goal, a vice that tempts them, a nemesis that dogs their footsteps), and I highly encourage you to think about such things as well. Does your paladin crave glory, wealth, or revenge? What sort of things do they turn to when they want comfort, or to have a good time? Do they still practice a trade from their youth, such as painting or blacksmithing? The archetype of a knight looking for their true love (or at least a series of whirlwind romances that always seem to end in someone’s bedroom) is a staple, of course. These things don’t necessarily need to be sinister temptations that lead you away from justice; they can just be nice things you like, or comforts that sustain you in your long fight against evil.
How do you relate to your faith? Many settings (notably including Forgotten Realms & Points of Light in D&D, and Golarion in Pathfinder) explicitly link paladins to churches and patron deities, and even in ones where this explicit link does not exist you see paladins who fight in the name of their faiths, serve in the militant arm of their churches, and otherwise seek to live their lives in accordance with their religion. D&D’s history is also full of paladins whose relationship to their faith is more distant, more questioning, or even outright rebellious. In Eberron, for instance, a paladin might dedicate herself to the Kraken - an evil god embodying sea monsters and catastrophes - with her understanding of that faith being preventing monster attacks and protecting the innocent from hurricanes and tidal waves. A paladin might be retained by the Church of St. Cuthbert as a barometer for their own morality, trusted to leash his peers when their retribution grows out of hand & play the devil’s advocate against them, or a knight might simply try to live their lives in accordance with the ideals of beauty, joy, and wonder espoused by Sune Firehair, without being for or against the actual church. What or whom does your paladin believe in, and why? Remember as well that not all, or even most, faiths are particularly similar to Christianity, and as a result your paladin’s relationship to that faith might just be business as usual. A Jewish paladin arguing with God is Judaism working as intended; similarly, a paladin dedicated to the Aesir doesn’t get to act surprised when they come home one day and Freya is chilling in their bathtub with a glass of wine and a ‘small request’.
You Wouldn’t Download A Class Feature - Refluffing & You(r Paladin)
So: you’ve come up with your concept, you’ve asked yourself all the relevant questions, but damn, some things just seem to not be fitting. What do you do? It may be the case that refluffing - changing the flavor of a mechanical option to better fit your campaign or setting - may be the right move for you. Refluffing gets a lot of pushback from a certain school of tabletop gaming that believes the flavor of an option is part of its mechanical balance. These people are wrong and I encourage you not to associate with them, in particular because the first party publishers often refluff material for similar reasons. For instance, the setting of Eberron has ‘anything published in D&D has a home here’ as one of its meta-tenets, and in the process of giving many of those things a home it changed their identity. Those hordes of angry ancestor-worshiping elves? That’s refluffing elves. In 3.5 you can see explicit discussion of refluffing in Oriental Adventures, which...well...it’s a book that exists, let’s leave it at that. Oerth having an entire alternate Material Plane where all the mirror of opposition copies come from? Refluffing.
So, when do you refluff? An obvious example is when your group is comfortable with an option being on the table, but is not playing in the setting that option comes from (for instance, the Sword of the Arcane Order feat from Champions of Valor when you are not playing in the Forgotten Realms). Refluffing is also great for when the narrative you’re building for a character implies or requires certain mechanics, but the flavor of those mechanics does not fit that narrative. In the ancient past I briefly GMed a game where one of the PCs was a ‘barbarian’ - a mean-streets kid looking to make a better life for himself, whose Rage was just the fight-or-flight kicking in from living in the garbage parts of Waterdeep. The important things to keep in mind when you choose to refluff an option is to stay on the same page as the rest of your group, and also to not replace the original fluff with nothing; mechanics do help define flavor (they’re the tools with which you interact with the game world), but you still need some reason that your paladin casts wizard spells, or has the abilities of the Oath of Vengeance when the original version of that Oath doesn’t exist in this setting. A very common school of refluffing is changing the origins of one’s power; rather than pure faith, for instance, a paladin’s powers might come from her innate spiritual energy, or from the favor of kami rather than gods.
Refluffing is also great for playing paladins that don’t have levels in the class named paladin. This option is especially relevant in the context of 3.5 and Pathfinder, when it may be more suitable to the needs of the campaign for you to be playing a more powerful or versatile class. In this context, clerics especially make very competent ‘paladins’, as do wizards (you wouldn’t think so, but I’ve seen that campaign played), inquisitors, crusaders, and even druids depending on how your concept is. You don’t need Fall mechanics to follow a code, after all.
For What The World Could Be - Defining Your Paladin’s Ethos
More than almost any other aspect of the class, possessing and following an ethos has defined paladins through the ages. For many years, this was a very specific ethos based on European ideas of chivalry and Christian virtue, and there’s something to be said for it when done well (certainly the Arab warriors from whom Europeans acquired the code of chivalry were lauded for their honor and virtuous conduct, so at a bare minimum one set of folks following these ideals in the real world absolutely nailed it). This is not, however, the only set of high ideals to which a paladin might cleave or aspire, and many fine homebrewers, players, and dungeon masters out there have chosen to craft their own, or to represent their own beliefs in the game world. Many cultures throughout history and all over the world have retained elite warriors held to high standards of conduct, and those traditions are rife for representation as paladins.
I fully intend to provide some specific examples of ethea (evidently this is the plural of ‘ethos’, no I didn’t know that before I started writing this, yes it looks wrong to me too) beyond the ongoing D&D default, but before I do you may want to consider how your paladin relates to those high ideals. After all, these are virtues that your character holds dear, but not everyone does so in the same way. Does she believe that everyone would be better off if they tried to live up to her standards, or does she believe that only certain people should (or must) do so? Does she consider her virtues an impossible ideal, something to strive for rather than fulfill, or does she not harbor such doubts? Is your paladin an idealist, who believes in the power of Good in itself, or is she more cynical?
The answers to these questions don’t necessarily make your paladin less Good as a person. A warrior who believes that there’s always a selfish bastard reason to do the right thing, who sees Evil as suboptimal, could still be a paladin if they work to bring Good into the world. An idealist who still needs to learn about the real consequences of barging into complex problems in a morally complicated world is equally valid, to say nothing of just...playing a genuine in-the-bones Hero, here to Do The Right Thing. Each speaks to a different kind of virtue, and a different life that has led them to these choices, and each deserves their day in the sun. You might have a lot of fun playing someone whose view of what Good is, and why, is different from yours!
Some specific examples of ethea (god that looks so wrong) follow. For the sake of convenience I’m gonna skip anything that’s actually showed up in a paladin entry before, or I’m gonna be here until I die. I am also very much not a member of just about any of the cultures and/or religions I’m about to talk about, and while I have sought the advice and review of those who are, I’m not about to claim that I’m an expert. Any errors in what’s presented are mine, and not those of my friends & readers; I welcome correction and discussion.
Irish Celtic: Blood & Troth  - The ancient Celts were not a people shy about death, and excellence - skill, improvement, and genuine growth - in all of your crafts was one of their high virtues. In addition to excellence, a Celtic warrior was expected to be honest (to never tell a direct lie, and to keep all promises given), hospitable (to be a gracious host & and honorable guests, and defend the sanctity of the home), to be charitable with their skills and their worldly possessions (to give to the needy, defend the weak, and fight for the helpless), to display loyalty to their family, clan, and gods, and to be courageous. That last virtue is an interesting one, because it dovetails with excellence; it’s less about acting in spite of fear, and more about enjoying fearful situations and the call of battle. A paragon of Celtic warfare should love her job, perhaps even revel in it; she relishes combat and the mayhem of the killing fields. Paladins following these virtues are likely to be Chaotic in nature, skewing towards Chaotic Neutral as D&D thinks of these things, and prone to contemplation on concepts of obligation, truth, and the nature of political violence. The crows know that there is always a final answer to injustice.
Irish Celtic paladins are likely to look towards Fionn Mac Cumhaill as a role model; as warriors with magical powers of protection, defense, and healing, they would be valued as keepers of lore, wisdom, and art, more warrior-poet than berserker. If your paladin is part of a wider culture from which she derived this ethos, she was probably expected to both learn knowledge and pass it on to others, and to restrain more eager warriors in favor of cunning plans and clever tactics. Imagine the look on your party members’ faces when they meet your family and realize you’re the sane one; that’s the exact emotion you wanna look to create if you really want to bring this out in the classic vein.
Jewish: We Shall Serve The Lord  - Judaism places a lot of emphasis on the sanctity of life, restorative justice, and doing the good you can do here, and now, with what’s in front of you. Though there is no tradition of elite Jewish warriors in the vein of knights or samurai, Jewish citizens tend to serve under arms slightly more often (about 5% more often) than their countrymen, and defending the innocent & helpless is certainly one way to do good now. A Jewish paladin would be expected to uphold the sanctity of life (preservation of life is the highest calling; a Jew may do anything except deny God in order to preserve life), to practice the principle of Tikkun Olam (’repairing the world’, working actively to make the world around them a more just, peaceful, and pleasant one), to show compassion and generosity to others, to uphold and defend hospitality, to know the Torah and the Law, and, where necessary, to practice intelligent and purposed dissent and skepticism. In the context of D&D, such a character is not likely to be particularly scholarly (paladins haven’t needed a decent Intelligence score at any point in the class’s evolution), but they’re probably conversant in the techniques of reading and research, critical thinking, argument, and debate, if only through exposure. Jewish paladins are most likely to be Good, leaning Lawful, as D&D thinks of these things.
The Jewish ethos describes a set of minimum standards for a righteous person, the Noahide Laws, and greatly encourages you not to associate with any person or culture that can’t meet that standard. They’re honestly not hard to meet either; you basically have to not be a dick about God (don’t try to stop folks from worshiping, don’t spend your time mocking and blaspheming their faith), know that lying and murdering are wrong, don’t be a sexual predator, don’t eat animals that are still alive, and bother to establish a system of laws for self-rule. Though Judaism lacks an elite warrior tradition, you might look to people like Joshua, Judah Maccabee, or Solomon as inspirations for a Jewish paladin character; warriors known for their wisdom, determination, and and in many cases, self-sacrifice. Solomon is also notable as an example of someone who swore the Nazarite Oath, a promise to God to fulfill a mission or task, and to not rest until one has done so. Nazarites are held to higher standards than their peers, notably including the expectation that the object of their oath becomes their only goal until they get it done or die.
As stated before, I am not Jewish and while this information was provided to me by Jewish friends, it is far from complete. @oath-of-lovingkindness might be by to expand on it, if they’re comfortable doing so.
Kemetic Pagan: The Power Of Truth - It’s difficult to talk about how the ancient Kemetic faiths were practiced; there was a lot of strife between the various cults of the gods, sometimes backed by pharaohs who were willing to revise history to get their way about thing, and then the English got a hold of the records. The English getting a hold of your culture’s history rarely ends well for just about anyone. The modern practice of Kemetic worship places great emphasis on service and identity as a member of the community, the promotion and preservation of knowledge, learning, and education, opposing is/fet (’chaos’, here also very much including the breakdown of social bonds and the systems which sustain life), and truth. A Kemetic paladin would be expected to oppose chaos by sustaining or creating such systems (funding schools, founding a neighborhood watch, finding or creating jobs for the poor), defend the defenseless, further her own education and knowledge & teach the ignorant, to be honest and forthright in word and deed, and value strength and justice. They are likely to be Lawful, skewing towards Good, as D&D thinks of these things. For a society to be just, it must first be a society; preservation of the order (both natural and artificial) which sustains human lives comes first.
Kemetic paladins are unlikely to be priests or even to be formally part of a religious heirarchy, again because they have traditionally had issues being scholarly people; instead, they uphold ma’at (what is true, what is just, what is necessary; ma’at is the principle that establishes a community, that relates one person to all other people and defines obligations between them, and opposes chaos) by fulfilling roles that assist their community. Such a paladin might look to one of their patron gods as an example of both the behavior they wish to emulate and their role in the community. A defender and guardian who supports the rural folk might look to Sobek, whose great strength guards the Nile; a would-be hero who craves power and the glory that power might buy her could instead look to Set, who guards the sun-barge and tests the established order so that it can grow strong. This is an ancient faith with quite a few gods, and I haven’t even gone deep enough to say I’ve scratched the surface; if they’re comfortable doing so, @merytu-mrytw may be by to expand on this topic for those interested in learning more.
Samurai: Reaching For Heaven  - You knew we were gonna go here eventually. As famous as knights, and perhaps even more known for their strict code of honor, the samurai were the elite warriors of feudal Japan and members of its ruling class. A samurai was expected to be a warrior, to cultivate an appreciation for high arts such as calligraphy, poetry, and sculpture, to be a scholar or patron of scholars, and to otherwise serve their lord and establish justice in that lord’s name. Today the samurai ethos is often called Bushido (”the way of the warrior”), but that name and conception of their code of conduct is actually a relatively recent invention, dating back only as far as the 20th century. It has its bones in with a 12th century dramatization of a war between two proud clans, and the ideals embodied by the warriors of those clans. Notably, these ideals were considered unattainable; something to strive for, and in striving grow as a person, but not a realistic expectation for a living human in a physical body. I’m gonna go ahead and quote the breakdown of this code that was given to me, because I feel the long form is going to be helpful here. These were the things to strive for, if one wished to call oneself a samurai:
Your duty calls on you to die if necessary. Your honor is more than your life; to live in shame is worse than death. You are expected to be righteous - to have integrity, sincerity, and honesty. To display heroic courage - to be intelligently aware of risks, but to face them boldly, not rashly or foolishly. To be benevolent and compassionate - for you have strength of arms that others cannot fathom. To show respect, even to your enemy. Cruelty, mockery, showboating, boasting, these are against the samurai code. Your strength and stature come through how you stand in adversity, unyielding. To understand that there is no such thing as a promise, or "giving your word" - you do not speak unless you mean what you say. Meaningless words are for shameful people. To safeguard your own honor, for you are its judge - and you will know what will cause you to live in shame, which as noted above, is worse than death. To show loyalty and be dutiful - if you give your service to another, it is theirs to command, and if you set someone's life above yours, you cannot keep honor if you live and they die. To demonstrate self-control - excesses and wants are openings to great shame. Moral character lies in the desire being sublimated toward the better self and higher standing among men.
As the politics and culture of Japan evolved through the years, so too did attitudes towards, and understanding of, this code of conduct, but most dramatic and romantic depictions of the samurai ethos root back to something a lot like this. A paladin dedicated to this ethos is likely to be Lawful Neutral, bending towards Good, as D&D thinks of these things; it emphasizes the virtues of loyalty, duty, and the obligations of both lord and vassal to one another. It is particularly appropriate for characters who see high ideals of virtue as being an unattainable goal to strive for anyway, or for character-driven campaigns looking for high drama that comes from tensions between personal desires and societal expectations (you can see it used for this to wonderful effect in the Legend of Five Rings RPG, most recently published by Fantasy Flight Games).
There are of course many other potential sources for a paladin’s ethos; check out D&D 5e’s homebrew materials and the DM’s guild for just a few. If I didn’t include something here, I promise you that it’s because I’m either ignorant or not confident of my ability to speak on it even in this limited context, not because I was trying to deliberately leave anything out. As I said above, any errors here are mine, and I welcome corrections. I’m also eager to hear about other ethea and how they might be adapted for paladins, so if you’ve got some thoughts there, please, slap ‘em on! I’m quite literally begging to read your paladin takes!
That said, remember that these are real beliefs, that real people follow. If you’re looking to explore an ethos from a culture that is not your own, you should do so with respect and especially with consideration for others that might be affected. It’s one thing to realize 12 sessions into a campaign at your own house that you’ve been accidentally blaspheming someone’s religion; it’s quite another thing to realize that if you’ve been playing in a public place such as a library or a gaming store. Ask folks from the culture or faith in question about it if you can at all do so, and just...if you wouldn’t want someone to be depicting you in a particular way? Don’t depict them that way.
The Trolley Problem And Other Forms Of Psychological Torture - Paladins, Falling, & Alignment
All editions of paladins except 4e have some kind of rule for Falling; losing one’s paladin status and powers, generally because of violations of your code of conduct or a failure to maintain your alignment. 5e sorta-kinda has those rules in a “well if the DM says so” way, which is, in some ways, a worse situation to be in since it leaves the matter unclear. In particular, many editions of paladins require that you have and maintain a Lawful Good alignment, and completely strip you of all powers if you ever change alignment for any reason. If the above sections of this article didn’t make it clear already, I tend to break towards 4e’s school of thought and support unshackling paladins from both alignment and Falling mechanics for general play; they certainly haven’t been powerful enough in the meta to mechanically justify additional restrictions.
This isn’t to say that you can’t use Falling or the threat of Falling for interesting stories and excellent character moments, just that I personally feel that it’s not as necessary as some schools of thought seem to think it is. If you want to incorporate this idea into your campaign, make sure you bring that up when you’re same-paging with your group; it’s definitely one of those topics everyone wants to have a clear understanding about. From there, it’s on the DM to not be a dick about things. Using paladins to explore ethical dilemmas can be very rewarding, but putting one in an ‘impossible’ scenario is rarely any fun. For some great examples of using ethical dilemmas as a form of character growth and to explore the concept of morality, check out The Good Place if you haven’t already. Remember: it’s a game. The goal is to have fun, yeah?
Genocide Is Not An Ethical Dilemma - Common Paladin Pitfalls
This is the part of the article where I get very angry about things.
As I alluded to before, there have been some common pitfalls when it comes to paladins both in the history of their formal writing and in the way the fanbase has chosen to play and relate to them. This section is going to discuss those and what you can do about them, so without further ado:
Fascism  - Paladins have some unfortunate bones in with fascist ideology, particularly the Third Reich’s obsession with ‘will’, as well as the fascist preoccupation with the Crusades, the Crusades themselves, and with being members of social classes which are often oppressive in nature. You really do not have to go far to find some jackoff posting DEUS VULT memes about their paladin, and that’s a problem, first because fascists are bad, and second because that definitely misses the fucking point by a country mile. All editions of D&D and its legacy systems have struggled with this, but a shout-out goes to D&D 5e for publishing the Oath of Conquest, because we definitely needed to respond to this problem by creating an option that gives you heavier, more ornate jackboots to put on people’s necks.
So, what do you do about this? Well, for one thing if you find a fascist at your gaming table you throw them the fuck out into the street, and beyond that mainly you just...try not to play a fuckin’ fascist character. This isn’t really a problem you can solve at the table level, since it’s buried into the writing; all you can do is be aware of it, and not play into it. It shouldn’t be terribly difficult to not make a paladin who’s into kicking poor people and undermining the rights of sapient beings, yeah? Paladins tend to fall into these sorts of problems when they’re depicted as supporting strongmen, or as being the Special And Exalted People to whom the rules do not apply - basically the same situations that give superheroes as a genre their ongoing fascism problem. Keep a weather eye out.
Genocide - The two-for-one combo! Paladins have had a genocide problem as far back as AD&D 2e, where several had racial or religious genocide in their backstories. Sometimes those paladins Fell as a result, sure, but a disturbing amount of them didn’t. We also have such gems as, “A local paladin has started a crusade against half-breeds” (a plot hook published in Draconomicon for 3.5), that greentext story about the paladin and dwarf ‘bros’ who spend their free time murdering orc children, and everything that’s ever been written about how drow are characterized and treated by others. Now, in fairness to paladins, Dungeons & Dragons itself has problems with the themes of race and with its depiction of the morality of genocide, and paladins could be merely caught up in that. On a basic level, solving this issue is easy; don’t endorse genocide, don’t make edgy racist concepts to see if you can ‘still be good’. Even if that wasn’t already tired and worn, someone else already took that concept and went pro with it.
For more information about fantasy’s troubles with race and racial coding, I highly suggest this article & its sequel, as well as Lindsay Ellis’s Bright video.
Youth Pastor Syndrome - This one’s not as dire a problem as the other two; there’s a tendency to play paladins in a way that sucks the fun out of the rest of the group, either because you’re being a judgemental asshole in-character (and possibly out of it), or because they’re constantly having to tiptoe around you to get things done or do what they want in the campaign. In theory, same-paging should help solve this problem before it starts, and it honestly mainly stems from the various ‘association’ clauses in paladin codes through their history. An uptight paladin isn’t necessarily a bad concept, but make sure it’s the right concept for your group before you just go there. Your desire to run a particular character is not an excuse to shit on everyone else’s fun.
Sir Dumbass the Just - So this topic isn’t so much a ‘pitfall’ as something that doesn’t get talked about a lot. There has not been a single incarnation of paladin that is rewarded for investing in Intelligence; instead, they tend to crave Strength or  Dexterity, Constitution, and Wisdom and/or Charisma (depending on edition and build). Once your main three are solved, Wisdom is the next-most important ability score for an adventuring paladin, because it directly relates to detecting threats, seeing through illusions, and resisting mind control, which leaves Intelligence in the dust next to whichever one of Strength or Dexterity you didn’t pick. This means, more often than not, that paladins are going to struggle in scholarly pursuits, be bad at Knowledge-type skills, and otherwise be uneducated in many ways, which most assuredly influences both their internal culture and the sorts of people who become successful paladins. Give the matter some consideration when you’re making your own.
Lady Natasha Pointe-Claire of the Dust March - Paladins as NPCS
Related to what was discussed just above, not all paladins are necessarily adventurers. Though the image of the paladin as a knight-errant, wandering the world in order to defeat foul plots and punch demons in the asshole, is both valid and probably very relevant to paladin player characters, there are other roles that a paladin might fulfill in your campaign setting. Such paladins are still members of a warrior class, and will thus have things in common with player character paladins, but their different roles will encourage investment in other kinds of abilities and skills which might not lead to a successful adventuring paladin, but will lead to a pretty good life in the other job. The following examples are by no means exhaustive, but they should provide a good place for a DM to start if they wanna incorporate paladin NPCs into their games in roles other than fellow (or rival) adventurers. Mentor - Probably the most straightforward; this paladin was a successful adventuring paladin who ended up retiring due to age, injuries, or just to enjoy time with their loved ones/family/children rather than getting mauled to death by undead birds. Take a normal paladin build, ratchet them up into Middle Age or Old Age, call it a day. Such paladins are likely to be a lot calmer and more pragmatic than the younger set, with a combination of painful experience and perspective guiding the advice they give on how to fight evil and how to dodge the fireballs that evil be throwing.
Knight-Hospitaller - Hospitallers are healers, caretakers, and guardians of the sick, injured, and infirm. Such a paladin might help maintain a home for those who have been traumatized (abuse victims, soldiers, people laboring beneath magical curses), be employed at or run a hospital, or maintain a temple dedicated to a god of healing and medicine. Hospitallers tend to choose options that enhance their Lay on Hands ability, memorize more healing spells than attack or defense ones, and value Wisdom and Intelligence more highly than their peers, often at the expense of their Strength or Dexterity (or even their Constitution; paladins, being immune to disease, can afford to be surprisingly frail of body in this role).
Fortress Knight - These paladins have a lot in common with adventuring paladins, but are for one reason or another posted in one spot from which they do not leave. They might be the guardians of a frontier village, soldiers watching over a sinister portal, the personal bodyguards to a powerful noble, or any other role in which they take on a defensive, reactionary stance rather than actively seeking out new and exciting forms of evil. Fortress knights need a higher Wisdom and to invest in Perception-type skills, and will tend to focus on utility-type spells with a strong subtheme of attack; they need to be able to rouse the alarm, dispel magic on their allies, and keep an enemy pinned down.
Example Paladin - Corran D’Arcy
I promise you, your long journey through my article is almost over. I wanna talk about a specific paladin to kinda tie things together, as an example of some of these principles and ideas in motion and because Corran d’Arcy is just weirdly legit when he has absolutely no fucking reason to be. Corran appears in the novelization for Pool of Radiance: Ruins of Myth Drannor, written by Carrie Bebris. The book is based on the videogame of the same name, which in turn was made to celebrate the release of D&D 3.0. “Should I play this game?” you ask, to which I reply: absolutely fucking not, the game was a rough ride when it came out and it has not aged remotely well. 3.0 was rapidly updated to 3.5 because of deep and wide mechanical flaws that made the play experience almost physically painful, and converting it to a CRPG did not help that experience at all.
The book though? Excellent. Legitimately one of the best D&D novels. Spoilers for it follow, but I’d still suggest reading it if you get the chance.
The novel is told from the perspective of Kestrel, a petty thief trying to raise enough money to quit her life of crime and, ideally, die in bed of old age rather than of blood loss in some gutter. A series of poor and alcohol-related decisions leads her to volunteer to guard an evil pool of soul-stealing water, which is where she meets Corran d’Arcy, a paladin of Tyr and the third son of a noble family. The two get on like water and oil; to Kestrel, Corran is a pompous, classist piece of shit who judges her without knowing her, and to Corran, Kestrel is the exact kind of criminal and evildoer he so often fights in his day job. When another team opens a portal to beg for help while they’re being slaughtered, Corran quite literally throws Kestrel through it when she’s trying not to go, nearly killing them both.
This puts their professional relationship off to a bit of a distant start, as you might imagine.
Corran’s prejudice, as well as Kestrel’s more-justified-but-still-unhelpful resentment, hinder the party as they attempt to survive in Myth Drannor and defeat the Cult of the Dragon’s schemes there. Corran’s life of privilege has left him unfamiliar with Kestrel’s skills, and he consistently misuses those skills or forgets to ask for her opinion and expertise - to the detriment of the group. This painful oversight aside, however, Corran proves surprisingly practical; he works with the party’s wizard to create effective combat tactics, utilizes invisibility for surprise attacks against powerful foes, and coordinates well in the heat of battle; after all, the Cult of the Dragon is not taking requests for formal duels, and the fate of the world is at stake. Corran is polite even to his enemies, and openly negotiates with the minions and allies of the Cult in order to avoid combat - notably including drow houses that have made their homes in Myth Drannor. Through the course of the novel, he and Kestrel go from being openly antagonistic towards one another to developing a newfound respect, starting when Kestrel calls Corran out for endangering the party by refusing to retreat. Corran, in turn, forces Kestrel to confront the fact that she has been unhappy living her life with no purpose other than to die another day, a revelation that shakes her to her core.
Things come to a head when one of Corran’s decisions gets a man killed. Kestrel calls him out on it, accusing him - correctly - of hurting those he’s trying to protect by misusing her skills and ignoring the advice of his companions. Seeing his genuine anguish over these events softens Kestrel’s rage towards the paladin, enough that they essentially start their relationship over from the top with genuine change from both of them. A scene late in the book where Kestrel helps Corran find the confidence to attempt divine magic (a gift given only to ‘truly worthy’ paladins) cements what has finally become a trusting friendship.
Corran d’Arcy is an excellent example of a classic paladin archetype with life and humanity breathed into it. He has prejudices and insecurities; he feels pressured to live up to a long legacy of knighthood that intimidates him. At the same time, the virtues he lives up to reward him over and over again, from his bold valor (which sees to the defeat of many evildoers) to his courtesy and honor in social situations (which wins him unlikely allies in a ruined city overrun by wickedness). Though he starts out as a dick, Corran is not malicious, and it’s his genuine desire to do good by others that motivates the change in his behavior; when he learns that he is hurting his friends, he knows that he must change.
That’s the end of the article proper! I hope you found it informative and, more than anything, helpful in creating paladins for your game and campaign setting. I absolutely welcome questions, comments, critique, additions, and the like; my Ask box is open, and the Reblog button is right there.
That said, if you’re interested, Mister Vox’s Wild Ride is not yet over. I got bit by the homebrew bug halfway through this damnable thing, so here’s a paladin oath based on a family from my first completed interactive story, Dungeon Life Quest. Constructive critique of this material is also very welcome!
Oath of the la Croix (D&D 5e Sacred Oath)
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(River la Croix, journeyman necromancer and demonologist, ex-mercenary. Character is from Dungeon Life Quest, art provided by Domochevsky.)
The la Croix family have been necromancers for longer than they’ve been the la Croix; they laid down much of the foundations of modern necromancy, and have, through the ages, been tyrants, villains, refugees and, these days, heroes. To be a la Croix is not a matter of blood, but of commitment to the family’s ideals; one must be willing to help those in need, to serve the community, be a level head in times of trouble, to show respect for death and the dead, and to make hard choices with a calm heart.
Though most la Croix are necromancers, alchemists, healers, or summoners of various kinds, every now and again a paladin-like warrior emerges from the ranks of the family, often by adoption. Whether or not such cousins are ‘real’ paladins is a subject of languid internal debate in the family - no la Croix has ever fallen to the point where she lost her powers, but a few have managed to go mad enough with that power to end up hunted down by the rest of the family. The question doesn’t really need answering, but it’s fun to argue about after three cups of wine.
Tenets of the la Croix The high standards expected of la Croix paladins are also expected of anyone who chooses to bear the family name. You can give up the name at any time, but most la Croix children - by adoption or by blood - try to wear it with pride.
Life is for the Living, Death is for the Dead. No one chooses to be born, and very few people choose to die. Respect these truths. Take life when you must, but not cruelly, and never for personal gain. Remember that you, too, are alive, and deserve the chance to enjoy that life as all people do.
Your Name is ‘Somebody’. If there is a call for help, you are the one to answer; when you hear ‘somebody do something’, ‘somebody help me’, you are Somebody, child of Anyone. If you can’t help directly, do everything you can anyway. None of us deserve to be alone.
Serve, Not Rule. A la Croix’s place in her community is service to that community. We are not nobles, tyrants, or generals; we dwell among the common people to protect and shelter them, and to remind ourselves of all the ways in which we are alike. Our power makes us different, not better.
They, Too, Are Victims of Life. You do not know the struggles others go through, just as they do not know yours. All are condemned to live and to die, and deserve your compassion even when you are moved to strike them down for the greater good. Bury your enemies and give them their last rites as if they were your own family.
Oath Spells You gain oath spells at the paladin levels listed.
3rd - bane, false life 5th - darkness, gentle repose 9th - bestow curse, fear 13th - phantasmal killer, shadow of Moil* 17th - danse macabre*, planar binding
*appears in Xanathar’s Guide to Everything
Channel Divinity When you take this oath at 3rd level, you gain the following Channel Divinity options.
Ancestral Protection - You can use your Channel Divinity to call upon your la Croix ancestors for protection. As an action, you suffer damage equal to your paladin level; this damage cannot be prevented or reduced in any way. Then, you and all allies within 30 feet of you gain a bonus to armor class equal to your Charisma modifier for 1 minute.
Balefire Blast - You can use your Channel Divinity to scourge an enemy with death-in-flame. Make a spell attack against a creature within 30 feet. If you hit, that creature suffers necrotic damage equal to your paladin level, plus fire damage equal to your paladin level. If it dies within 1 minute of being hit, it counts as dying of old age in addition to its actual cause of death (usually meaning that it is much more difficult to bring back from the dead).
Necromancer’s Aura Beginning at 7th level, you radiate constant necromantic wards that protect you and your allies. You and allies within 10 feet of you have resistance to necrotic damage and radiant damage, and you make saving throws against effects which would kill you outright with advantage.
At 18th level, the range of this aura increases to 30 feet.
Friend of Death Starting at 15th level, you regain 1 spell slot of 3rd level or lower whenever a creature within 30 feet of you is reduced to 0 or less hit points. You can regain a number of spell slots this way equal to your Charisma modifier; once you reach this limit, you must finish a long rest to use this ability again.
Aphrael’s Chosen At 20th level, you gain the ability to enter a state of heightened necromantic power, in which you can channel far more sorcery than usual. As an action, you suffer damage equal to your paladin level, then begin channeling raw death magic for 1 minute. While in this state, you gain the following benefits:
- You are immune to all effects which would kill you outright - Whenever you cast a paladin spell, you can make a weapon attack as part of casting that spell. You are not required to make this attack. - Creatures make their saving throws against your spells with disadvantage.
Once you use this feature, you can’t use it again until you finish a long rest.
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fandomwarriorqueen · 5 years ago
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Maybe it’s because I grew up watching Disney movies all the time but I don’t like the Disney movies for their romance. Yes the romance parts are great especially in some of the later movies but there’s so much to learn from each and every princess. Ps, this is really fucking long but I think it’s important and carries a lot of good life lessons. Sorry for bad grammar and weird language. My only language is English but I don’t speak it that well when I’m tired.
Snow White: She didn’t let her fear get in the way of her caring heart, and the only reason why the old crone was her stepmother was because her stepmother actively looked for her knowing that Snow would help her because of how kind she was, which is how she convinced her to take her into the house. The only person who did something wrong was the Evil Queen in taking advantage of a girl of 14 who doesn’t understand what she did wrong.
Cinderella: Being brave enough to follow your heart and work to make your dreams come true is something I especially think that we could learn form today. She worked to get all her chores done and because of everything she did for them the mice helped her finish the dress. The fairy godmother saw how hard she tried to go to the ball, and so she helped Cinderella get there and make sure she wasn’t recognized by Lady Tremaine so that way she couldn’t be abused further for leaving the house. Also while Cinderella was excited by the idea of meeting the Prince, she was excited because she wanted to meet to him and talk to him and that’s what ultimately drew him to her. She wasn’t throwing herself at someone because of his money or titles like Drisella or Anastasia or the other women, in fact she fell in love with him and married him for the way he loved her.
Jasmine: A lot of people don’t recognize the strength it takes for Jasmine to make the decisions she made. Instead of quietly submitting to a marriage she instead used her position as princess to make a point and refused to sit idly by as a glorified prisoner within the palace walls, and a lot of people don’t realize that a lot of women/girls in middle eastern countries aren’t allowed to leave their homes or are forced to married the men that their fathers chose for them either because they don’t know better, or fear of retribution. It also makes a point that just because women may be the money makers doesn’t mean that the man is any less important in the relationship. Jasmine chose Aladdin because he supported her as who she was as a person and recognized that she wouldn’t want to marry a prince who thought he was worthy because he was a man/Prince so rather he proved that he wanted to marry Jasmine because he loved her for all of her.
Mulan: This is another one because Mulan broke the gender roles that are present even with modern Western societies. Men go off to fight in wars and women stay home get married and maybe get a job and raise the kids, but there are so many women who fight for our country and rights and our freedoms, and continue to fight to make sure we can keep them, but also create more and help others. Also Mulan shows that sometimes it goes beyond raw power and the ability to follow orders that makes a person successful. You have to be driven, hard-working, creative, and cunning in order to achieve your goals. Also not to mention it teaches girls to be proud of who they are as fighters, and not to hide behind any type of mask because they aren’t worthless. Also there are so many unspoken women in history that did a lot for their countries during war times, and Mulan barely begins to cover it.
Belle: This is one of my personal favorites for multiple reasons. Beauty and the Beast is my favorite movie and Belle is my favorite princess and theirs a reason. There are so many types of people out there and being book loving introvert that didn’t have a lot of friends growing up Belle was a huge role model for me. For one she didn’t take shit Gaston and refused to let him and the villagers influence her values and get in the way of her passion for reading and refused to let people make fun of her father, because her parentage was something she was proud of, and rightfully so, as her father was a ingenious inventor. Also not to mention she didn’t take shit from the Beast as well, being the first person to let him know throw a healthy way *cough* unlike the Enchantress *cough* that he wasn’t treating people with the respect they deserved, but she still helped him when he saved her life showing that she has a good heart, as she just returned to the very castle she had been escaping. Of course another thing she does is instead of immediately leaving, as soon as she sees hope of progress and change within the Beast she teaches him what it means to be a good person, acting as a teacher and good influencer. The reason she doesn’t do this with Gaston is because he not only refuses to change, and instead tries to change her, he also threatens her, and as soon as she’s not submissive to him, he labels her as crazy and casts her to the side and goes on a jealous rampage against the man she does have feelings for, as I do often see within my own school. Belle also sees past the views of the villagers, who see Gaston as more then a strong handsome guy and instead for the asshat he is, which is something that girls should keep in mind when approaching anyone of the preferred gender. Look at personality and not physical features. Most of the time you can see the warning signs of an abusive relationship before it actually starts, if you look for them.
Ariel: This is one that I find really intersting and I’m at odds with. On one hand I think that Ariel had a right to be curious and she was right to look past her family views and try to see humans for what they were rather then what her family labeled them to be. This applys great to people who have bigot parents and absolutely encourage curious people to ask me questions about my heritage and my sexuality and a lot of my guy friends ask a lot of what it’s like being a girl. Education isn’t always what you read in books. Also I like how even though Ariel was putting herself at risk, she recognized the need that Eric was in, and set her own self aside to save Eric, as you should always value life and try to help others in need when possible. On the other hand, Ariel gave up a lot for Eric. While I understand her need to leave her family behind she knew nothing about Eric or if he was in fact a mermaid killer as she had never had a true conversation with him, and you should never jump headlong into relationships like that because it’s not always healthy and can lead to a lot of miscommunication. Also another thing I don’t like is the Flotsum and Jetsum reminded me so much of creepy old men luring kids into cars. Stay safe and aware. Your life isn’t worth a guy or whatever your willing to get yourself killed for. There was a reason Sebastian tried to warn her and a reason Flounder took his side. Your friends often times have your best interests at heart, and are looking out for you. Listen to them. Sometimes they can see stuff you can’t. Also the fact she gave up her voice for Eric is something I’m at odds with. Yes relationships do take sacrifice and work, but you should never ever feel the need to give up such a huge part of yourself for someone else, and a person who cares about you would never ask that if you. If Eric truly cared about Ariel he would have saw past the tail and they could have tried to find another way to be together without putting Ariel in danger. Also irrational choices. Times of emtions and clouded judgment are not the time and place to make life changing decisions. Also people may claim to be helping but often times if they want something out of it, especially something big and personal, they are you using and should not being trusted.
Aurora: Not gonna lie I don’t have much to say because she wasn’t in much of the movie. But yeah talking to people isn’t a bad thing, you can’t let your guardian determine your social life that’s for you to figure out. For me it’s social media and a lot of theater nerds, for others they’re sportsy and they like taking to people and making friends face to face. But also talk to people a bit before asking them in a date, and if they name a sketchy place or seem to have a sketchy background don’t meet them. They could be fishers or rapists or just weird. Not really Aurora’s fault and for the time picking her up at a woodsman cottage in the middle of the woods isn’t that weird, but Phillip hun if the lights aren’t on and the voice sounds like the wicked fairy from your fiancées baptism then don’t go in. Also don’t date people if your engaged it’s rude.
Pocahontas: While I understand a lot of the movie isn’t historically accurate for a kids movie about looking past race and understanding someone before you judge them, and misplacing your anger, 100% done right Disney. Amazing. Beautiful. Gorgeous. Also find those key supporting figures in your life like Grandmother Willow, because those are the people that in the long run, will be there for you and love you forever. Also, again, be true to yourself. Pocahontas wasn’t happy with being the conplacent wife, don’t be the conplacent girl. If you have dreams, go fucking get them. They are so within your grasp all you have to do is leave the haters behind, jump in your canoe, and look at what’s around the river bend. Also thank you for discussing how precious every single bit of life on our Earth is and how much we should preserve it, but also for calling out white imperialism. You didn’t come form this land, just because you say mine like a spoiled child, doesn’t give you the right to commit genocide and kill multiple cultures and thousands of people, and destroy the land they worked so hard to preserve, and then deny them rights in their own country. My ancestors are guilty of this, and my ancestors have also been the victims. While it’s horrible and needs to be taught better in schools and bigotry needs to be erased, we also need to move past it a preserve the dying cultures by teaching people about them, even if they don’t necessarily belong to the culture by blood. I’m more Irish then Aztec, but I want to know more about my heritage on both sides. And I live for teaching people my history if they’re willing to listen.
Tiana: Girl you are a strong black women and you have a dream and you work hard and you make your daddy proud every goddamn day. But you also have to remember that you need to give yourself the space to grow and be a person outside of work. You need to remeber to have fun, and you can only give 100 if you treat yourself like you’re 100. But also you can’t dilly dally along all day, and you’ll never get anywhere if life if you don’t work for it. Even the smallest of dreams is something more then nothing (looking at you Naveen) also hey maybe that person worked for that shit you don’t know, but don’t go about the wrong way of doing something through anger because it never ends well. Also hey thanks for showing off the racial devide of the historyocal time period. Just letting you know it was extremely rare for white anf black girls to be friends because most of the time they wouldn’t see each other. Also allowing Tiana into the costume party was truly revolutionary on Charlotte’s part as black people weren’t supposed to be treated as equals. That obviously had changed a lot but it also needs to change still. Not to mention Naveen would have never been allowed to marry Charlotte due to his skin tone even with her daddy’s blessing unless he was a prince, because he would’ve been lynched otherwise. Also that image of family and neighbors being one. That’s was something amazing. Share what you can with those around you cause they other have less. Also let’s make sure that the divide between white and black folks keep getting smaller ok.
Rapunzel: Boy could I go on a tangent about this movie because recognizing who you are as a person and who you want to be is just the start. Mother Gothel was horrible, terrible, awful, and no-good in so many ways I’m surprised the movie is rated G with the level of abuse portrayed in the film. First off you shouldn’t steal, and you cannot claim something made for those in need for yourself when there are others out there suffering so much worse. (Definitely talking about the Medicare system here get your act straight) Also you shouldn’t find the need to control everything about your child’s life. You have to let them be there own person and figure things out on there own otherwise the message will never get through. Also treat your child like a goddamn person they aren’t a slave or your own personal slave they are a human being. Don’t get me started on stealing a child because holy fuck how bad of a person do you have to be.
Merida: I love this movie for a variety of reasons. First a female character does not need a romance to be a successful lead role. Also sane thing, your child isn’t a mini you, or a mold to make as you want. They are a human being. They must grow and learn on their own, or they’ll never truly understand the lesson. The best you can do is support them. Also like with Merida and the princes, a girl doesn’t need a man to be a Queen, a man or another person of preferred gender should just make her stronger. Also one of the things I have learned is that this movie wasn’t Queen Elenore finding the courage to let her daughter be herself, or Merida finding the courage to admit her mistakes, but more then that, it was finding the courage to live in a way Disney had never shown before. Brave was about family love, and how there are so many bonds and relationships that are so much more important and valuable to use then our selfish parts of us like pride, being a family with people who hold different values then yourself is one of eh hardest thing, take it from a person who knows. But you have to find the courage and the strength to move past the fear, anger, and sadness to work together as people who where originally designed to love each other unconditionally, and make a family work, and as shown it only works if every person who’s part of it, puts in the effort and emotion in order to truly create the bond needed to love each other above all else.
This was my long ass rant as to why I think Disney princesses are important and don’t necessarily hold a bad message I didn’t talk about lesser know princesses or Frozen because that is a whole rant in itself that I’m not going to get into because it’s nearily one in the morning here.
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veridium · 5 years ago
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dragon age day
I know today might be a bit overwhelming for the fandom since it is, of course, the day (the day of all days). When I thought about what I wanted to contribute, if anything, I could only think of saying thanks. As I am in the midst of finals and grading assignments, I don’t have many spoons to spare, except to reiterate what I have said so many times before: dragon age has provided me with so many blessings. 
CW: discussion of toxic relationship, emotional abuse.
Some of you know that around the time I joined the fandom in 2018 (after having only played Inquisition for several months beforehand), I was in the midst of an incredibly toxic, emotionally abusive, and failing relationship. I had just graduated college and was at a crossroads. Because the relationship was the longest and most serious I had ever known I was incredibly attached to it, even as it became detrimental to my happiness. We were planning on getting engaged this past summer. Our entire lives were planned and I was in it for the long haul. 
Earlier that year my ex had gifted me Inquisition after I kept seeing it in GameStop and saying I had always wanted to try it. I played it once, got infuriated by the Hinterlands, and put it down for a long time. Around the time I finished undergrad I decided to give it another try, and quickly became hooked. I would spend hours and hours in front of the TV learning by trial and error how to play. My ex was the more prolific gamer but that quickly started to change. 
That wasn’t the only shift that was happening. 
One of the symptoms of my ex’s and her family’s toxicity and its impact on me was that I had become incredibly detached from art. I have been artistic since I was strong enough to hold a crayon in my hand. My family swore for years I’d be an artist, or an actress. But I have learned that, what all-too-often happens when you choose to love something that doesn’t love you the way you deserve in return, you lose touch with all the things that remind you of why you’re so worthy of a great love. You don’t invest in it, you don’t nourish it, because it becomes all about preserving this person in your life and what you believe they bring to it. When things turn dark the natural inclination is to sacrifice more in order to save it: to prove that you can be as loyal as your promised. 
A year later and I am still unpacking the trauma that was inflicted upon me during that time of my life, trauma I didn’t know by name as it was happening because I had given my all to someone I loved and the future we wanted. But not everything was rosey and blissful, and I am reflecting upon that. I think back to what finally woke me up, and it’s quite literally this: I turned into a huge, enthusiastic, and clumsy nerd. 
Playing a game with such a vivid world took what was perhaps one of the last surviving matchsticks there was, lighting it, and dropping it on me. My imagination consumed Thedas like water after a 40-year drought. I began theorizing characters, researching the prior games, and scrolling through the wiki site hunting for lore. I realized the universe was so much bigger than what Inquisition represented. 
Then, I bought the first sketchbook I had in over a year. 
My characters became my muse, and over time, their portraits grew into stories. I looked up Tumblr and rejoined specifically to engage with the fandom and see what sharing my love with other people could do for my creativity. Even though art and writing were lifelong passions of mine, I had no intention whatsoever of writing fanfiction until I read other people’s work, saw the fun they were having with it and what it was doing for their healing, and I decided to go out on a limb.
The more stories I wrote the more I remembered my marrow: I was so much more than what my relationship, and my partner’s family, warped me into seeing. My original characters started out as projections of the qualities and traits I loved and missed about myself, as well as love letters to the women and queer people in my life. And in the canon characters I grew attached to I saw hope and inspiration for surviving adversities. Tests of faith, conviction, and courage under pressure. In their stories I found refuge and reliability for a terrible era of my life where I felt so completely alone.
As I gave more and more time to my passions, my relationship strained even further than it had. I was no longer hopelessly devoted to its endurance, I had something that was purely mine again, and my partner’s encouragement waned. It turned into jealousy -- for this and many other parts of my life I used as an escape from the sadness -- and rather than bend as I had done before, I pushed back. I protected what was my own and I did not sacrifice it. To be fair it wasn’t always healthy: I would log hours and hours into the game to escape the stress of the relationship, to distract myself from the fact that my mental health was the lowest and frailest it had been in years, and the cold, hard truth: it was over, or else I was going to commit my life to something terrible. 
Months later, I said enough. I ended the relationship once and for all. I was moving my life out of an apartment I had lived in for years, saying goodbye to everything I had fought so hard to build. In your early 20s everything feels like a vast unknown and you have a manual with no writing on its pages. Every serious decision feels like invoking a storm you have to hunker down in. I still deal with that, and am learning from it with every new season. I have also learned that sometimes destruction, and creative recklessness, is about so much more than loss. I had given up security I was paying for with my emotional well-being. 
But I kept me, and my sketchbooks, and my art supplies, and my stories. I had my cat, too, but you know, technicalities (haha).
So, for as imperfect as my fandom experience has been, and for as grumpy as I have become with society’s bullshit (which is quite the high level), I will always be grateful to these games for existing. For giving me something to hold onto when my life was falling apart, a world I could slip away to when I wasn’t ready to face the evils in my own. Because when I was finally ready, and willing to be my own warrior, my imagination was ready to make something out of nothing. These games and this universe helped me save myself.
Thank you to Dragon Age, to the fandom community I have made in its name, and to everyone who makes it worthwhile. But it wouldn’t be me without saying: fuck off to every single bullshit game writer who used its medium to perpetuate harmful tropes and norms, fuck off to fandom racists and racist apologists, to queerphobes who hated my meta on account of it using the word queer even though it was my explicit voice as a queer creative on queer issues (did I forget to say queer? queer!), to Vivienne haters, sexist gamer bros, fetishists; but explicitly to romanticizers of unhealthy power dynamics between couples and friends alike. These horror stories (yes, horror stories) exist enough in real life, take it from me. We don’t need them made into romanticized, co-opted, and misused fictions here. 
The reason why I and so many others write for this universe, and participate creatively, is to combat these influences. With our own blood, sweat, and tears as artists, might I add. I am so, so proud to be included in that community. 
So, happy Dragon Age Day, ya’ll. Let us keep warm on this, our trash can fire. 
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