#justice for our favorite poly bear
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serregon · 11 months ago
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so Baldur’s Gate is overall really good, but not without criticism, and I’m kinda pissed about Halsin becoming irrelevant and the portrayal of his trauma.
I’ve seen some players calling Halsin’s story boring and two-dimensional, and I wish I could say I disagree with them, but I honestly can’t, and he deserved better than what we got.
I really liked Halsin in acts 1 and 2, but it feels like he just doesn’t have much going for him in act 3. I get that he isn’t an origin character, so he isn’t going to have the same big arcs that the main six get, but it feels like the writers just didn’t know what to do with him after act 2. act 2 was pretty much the conclusion of his character arc, and act 3 is just him hitching along for the ride. the thing is, he isn’t even playable until you’re almost halfway into act 2. he’s only playable when his story is almost over.
the only quest Halsin gets in act 3 isn’t even exclusively his quest. he’s one of several characters who could be kidnapped by Orin. so odds are it isn’t going to be his story in your playthrough. that’s it for him. couldn’t he have a small sidequest, like maybe making amends with the tiefling refugees? what about a quest with Jaheira to find other druids in the city? or what about actually meeting those hastily tacked-on shadow druids? if he doesn’t have his own quest what’s the point of having him in my party anymore?
one thing we do get from act 3 is a new side of Halsin where he’s really uncomfortable about being in the city. he’s in an unfamiliar and overstimulating environment, and seeing the poor treatment of refugees makes him lose hope in humanity. it gets to the point that he actually starts to think that the shadow druids had a point. the character who’s always putting on a kind and brave face is starting to break. that’s a good set up for an arc! sure hope it goes somewhere.
eventually Halsin’s unease about staying in the city causes him to have a complete meltdown. he loses control over his bear form and injures Scratch. when he turns back into an elf, he’s panicking about how the city is making him both physically and mentally sick. he has lost all hope in this world, and he pulls out a dagger and holds it to his chest. that’s a really shocking and evocative scene! who doesn’t love watching the nice guy go apeshit? I’d love to see where this goes for his character.
except, that last scene wasn’t actually Halsin, that was Orin taking his form to taunt the player. so that scene went nowhere. I can’t help but feel like I was robbed. you thought Halsin would have a deep character moment, but you were wrong! it’s just like an “it was all just a dream” ending. and of course that scene only happens if Orin chooses to kidnap him over someone else so there’s a good chance you won’t even see this non-character development. so yeah my take is that that scene should have played out with the real Halsin.
we do get another piece of Halsin lore in act 3, but the way it’s handled is. Bad. very bad, even. and this is where I have to add a content warning for sexual abuse.
so when you get to the brothel, the player and their partner can sleep with these twin drow sex workers. if you ask Halsin to join you, he just drops “yeah I was raped by two drow before lol. they tied me to a bed for three years haha crazy right.” I can’t fault Halsin for using a somewhat jokey tone when talking about his abuse. I also can’t fault him for saying that he even sorta liked it at times, abuse survivors are allowed to have complex feelings about their abuse. the problem is, the story itself is not taking this seriously. as far as I could find, Halsin’s history of sexual abuse is brought up absolutely nowhere else in the game. it’s literally only brought up when Halsin makes that half joking reference to it. the player can’t even ask Halsin about it like “hey man that’s a pretty traumatic thing are you alright?” this whole side of his character is a missable one-off line. where does this hint of backstory lead? why can’t we confront him about this later? there’s a lot you could do with a character who hides how deeply something affected him, but it literally comes off like being raped for three years straight barely affected Halsin at all. it’s such a heavy topic that feels like it was tacked on at the last minute with little thought.
it’s also weird because the game handles Astarion’s trauma with so much more grace. they know how to write a male sexual abuse survivor with the respect he deserves, so why couldn’t they do the same for Halsin? it doesn’t even need to be a whole arc, just some camp dialogue or literally anything.
semi-related tangent: the brothel is a steaming pile of tired tropes. the incestuous sex workers? of course the sex workers are freaks, how original! and the murdered sex worker shoved in the fridge like she’s nothing? never seen that one before! the madam who doesn’t give a shit about the safety of said murdered employee? you really reinvented the wheel there!
idk man just. everything else about this game is really really good, but act 3’s flaws stick out like a sore thumb. Halsin and sex workers deserve better.
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ohimsummer · 1 year ago
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✎ . . .❝ WHO DID IT? ❞
—poly!satosugu xmas shenanigans, satosugu x reader, justice for satoru he just wanted to make candy canes !
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The day was going well. Splendid, even. It’s almost Christmas, and the chilly weather makes sure to remind you, flakes of snow peppering the ground and crunching beneath your boots. You’ve completed the task of some nice, last minute shopping for your husbands’ students, picking up some coffee orders, not forgetting a few of Gojo’s favorite desserts from that same coffee shop, and then you were back home in no time. Walking inside, you’re engulfed with a feeling of warmth and coziness, the smell of sugar with a hint of peppermint permeating in the air. Your call of ‘I’m back!’ suspiciously goes unanswered, but you assume your husbands are either distracted or out of earshot.
The honeyed scent of sugar grows stronger as you enter the kitchen, setting bags of gifts and groceries on the floors and countertops. Speaking of countertops…your brows knit, mouth agape in absolute shock as you really take in the center of what was once gorgeous marble. You hear Gojo’s boisterous laughter in the living room, Geto’s faint conversation underneath, and make a beeline straight for them. Upon your arrival, Geto spots you first, and the wide-eyed glance he shares between you and Gojo is very telling.
It’s a simple question.“Who did it?”
And yet getting an answer, at least from one of them, is like pulling teeth.
Satoru halts mid-sentence, turning to beam innocently at you, ignoring the bitter look in your eyes, out for blood. If Suguru’s simmering glare at his idiot counterpart is any indication, then you’ve already gotten your answer.
Said idiot is so good at playing dumb, as if something like this isn’t obviously his doing. “What’s wrong, baby?”
A small breath of exasperation leaves Geto as he takes in the interaction. He thinks Gojo is really in for it this time, he can tell by your body language alone that you’ve got some choice words for this man. Maybe you’ll actually kill him this time. Geto chuckles a good riddance, so low even he can barely hear it. Can’t afford to show too much amusement, lest he get caught in the whirlwind of your fury.
Your foot taps, impatient. Brand new countertops. Not even a month old, they told you to consider them as part of an “extra early Christmas gift”. Ruined with large, faded, circular marks right in the center, on display, and faintly reeking of peppermint.
Suguru grows hot as your furious gaze shifts to him, finger with a mind of its own as it points to Gojo. “He wanted to make candy ca–“
“What the hell, I thought we had an agreement?”
“I’m not taking the fall for this with you over that dumbass idea.”
“Dumbass? You were on board when I suggested it!”
“And that was my mistake for assuming you’d done more than five minutes of research and knew what you were doing.”
“Well, excuse me for trying to get in the spirit of Christm– ow!”
The sharp pinch on his ear leaves Satoru yelping like a hurt dog, stumbling along as you drag him into the kitchen, and Geto takes extreme joy in the small snippets of Gojo’s excuses as he fails to plead his case.
“Baby, my extremely beautiful, lovely, gorgeous wife, I just miscalculated a little, a tiny mist–“
“Mistake?” With your incredulous tone, one can only imagine the look on your face right now. “Look what you did to the countertop, Satoru, don’t come in my damn kitchen tryna be a professional chef or candy maker or whatever!”
A groan. “Technically,” and Suguru cringes immediately, head sinking back on the couch. “It’s all of our kitchen.”
The immediate silence afterward is heavy enough to weigh down a bear. Followed shortly by Satoru’s meek “Ya know what, you’re so right, baby. Your kitchen.”
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farfromstrange · 1 year ago
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Helloooo, 💕💕💕💕
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I had an idea for a fratt and reader fluff piece. They are stuck in the car on a road trip, Frank is driving (because is his truck), Matt is in the copilot seat and Reader is in the middle seat in the back.
She falls asleep and Matt asks Frank to stop the car. Frank asks him "Why?" and Matt says "Because I want to cuddle with her".
When Matt is in the back, Frank asks him "Ever wonder why she always falls asleep in the car?"
That's it, I leave the rest up to you 😘😘😘
Also I wanted to thank you again for doing my request about the teddy bear, it was the cutest like these two gentlemen 😍😍😍😍
I am so sorry for the wait, darling! I had a lot going on. I've honestly never written for Fratt or Frank before in my life, so this is my first. I tried my best, and I hope I did your request justice <3 I’m so happy the teddy bear request was to your liking, so I hope that it’s the same with this one. Sending you all the hugs and kisses, especially for these gifs!!
Ours | Matt Murdock x Frank Castle x Reader
Masterlist
Pairing: Matt Murdock x Frank Castle x F!Reader
Summary: You fall asleep in the car and the boys wonder why that always happens.
Warnings: Tooth-rotting fluff
Word Count: 2.6k
A/n: I have no idea if this is good enough or not, but...I tried? Let me know if you liked it and maybe I'll write more for Frank in the future. I don't know. Also, I have decided not to tag for this because I'm not sure how everyone on my tag list stands with Frank. Since this is a poly ship and not everyone is into that :) Just so you know that I didn’t forget you, I just know not everyone ships Fratt. This is the first fic in that direction I’ve ever written, and I’m a bit shy, but oh well…
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The purr of the engine resonates through the cab of Frank's weathered truck as it speeds down the open highway, the asphalt stretching out before them like an endless ribbon. The moon stands high in the sky, the clock showing an even number of 4:00 am. The car is dark except for the light of the controls and the headlights reflecting off the puddles in the road.
At first, the radio had been playing a random 80s rock tune, but as soon as Matt slipped into the driver’s seat, he sneered at Frank, “Turn that off.”
In response, Frank turned up the volume even more. You told him before that it’s your favorite song, and you wanted to hear it.
“Fuck that!” he’d said. “Our girl wants to hear this. You wanna say no to our girl, Red?”
You smiled so innocently from the backseat, Matt could only sigh and cup his ears to try and keep the volume out. With his heightened senses, something as easy as that won’t even remotely work, but he tried.
Frank laughed out loud. “Told ya!” And then he sang along with you to whatever song came after that one, and Matt had to suffer through it.
The first ten minutes of this drive were torture, to say the least.
Matt accepted it for a while, but eventually decided he had enough and turned the radio off entirely, leaving the car in an eerie silence.
Now, you’re driving without music.
The gentle hum of the tires beneath you eventually lulls you into a peaceful daze. One second, you are lecturing Frank on why opening the car door and throwing Matt out of it while he was driving eighty miles per hour wasn’t such a good idea, the next you slowly start dozing off.
It doesn’t take long before the rhythmic vibrations of the car have you drifting off into a quiet slumber. The soft sounds of Matt and Frank's conversation turn into a distant murmur as your head nestles against the backrest. The gentle sway of the vehicle matches the cadence of your breaths, and soon you are lost in dreams.
Frank lifts his eyes off the road for a moment, looking at you through the rearview mirror. You don’t talk much, but every time the three of you come from a mission, the adrenaline runs high in your bloodstream and you become chatty. Ever since you went quiet, Frank has wondered whether or not you’ve fallen asleep, and he gets his proof when he looks at your sleeping form in the back.
Matt notices him shifting and he tilts his head slightly in your direction. The gentle rhythm of your heartbeat resonates in his ear, your breathing even, and your shirt brushes against your chest ever so slightly whenever it lifts to let some more oxygen into your lungs.
“She’s asleep,” he states.
“Yeah,” says Frank. He reaches back and cups your knee. You don’t move. “Dead fucking asleep, I’d say.”
Matt only shoots him a glare, his unfocused eyes landing on the point closest to where his voice is coming from. “Would you mind keeping both your hands on the steering wheel?”
Rolling his eyes, Frank straightens up. He wants to say something smart, but Matt has said more annoying things in the past. And when he looks at him, he can’t be mad because he looks so soft in the moonlight. It hits his dark curls just right, meeting the brown of his eyes and turning them slightly green, maybe even a little golden.
Matt Murdock is golden, Frank does not doubt that. More golden than you? No, but he is golden nonetheless. A golden retriever, you once called him, and you were onto something then.
Frank doesn’t like a lot of people, and while Matt can annoy the shit out of him, there’s something too good about him that makes it impossible for him to hate the man that’s sitting next to him, his red suit hugging his curves just right, the gloves that usually hug his thick fingers placed in his lap as he fidgets.
He’s aware that the relationship between you three is unconventional, but he couldn’t care less.
Matt frowns. “What?” he asks him.
Frank blinks. “Nothing.”
“Do I have something on my face?”
“Not yet,” he retorts.
“What’s that supposed to mean?”
“Exactly what I fucking said, Red. Exactly that.”
Once again, Matt only rolls his eyes. He leans back in his seat, head tilting even further to listen to you sleep. You sound so peaceful, your body slack with relaxation. You always sit in the middle so you can talk better to them, or hold his hand in the passenger seat. Whenever you’re alone with Frank, you are the passenger princess, but that changes as soon as Matt is involved. They sit in the front to protect you, that much is true, but Matt also gets sick easily in the back, so he always sits in the front. That doesn’t mean you don’t want to hold his hand every once in a while, so you recline in the backseat, always.
Matt reaches behind himself to cup your other thigh. You shift slightly, bucking into his touch as if seeking his comfort. Your heart skips a beat. With the moonlight hitting your face the same way it does him, Matt is sure you must look ethereal.
“She does,” Frank murmurs beside him.
He shoots him a confused glance, but Frank chuckles and adds, “You tend to think out loud when you’re turning into a needy mess. Ain’t my fault.”
A blush forms on Matt’s cheeks, and he instantly turns his head away. He forgets that Frank sees him better than anyone, probably. Not just in the literal sense but in a very deep, emotional way as well. They are so alike yet so different, and you only seem to tighten the bond they already shared from the beginning. With you, life is easier.
Matt slips his hand from your thigh back into his lap, and a mischievous smile spreads across his face. He leans over to Frank, his voice a low murmur. "Hey, could you do me a favor and pull over?" he asks, his hand already fidgeting with the seatbelt.
Frank's brows come together in confusion, so close they almost touch, and the slightest hint of frustration flickers in his eyes. "Why?" he asks back, his gaze fixed on the road ahead.
Matt's smile remains. "Because I want to cuddle with her," he confesses.
Frank's lips twitch into a half-smile as he glances at Matt. “You're such a fucking softie, you know that? It’s disgusting.”
Matt shrugs. "Well, she's asleep, and I don't want her to wake up all stiff and uncomfortable."
With a huff, Frank slows down and finds a spot on the side of the road where he can pull over. “You’re lucky your tits make great pillows,” he says as he pulls into the small lot.
He opens his mouth to protest, but one look at his armor makes him shut up. Frank isn’t entirely wrong.
The truck rumbles to a stop on the shoulder of the road, and Matt swiftly unfastens his seatbelt and moves to the backseat. He methodically makes his way forward by using his bare hands to find the door handle and then climbs back into the familiar interior.
Frank watches him through the rearview mirror, admiring how gracefully he moves, all just so he won’t disturb you. “You good back there?” he asks.
Matt nods. “Yeah, I’m fine. You can drive.”
Carefully, he slides in next to you, grabbing the blanket from the seat next to you. You must have been so tired, you forgot to make yourself comfortable. He wraps it around your form, tucking you in. The truck starts moving again, but he won’t let Frank’s driving distract him from taking care of what’s his.
Matt wraps an arm around your shoulders, pulling you closer to his side, and you snuggle against his chest. The steady beat of his heart creates a soothing melody that harmonizes with the gentle hum of the car's engine.
As Frank resumes driving, his eyes occasionally flickering to the rearview mirror, he can’t help but smile at the sight. He had seen many things in his life, but the simple tenderness of this moment was a reminder of the unexpected bond you have formed over the past few months, and it continues to fasten every single day. Whether it’s sharing a bed, sharing dinner, or taking down a bunch of gang members in an abandoned warehouse far away from your familiar Hell’s Kitchen, you always find a way to come out better together.
After a while, as the sun dips lower in the sky, casting long shadows over the road, Frank's curiosity gets the better of him. He glances over at Matt, who is running his fingers through the messy strands of your hair, and his voice is gruff but tinged with intrigue when he speaks. “Hey, Red,” Frank says, catching his attention. “Ever wonder why she always falls asleep in the car?”
Matt pouts. "I don’t know,” he answers honestly. “Maybe it's the steady rhythm, the feeling of movement. Makes her feel safe like she's being taken care of."
Frank nods thoughtfully, his grip firm on the steering wheel. "Yeah, maybe."
“Or maybe it’s us. She has this thing…” Matt shifts you slightly, and you curl even closer to him in your sleep. He chuckles. “She has this thing where her heartbeat skips whenever one of us is near, and then it slows when one of us touches her.”
“Slow down?” Frank cuts him off, a smirk on his lips. “Man, you sure about that?”
Matt kicks him. “Oh, shut up, Frank!” he says. “I didn’t mean it like that and you know it.”
“C’mon, you can’t blame me. I may not have your super senses, but I know her body inside-out. I know that her heartbeat doesn’t slow down when we touch her.”
“You don’t really know her heartbeat then,” his voice is barely above a whisper. He lowers his lips to your forehead. Your heart jumps again as if you know what he’s doing. “Whenever we’re being affectionate with her–not in a sexual way, mind you–she calms down. She’s always so on edge, but when we’re together like this, when we’re talking and driving and everything is a little less heavy, that’s when she sleeps best. I can’t describe it, but it’s…it shows me that she feels safe with us. With you.”
In an instant, Frank shuts his mouth. Matt’s words make sense, but they still hit him hard. He has a hard time believing that anyone would feel safe in his presence, that anyone would love him, but whenever he looks at you, he knows he’s often just overthinking because you do.
You love him, you love Matt, and you love what the three of you have. You feel safe. You come to him when you’re sad, and he can come to you when he feels the same. You open up to him and Matt, no one else. You let your guard down for him. He never thought he would feel this way again, and it’s often overwhelming to even exist with all the pain he’s carrying, but he’s not alone anymore.
“Can’t say I blame her,” Matt adds.
Damn him, Frank thinks. He doesn’t even have to say what he’s thinking; Matt always knows. He hears his heartbeat, he hears his breathing change, and he feels something switch in the atmosphere, and he instantly knows something isn’t right. Frank thinks too much, even though it doesn’t seem that way, and Matt is very susceptible to people thinking too much. And he’s attentive.
Frank huffs, his fists clenching around the steering wheel. “Fifteen minutes, Red,” he says. “I’ll drop you off at your place. Both of you. I think she’ll be more than happy to stay with your annoying ass tonight.”
“We’re all staying at my place,” he sounds so calm back there.
“Can’t. I’m busy.”
“Yes, you can, and no, you’re not. You don’t have a life outside of me and her, and your guns. We both know that.”
Yes, he can. And no, he’s not busy.
Frank shakes his head, but he doesn’t say anything else. Matt continues to stroke your hair, his attention both on you and the man in the driver’s seat. A small smile plays on his lips. He’s home right here. With you, with Frank, even if it’s an open road–He’s home wherever you are because that’s where his heart is.
The journey continues through the night, the road unwinding beneath the truck's wheels. The moon remains their silent companion.
Even in your sleep, you seem to sense the harmony of the moment, a soft sigh escaping your lips as you nuzzle closer into Matt's chest.
Frank's eyes flicker to the rearview mirror once more, catching sight of your peaceful face. He can't deny that there is a certain comfort in seeing you this way, your guard down and your worries temporarily silenced by tranquility. It's a rare sight, one that fills him with a sense of contentment he didn't anticipate.
Matt's focus remains on you, his fingers lightly brushing against your hair. He marvels at the vulnerability you exhibit in your sleep.
He tilts his head slightly. "Does she look as peaceful as she sounds?" he asks softly.
Frank grunts in agreement. "Yeah, she does," he says.
Matt smiles. "Good." The miles slip away. The open road ahead holds a unique kind of therapy, and the world outside seems to fade into insignificance, leaving only the here and now.
Matt's fingers trace patterns on your arm as he speaks again, his voice low and steady. "You know, I think that when we're in the car, it's like a sanctuary for her," he says, adding to his previous answer. "The movement, the sounds, they offer a sense of security she rarely finds anywhere else. She said her life wasn't pretty before we came along, and we can argue that it still is far from pretty all we want, but she loves us. That counts for something, Frank."
Frank contemplates, his lips pursing. "Security?" he questions. Of course, he would pick the part he didn’t emphasize.
“Yeah.” Matt sighs, then he nods. “She feels safe with us. It's more than just the physical presence—it's the emotional support we provide. We're her safe haven,” he says.
Frank's eyes flicker to Matt's profile, his lips twitching into a shit-eating grin. “You've thought this through, huh?” He chuckles. “That’s a new one.”
Gone is the doubtful Frank, leaving behind the teasing asshole he likes to be. And Matt eats it up every single time.
He rolls his eyes, something he should get paid for at this point, but the hint of a smile plays at the corners of his lips. "I've had a lot of time to think," says Matt. "I always think, especially about her. And you."
A small chuckle escapes Frank's throat, the sound almost incredulous. He's trying to play off the blush that is threatening to break out. Whenever Matt is being sweet, he does it with such precision, Frank wants to break out into hives. But in a good way.
“I'll be damned, Red,” he says, his voice edging on a mock. “Who knew you could be such a fucking philosopher and shit-eating romantic at the same time?”
Matt's lips turn into a full-fledged grin. "Well, we all have our talents," he says.
"Yeah, I guess we do," Frank agrees, his voice softer than usual, even bordering on a whisper.
As the road stretches ahead, the miles disappearing beneath the truck's wheels, Matt's fingers continue their gentle dance along your skin. His touch is a silent promise that he's always going to be there for you, no matter what, and the sense of safety makes you melt. His touch holds a magic power, and you're too weak to fight it.
Frank's eyes flicker to the road again. He's not one to openly express emotions, but he knows that this connection—the one forged between you, Matt, and himself—is something he wouldn't trade for anything in the world. He finally has a reason to live again, and he'd be damned to let it go. To let you go.
"You think she knows?" His question hangs in the air. He doesn't even have to say what he means for Matt to understand.
Matt's expression softens as he takes in the sight of your peaceful form. "I think she feels it," he answers. "She knows she's cared for. She’s knows we’re here for her. That we love her. Both of us."
It's a simple truth that Frank has come to realize over time—that you've found a home within their unconventional dynamic, and that the sanctuary of the car is just one representation of the security they offer you. You spend most of your time there, anyway.
And so, the miles roll on. With the open road stretching before you, and the soft embrace of sleep enveloping you, you continue your trek, each moment etching your story deeper into the tapestry of your lives.
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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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sugamoonv · 6 years ago
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How Many Steps to Where You Are?
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Pairings: dragon!hybrid x reader
Warnings: none :)
Word Count: 2.5k
Summary: You and Namjoon are like two passing ships at night and no matter how many times he crosses the sea, he just can’t seem to get to you.
Masterlist / Chapter 2
A.N: I know, I know, I’ve been super inactive lately. I’m sorry. But I’m starting a new fic and I’m a sucker for hybrid au’s. It’s always super difficult to find one for Namjoon that’s not poly and I hope I do this au justice. Let me know what you think!!!
“He won’t let anyone into his room. Not even when he’s not there. Last time, Peggy waited until Namjoon was in lunch and apparently she misplaced something because he got all aggressive with her.”
“What did she move?”
“No idea but he was literally blowing smoke. I’m pretty sure if the guards weren’t there, he would have actually eaten her or something.” The woman set down her sandwich and checked behind her to make sure no one else was in the room and leaned forward to whisper, “Ya’ know, some of the hybrids they have here are just downright animals. Like, they look human and then all of a sudden they attack you. Their brains just aren’t as complex as ours, it’s no wonder they don’t get adopted.”
The man across from her nodded, unable to vocalize his agreement with a full mouth. He swallowed and wiped his mouth with a napkin, “Is she still gonna’ clean?”
The woman huffs out a laugh, “Doubt it. She’s trying to get on paid leave, saying she needs to recuperate from working in a hostile work environment. So now I have to cover her wing.”
“Just have the new girl do it.”
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You take in the array of knick-knacks neatly organized on the desk, dresser, and windowsill. The objects around the hybrid’s room seemed to be random: smooth stones, pin-on buttons, small plushies, origami paper, small decorated mason jars, books, and journals.  Drawings were taped onto the walls to break the harshness of the white. You weren’t sure if they were all made by the hybrid as each drawing had a different style to it.
You carefully place the clean pile of folded sheets on the empty corner of the hybrids dresser and removed the larger plushies to the ground before stripping the wrinkled sheets from the cheap, twin size bed and setting them in the now cleared space. A thin memory foam topper was on the mattress, but you doubted that did much to prevent the springs underneath from knotting the hybrid’s muscles. You made quick work to smooth the new sheets and place the plushies back on the bed in what you thought was a neat order.
You finished moving everything off of the surfaces in the room before grabbing the generic cleaning spray the shelter bought and wiping everything down. Even though you had only been with the non-profit company for two months, you had picked up things fast. Granted, your only job used to be delivering stuff and doing small errands for people higher up, then that expanded to you cleaning as one of the workers left. But each room was cleaned the same and after repeating the same motions for the rooms that came before this one it quickly became muscle memory and so it wasn’t even half an hour before you were moving on to the next room in the wing.
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Namjoon sighed as Yoongi, Taehyung, and Jin were escorted to their wings for night hours. They weren’t allowed in the same wing as Namjoon, no matter how many times he pleaded for them to be moved. It was apparently too dangerous for them to be among predator hybrids and the only reason why Jin was moved closer to Yoongi and Taehyung was because his hibernation was approaching and wouldn’t be a threat since he’d be too busy resting.
Jungkook and Jimin waved as they left to their section of the wing with the other large cats. Hoseok patted Namjoon on the back as he left in the opposite direction where the canine breeds were housed and Namjoon made his way to his section.
There were only a few rooms in his section. Most of the space in his wing was dedicated to giving rooms to the canine and cat breeds as they were more popular. Rare breeds like Namjoon were far and in between. In fact, he was the first dragon hybrid this shelter has had and the only other dragon was in another city completely. He wasn’t quite too sure but he’s certain that his neighbors are a griffin and phoenix hybrid breed. His classes were at a different time than theirs and he always spent his recreation time holed up in his room or with his group of friends, so he’s never actually seen them.
Before he opens his door, Namjoon can tell that there’s something off. There’s a faint aroma that drifts from his room and with how faint it is, he can tell that whoever was in his room had been gone for a few hours. The lavender and mint scent was far different than the tobacco-tinged scent of ammonia and latex he was used to on cleaning days.
Namjoon’s eyes quickly flashed into slits as he stepped towards his door and further took in your scent. His primal instincts were internally screaming at him. He could feel the familiar heat rising in his chest as all the ways his treasure could have been disturbed ran through his head. But a sharp clang from one of the night guards batons against the cement wall drew Namjoon back to his more rational side. And ducking his head away from the warning glare of the guard, Namjoon held his breath and ushered himself into his room.
Despite how still his lungs were, Namjoon was powerless to stop himself from taking in your overwhelming scent. His room was saturated with the smell of you. With one breath in, the small slits in Namjoon’s eyes were blown wide as his mind became dizzy and clouded with the aroma of someone he’s never met. He imagines that this is near the exact sensation cats and feline hybrids have when exposed to catnip. Or when a hybrid finds their mate.
Suddenly Namjoon couldn’t care less about you stacked his books in alphabetical order using the titles rather than the author’s last name. Or how the wing of the origami swan Jimin made him has been switched with the swan Jimin taught Taehyung how to make. He didn’t even care that the plushies on his bed were arranged in the wrong order. That Ryan was meant to go front and center because the bear was his favorite and reminded him of his closest friend here.
Namjoon didn’t even register his feet moving to the bed where your scent clung on to the bedsheet and pillowcases. What he did feel was the intense shiver that ran up his spine and the vibrations in his chest that turned into a moan as he deeply inhaled the lavender. He could faintly smell the detergent of the laundry and the cleaning supplies beneath your irresistible odor. He became so lost in the sensations, he didn’t even know he had completely fallen asleep as for the first time since he arrived at the shelter, his body was in a state of total relaxation.
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“Who cleaned my room?” Namjoon burst into the office, hair tousled from just rolling out of bed.
The caseworker exhales a drained sigh, “Namjoon, we’ve come to the conclusion that no matter who cleans your room, there’s always going to be something that will be put out of place. Once you get adopted you keep everything the way you like it, but for now, you’re going to have to deal with it.” The bags under the older woman’s eyes are deep as she lectures Namjoon while focusing on the adoption papers laid in front of her.
“No. I just need to know who cleaned my room yesterday. It’s important.” Namjoon bounces on his feet and watches the woman finish writing with wide eyes.
The woman slowly lifts her head then lets it fall slightly to the side. “Even if I did know who was assigned your wing you know I can’t give out employee information.”
Namjoon grits his teeth and turns to leave before the woman calls out to him, “I’m glad you actually stopped in to see me because a client said that they’re interested in adopting a rare breed. I set up a meeting so they’re coming in later to meet you.”
Namjoon feels the panic building in your chest and his instincts scream to him to find his mate. If only he knew who you were. What if these people decided to adopt him and he had to leave the shelter before he found you? How would he find Yoongi, Taehyung, Jimin, Jungkook, Hoseok, and Jin once he was gone? How would he make sure that they all were adopted into loving homes? He’s sabotaged a meeting before. Namjoon refused to let this be the exception.
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Namjoon openly grimaced as the couple walked into the interview room with overbearing grins. They were fairly young, perhaps a bit older than Namjoon. He deduced that they were from the upper class based on the rich fabrics of their jackets and the fact that they only were interested in rarer breeds. But he could tell just by looking at them that they were the type of people to buy hybrids on impulse. The type of people that bought hybrids thinking it was the next step in showing their wealth and had put little to no effort in learning the needs of hybrids. Especially the one they ended up adopting.
Namjoon gives them a judging glare as if the chairs squeaking was their fault rather than the shelter being cheap. He almost feels bad due to the way they apologetically smile at him and lower themselves slower to try and prevent the chairs from making noise. He looks out the viewing window as his caseworker waves and leaves his view with an encouraging smile.
Namjoon’s mind drifts to you without his consent. As much as he needs to focus, he can’t stop himself from thoughts of you or thinking of the only part of you he knows. All day, he’s had his nose in the air, hoping to catch a whiff of the same scent that was in his room last night. This morning he almost entered a crazed state because his scent steadily replaced yours the longer he stayed in his bed. It was either he finds you or waits a week and pray that you were the one to clean his room. He wished for the latter.
“I think you’ll fit in really well at home with us.”
Namjoon was broken out of his daze as the woman gently placed her hand on top of Namjoon’s. Her skin felt wrong against his and again, he couldn’t help but wonder what you would feel like once he was able to hold you.
Her husband lifted himself from the chair and kissed the woman on the top of her head before shuffling out of the room. The words got stuck in Namjoon’s throat as he watched the man leave in search of his caseworker. His dismay must have registered as a happy shock to the woman because she giggled and leaned forward, squeezing his hand tighter.
Namjoon’s caseworker walked back into the room with a beaming smile. “Come on. Why don’t we go get your stuff while they finish signing everything.”
After a few moments of him showing no signs of getting up, his caseworker walked over and grabbed his elbow to guide him which he numbly followed. He could feel Hoseok’s and Jungkook’s bewildered and concerned stares through the glass window looking into the main lounge. He knew that the look he shared with them would be the only way he could say goodbye, but he couldn’t bring himself to turn his head to meet their eyes. His heart was clenching too much and if he looks, he knew he would do something drastic enough to get him sent to another shelter. One worse than this. No matter the hypothetical Namjoon thought of, he found himself alone.
Perhaps it was the shock of everything changing so quickly or him already beginning the five stages of grief that made him oblivious to you being so close to him. You were cleaning the wing next to Namjoon’s, where Jungkook and Jimin were housed when you realized that you were running low on pillowcases. It was a poor architectural design for them to put to supply closet all the way on the opposite side of the building. And so you found yourself hastily making your way through Namjoon’s wing on your journey for more pillowcases when you roughly collided with him.
You vaguely feel Namjoon’s shoulder coming in contact with your chin before you’re distracted with the pain that shoots up your tailbone when you fall back onto the floor. You squint your eyes shut and groan in pain as your hand moves to coddle your lower back. When you look up, Namjoon is frozen, staring down at you in amazement, short puffs coming from his gaping mouth and pupils blown wide.
“Are you okay, sweetie?” the older woman that’s with the hybrid kneels down to help you up.
You slowly get to your feet and voice out a reassurance for her. The hybrid is still stuck in his spot and for some reason, you feel like the way his snake-like eyes never leave you should make you feel uncomfortable but you find you don’t mind. The expanse of black from his wide pupils heighten the glossiness of his eyes in a way that makes the tall hybrid adorable. Despite working at the shelter for two months, you hadn’t had a lot of exposure to hybrids but if this is what they all looked like, you could understand the want to adopt them.
You try to break the hybrid out of whatever trance he’s in with a nervous laugh, “Sorry for running into you. I wasn’t paying attention to where I was going.”
And if Namjoon looked awestruck before, then hearing your voice makes him look like he’s the first creature alive to discover the warmth of fire. His heart is pounding in his chest and he has to fight his hybrid nature from running over to you and marking you as his. His skin is tingling through his shirt where you ran into him. And on trend for today, Namjoon finds that the words he wants to say to you are stuck in his throat as he struggles to even breath.
Namjoon’s caseworker takes a hold of his arm again and pulls him towards his room once you excuse yourself. He drags his feet as much as possible because he knows that if he were to use a fraction of his strength to get out of his case worker’s grip, he could seriously hurt her. But watching you walk away instills a fear in him like he’s never felt before.
“Wait!” Namjoon forces his voice to work and he shouts across the room to you, hoping that the crack in his voice didn’t sound as major to you, “What’s your name?” If there’s one thing Namjoon is going to do before he’s forced to leave you, it’s learn your damn name so that you’ll never be lost to him.
“Y/N,” you look back at him with a kind smile and a blush and again, Namjoon feels like sprinting to you and feeling the heat beneath your cheeks on his palms. But it’s all in vain as you walk away and he’s dragged further away from you.
Permanent Tags: @detectivebourbon @eshika0102 @omgsuperstarg
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life-in-every-limb · 8 years ago
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We’ve just returned from an epic weekend of graduation festivities as Teddy’s Notre Dame adventure has come to a close.  Four years flew by, as they are wont to do when you have kids, and it won’t be long before I’ll be writing a melancholy post about having a child leave the nest for good to start adult life very far away.
But I won’t go there today! This weekend was fun and I didn’t feel melancholy, or too stressed, or anxious, or any other way I expected to feel.  And I took lots of pictures!
We (and by “we” I mean me, John, Emily, William, and Lorelei) left Knoxville Thursday night and drove about halfway, stopping in Florence, Kentucky just outside Cincinnati.  This enabled us to get a (relatively) early start the next morning and make it to Notre Dame by around three, because Teddy had plans for John and me.
We left the “little people” (which is surely a ridiculous thing to call them at this point) with Emily, who took them out to eat at a conveniently located (actually in the parking lot of the hotel!) Asian restaurant and then to the hotel pool, and headed for campus, where one of Teddy’s favorite political science professors had invited him and other students to attend a Mass and reception.  This event was really for kids who were in a program that Teddy was not a part of, but it was lovely to start off the weekend with Mass in one of Notre Dame’s many beautiful residence hall chapels and then to meet some of his professors.
We didn’t get to stay long, though, because we had another event to attend.  This one was a party hosted by Scott Malpass, Notre Dame’s CIO, for students in a program he sponsors at the university.  These students were allowed to invite some of their friends, which was how we ended up at this utterly amazing party held downtown at Cafe Navarre.
Alcohol of all kinds flowed freely, along with canapes, caviar, a raw bar, a full buffet dinner . . . y’all, it was insane.  Many people were having a VERY good time, and I enjoyed the people-watching and the music as well as the food.
Predictably, John and I tired of this before Teddy did, so we left him there and went back to the hotel, to get some sleep before the next full day of activities.
The next morning we were all invited to brunch at someone’s lake house, but I bowed out of that and Teddy took John, Jake, and Jessica (that’s Jake’s girlfriend–they had arrived late the night before and were crashing with Teddy at the house where he lived off campus with several friends).  The rest of us drove over to campus because Lorelei and William had never seen the place and I wanted to show them a couple of things.
We started at the Grotto, then walked up to the Basilica, made sure we saw the Golden Dome, and stopped by Teddy’s residence hall, Saint Edward’s (called Steds by the boys, and the oldest one on campus).  Then we took a short walk by one of the lakes.  Notre Dame’s campus is huge, so if you are ever up that way and have limited time to spend, those are the sights I recommend you see.  Of course, I took some pictures:
Then it was back to the hotel to change clothes and meet up with the rest of our people and time for the serious stuff to begin.
First up was the Political Science Senior Recognition Ceremony.  Teddy is a Business School grad, but he double-majored in Finance and Poli Sci.  We enjoyed this relatively short and low-key ceremony, where we were encouraged to clap and walk down as close as we could get to take pictures.
From here we walked straight across the parking lot to the Joyce Center, where so many of the events that have made up our Notre Dame experiences have taken place.  We were attending the Baccalaureate Mass in the Purcell Pavilion, and we wanted to get there early enough to find a seat and avoid being placed in the overflow room.
We sat very high in the arena and had an hour to wait for Mass to begin. (There was a LOT of sitting and a LOT of waiting over this weekend, y’all!)  There was music to make it more bearable–throughout the weekend the musicians were amazing and added so much to the experience.
There’s something special about attended Mass with thousands of other people.  And, as always, we ended by singing the Alma Mater.  I’ve said this before, but anyone you’ve ever heard complaining about Notre Dame’s lack of Catholic identity can’t have ever been there.
Next we attended a much-anticipated event:  a catered dinner in the vacant lot across from the row of house where Teddy and 15 of his friends spent their Senior year.  This event was planned by one of the mothers and many other families pitched in to help with the arrangements.  I’ve met some of the mothers before, and it was great to get to see them again.
All the family joined us for this celebration, as well as my friend Mary Jo, who was in town visiting family.  It was certainly a highlight of the weekend to catch up with her, and she came back to the hotel with us when the kids grew weary and wanted to leave (we left John and Jake and Jessica there with Teddy and they continued to have a great time!).
The threat of bad weather hung over the entire weekend, and it was raining pretty hard when we left the party (thankfully we had sprung for tents!).  The administration decided to delay the start time of the commencement ceremony the next morning, for which we were very grateful!
Because of tight security, we needed to arrive around 8 a.m. and wait in a VERY long line (it moved pretty quickly, though).  There were many items we were not allowed to bring inside, including umbrellas–but rain ponchos were provided! (It sprinkled at one point for maybe five minutes.)  Once inside and seated we had a long wait ahead but it wasn’t so bad as there was music and several screens with pictures of the graduates lining up outside the stadium.
As is customary, the ceremony began with the academic procession, which took awhile as there were 2,081 graduates plus the faculty who had to get to their seats.  Here is a picture showing the Business School candidates starting to come in.
The ceremony followed the usual predictable format for such events.  If you’ve ever been to one you don’t need a description.  I came expecting to be bored, to be honest.  But I was wrong–very wrong–and this turned out to be a highlight of the weekend for all of us.
It started with the introduction of Vice-President Pence, who was the Commencement speaker.  Around 100 kids stood up and quietly left the stadium as part of a previously planned protest.  This wasn’t a surprise to many people, including the administration, who had already indicated there would be no repercussions for those who chose to participate, but it was a surprise to me!
Before you ask, no, Teddy did not walk out.  And while I don’t have any issue with peaceful protests, I have a feeling Mr. Pence (who graciously took no notice of the protest and gave a largely unobjectionable, if unremarkable, speech) was more impacted by the other two speeches we heard than by the walkout.
The valedictory address was amazing.  What kind of bravery must it take for a 22-year-old to stand on the same stage with the man who may well be President one day and say, “Our generation must stand against the scapegoating of Muslims. Our concern for freedom of religion must mean freedom for all religions, not just our own, otherwise none of us is free. . . . If we are going to build walls between American students and international students, then I am skewered on the fence . . . Our mission calls us to act on behalf of justice. It is precisely in response to the suffering of Syrian refugees, fleeing war, that the arms of Jesus outstretched on God Quad call for a courageous response.”
And then there were the words of Laetare medal winner Father Greg Boyle (who is a Jesuit so I already had a soft spot in my heart for him): “You go from here to dismantle the barriers that exclude.  And there’s only one way to do that: and that is to go where the joy is, which is at the margins, for if you stand at the margins, that’s the only way they’ll get erased, and you stand with the poor, and the powerless and the voiceless. You stand with those whose dignity has been denied, and you stand with those whose burdens are more than they can bear, and you will go from here and have this exquisite privilege once in a while to be able to stand with the easily despised and the readily left out, with the demonized so that the demonizing will stop, and with the disposable, so the day will come when we stop throwing people away.”
We all felt blessed to have had the opportunity to hear such wisdom, and that’s what I am still thinking about days later.
One unfortunate consequence of the rain delay is that there was no time for lunch before the next and thankfully last event:  the Mendoza College of Business Diploma Ceremony, otherwise known as the ceremony that wouldn’t end.
Y’all, this is the one where they call out the names.  I don’t know how many names there were but it was a lot.  We were there for an hour waiting for it to begin on extremely uncomfortable bleachers, and then I think it was at least 2.5 hours before Teddy’s name was called and there were about an hour’s worth left to go.
I felt rude but I couldn’t stand it.  I took Lorelei and William out and went to the student center and got them snacks and drinks.  Then I went back inside to watch Teddy walk out and then thank God in Heaven it was over and time to take pictures!
Teddy (and I) would have appreciated a more scenic background but we were pressed for time and there were members of our party for whom walking long distances is an issue.  Jake was like, “Here’s a nice tree.  Stand in front of it,” and we got the whole thing done in maybe five minutes.
And now, AT LAST, it was dinner time!
Y’all have heard of Studebakers, right?  My Uncle Charlie had one MANY years ago, as I recall.  Well, they were once manufactured in South Bend, and the guy who founded the company lived in this 40 room mansion.
Only now it’s a restaurant–Tippecanoe Place–and I hope y’all will indulge me because I just couldn’t stop taking pictures:
I didn’t get any interior pictures except for the group shot below because it just seemed kind of awkward but it was as beautiful as you might imagine–grand staircases, marble fireplaces, fancy woodwork everywhere.  And the food largely lived up to the surroundings, as did the service.  It was the perfect special spot to end our celebration.
Teddy (who I should tell you goes by Theo everywhere other than with family and old friends) graduated summa cum laude.  He received the Raymond P. Kent award for outstanding work in Finance courses.  He’s had a job lined up for months and will be heading to San Francisco in July to start work as an investment banking analyst.  As this chapter closes, a new adventure is just beginning for him.
Filed under: Catholicism, family, Notre Dame, Politics, Uncategorized, Vacations Tagged: Basilica of the Sacred Heart, Blessed Mother, Catholic, family, Golden Dome, graduation, Grotto, Mike Pence, Notre Dame, Our Lady, protest, rites of passage
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life-in-every-limb · 8 years ago
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We’ve just returned from an epic weekend of graduation festivities as Teddy’s Notre Dame adventure has come to a close.  Four years flew by, as they are wont to do when you have kids, and it won’t be long before I’ll be writing a melancholy post about having a child leave the nest for good to start adult life very far away.
But I won’t go there today! This weekend was fun and I didn’t feel melancholy, or too stressed, or anxious, or any other way I expected to feel.  And I took lots of pictures!
We (and by “we” I mean me, John, Emily, William, and Lorelei) left Knoxville Thursday night and drove about halfway, stopping in Florence, Kentucky just outside Cincinnati.  This enabled us to get a (relatively) early start the next morning and make it to Notre Dame by around three, because Teddy had plans for John and me.
We left the “little people” (which is surely a ridiculous thing to call them at this point) with Emily, who took them out to eat at a conveniently located (actually in the parking lot of the hotel!) Asian restaurant and then to the hotel pool, and headed for campus, where one of Teddy’s favorite political science professors had invited him and other students to attend a Mass and reception.  This event was really for kids who were in a program that Teddy was not a part of, but it was lovely to start off the weekend with Mass in one of Notre Dame’s many beautiful residence hall chapels and then to meet some of his professors.
We didn’t get to stay long, though, because we had another event to attend.  This one was a party hosted by Scott Malpass, Notre Dame’s CIO, for students in a program he sponsors at the university.  These students were allowed to invite some of their friends, which was how we ended up at this utterly amazing party held downtown at Cafe Navarre.
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Alcohol of all kinds flowed freely, along with canapes, caviar, a raw bar, a full buffet dinner . . . y’all, it was insane.  Many people were having a VERY good time, and I enjoyed the people-watching and the music as well as the food.
Predictably, John and I tired of this before Teddy did, so we left him there and went back to the hotel, to get some sleep before the next full day of activities.
The next morning we were all invited to brunch at someone’s lake house, but I bowed out of that and Teddy took John, Jake, and Jessica (that’s Jake’s girlfriend–they had arrived late the night before and were crashing with Teddy at the house where he lived off campus with several friends).  The rest of us drove over to campus because Lorelei and William had never seen the place and I wanted to show them a couple of things.
We started at the Grotto, then walked up to the Basilica, made sure we saw the Golden Dome, and stopped by Teddy’s residence hall, Saint Edward’s (called Steds by the boys, and the oldest one on campus).  Then we took a short walk by one of the lakes.  Notre Dame’s campus is huge, so if you are ever up that way and have limited time to spend, those are the sights I recommend you see.  Of course, I took some pictures:
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Then it was back to the hotel to change clothes and meet up with the rest of our people and time for the serious stuff to begin.
First up was the Political Science Senior Recognition Ceremony.  Teddy is a Business School grad, but he double-majored in Finance and Poli Sci.  We enjoyed this relatively short and low-key ceremony, where we were encouraged to clap and walk down as close as we could get to take pictures.
From here we walked straight across the parking lot to the Joyce Center, where so many of the events that have made up our Notre Dame experiences have taken place.  We were attending the Baccalaureate Mass in the Purcell Pavilion, and we wanted to get there early enough to find a seat and avoid being placed in the overflow room.
We sat very high in the arena and had an hour to wait for Mass to begin. (There was a LOT of sitting and a LOT of waiting over this weekend, y’all!)  There was music to make it more bearable–throughout the weekend the musicians were amazing and added so much to the experience.
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There’s something special about attended Mass with thousands of other people.  And, as always, we ended by singing the Alma Mater.  I’ve said this before, but anyone you’ve ever heard complaining about Notre Dame’s lack of Catholic identity can’t have ever been there.
Next we attended a much-anticipated event:  a catered dinner in the vacant lot across from the row of house where Teddy and 15 of his friends spent their Senior year.  This event was planned by one of the mothers and many other families pitched in to help with the arrangements.  I’ve met some of the mothers before, and it was great to get to see them again.
All the family joined us for this celebration, as well as my friend Mary Jo, who was in town visiting family.  It was certainly a highlight of the weekend to catch up with her, and she came back to the hotel with us when the kids grew weary and wanted to leave (we left John and Jake and Jessica there with Teddy and they continued to have a great time!).
The threat of bad weather hung over the entire weekend, and it was raining pretty hard when we left the party (thankfully we had sprung for tents!).  The administration decided to delay the start time of the commencement ceremony the next morning, for which we were very grateful!
Because of tight security, we needed to arrive around 8 a.m. and wait in a VERY long line (it moved pretty quickly, though).  There were many items we were not allowed to bring inside, including umbrellas–but rain ponchos were provided! (It sprinkled at one point for maybe five minutes.)  Once inside and seated we had a long wait ahead but it wasn’t so bad as there was music and several screens with pictures of the graduates lining up outside the stadium.
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As is customary, the ceremony began with the academic procession, which took awhile as there were 2,081 graduates plus the faculty who had to get to their seats.  Here is a picture showing the Business School candidates starting to come in.
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The ceremony followed the usual predictable format for such events.  If you’ve ever been to one you don’t need a description.  I came expecting to be bored, to be honest.  But I was wrong–very wrong–and this turned out to be a highlight of the weekend for all of us.
It started with the introduction of Vice-President Pence, who was the Commencement speaker.  Around 100 kids stood up and quietly left the stadium as part of a previously planned protest.  This wasn’t a surprise to many people, including the administration, who had already indicated there would be no repercussions for those who chose to participate, but it was a surprise to me!
Before you ask, no, Teddy did not walk out.  And while I don’t have any issue with peaceful protests, I have a feeling Mr. Pence (who graciously took no notice of the protest and gave a largely unobjectionable, if unremarkable, speech) was more impacted by the other two speeches we heard than by the walkout.
The valedictory address was amazing.  What kind of bravery must it take for a 22-year-old to stand on the same stage with the man who may well be President one day and say, “Our generation must stand against the scapegoating of Muslims. Our concern for freedom of religion must mean freedom for all religions, not just our own, otherwise none of us is free. . . . If we are going to build walls between American students and international students, then I am skewered on the fence . . . Our mission calls us to act on behalf of justice. It is precisely in response to the suffering of Syrian refugees, fleeing war, that the arms of Jesus outstretched on God Quad call for a courageous response.”
And then there were the words of Laetare medal winner Father Greg Boyle (who is a Jesuit so I already had a soft spot in my heart for him): “You go from here to dismantle the barriers that exclude.  And there’s only one way to do that: and that is to go where the joy is, which is at the margins, for if you stand at the margins, that’s the only way they’ll get erased, and you stand with the poor, and the powerless and the voiceless. You stand with those whose dignity has been denied, and you stand with those whose burdens are more than they can bear, and you will go from here and have this exquisite privilege once in a while to be able to stand with the easily despised and the readily left out, with the demonized so that the demonizing will stop, and with the disposable, so the day will come when we stop throwing people away.”
We all felt blessed to have had the opportunity to hear such wisdom, and that’s what I am still thinking about days later.
One unfortunate consequence of the rain delay is that there was no time for lunch before the next and thankfully last event:  the Mendoza College of Business Diploma Ceremony, otherwise known as the ceremony that wouldn’t end.
Y’all, this is the one where they call out the names.  I don’t know how many names there were but it was a lot.  We were there for an hour waiting for it to begin on extremely uncomfortable bleachers, and then I think it was at least 2.5 hours before Teddy’s name was called and there were about an hour’s worth left to go.
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I felt rude but I couldn’t stand it.  I took Lorelei and William out and went to the student center and got them snacks and drinks.  Then I went back inside to watch Teddy walk out and then thank God in Heaven it was over and time to take pictures!
Teddy (and I) would have appreciated a more scenic background but we were pressed for time and there were members of our party for whom walking long distances is an issue.  Jake was like, “Here’s a nice tree.  Stand in front of it,” and we got the whole thing done in maybe five minutes.
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And now, AT LAST, it was dinner time!
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Y’all have heard of Studebakers, right?  My Uncle Charlie had one MANY years ago, as I recall.  Well, they were once manufactured in South Bend, and the guy who founded the company lived in this 40 room mansion.
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Only now it’s a restaurant–Tippecanoe Place–and I hope y’all will indulge me because I just couldn’t stop taking pictures:
I didn’t get any interior pictures except for the group shot below because it just seemed kind of awkward but it was as beautiful as you might imagine–grand staircases, marble fireplaces, fancy woodwork everywhere.  And the food largely lived up to the surroundings, as did the service.  It was the perfect special spot to end our celebration.
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Teddy (who I should tell you goes by Theo everywhere other than with family and old friends) graduated summa cum laude.  He received the Raymond P. Kent award for outstanding work in Finance courses.  He’s had a job lined up for months and will be heading to San Francisco in July to start work as an investment banking analyst.  As this chapter closes, a new adventure is just beginning for him.
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August 2013
May 2017 (photo credit: Father Ralph Haag)
Love Thee, Notre Dame: Teddy’s Graduation We've just returned from an epic weekend of graduation festivities as Teddy's Notre Dame adventure has come to a close.  
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