Ursah Bee
Ursah Bee
Nov 6 · 17 min read

Pokémon Servitors: a new age familiar.

In this day and age, it seems quite common for many a witch folk to claim a favored pet as a familiar. Trust me, I get it- I love the furbabies just as much as anyone, and as an animal lover, it feels great to involve them in as many parts of your life as you can- even the magical aspects. But, in this respect, not every black cat is a Salem, and so on. Not to rain on your parade- I’m sure your pets are amazing loves, and probably super intuitive, but, not necessarily a familiar. Familiar, in Western demonology, small animal or imp kept as a witch’s attendant, given to her by the devil or inherited from another witch. The familiar was a low-ranking demon that assumed any animal shape, such as a toad, dog, insect, or black cat. Sometimes the familiar was described as a grotesque creature of fantasy, an amalgam of several creatures. Before getting swallowed by chaos magic culture, the term servitor essentially just referred to a bound spirit. Peter J Carroll writes “These beings have a legion of names drawn from the demonology of many cultures: elementals, familiars, incubi, succubi, bud-wills, demons, atavisms, wraiths, spirits, and so on.” Austin Osman Spare thought that these entities are bound to obsessions;the magician experiencing an obsession (a way the psyche tells the magician that it desires something), forms part of the sub-consciousness into a semi-independent phenomenon that will do the work needed to actualize the magician’s desire. Phil Hine writes: “By deliberately budding off portions of our psyche and identifying them by means of a name, trait, symbol, we can come to work with them (and understand how they affect us) at a conscious level.” Hmmm. The pieces come together. Pokémon, bound in poke balls, preforming tasks to help a trainer become a Pokémon master? Hmmm. Magicians have taken the journey of initiation to become masters of their crafts for ages long since past. This is just a modern twist. Recent studies in neuoplasticity have even shown that individuals who played Pokémon a lot as a child have a special part of their brain dedicated to storing that knowledge. The team behind the study wanted to identify that critical developmental window in humans, and to see “which dimensions of visual information constrain the development and topography of this shared brain organization,” they wrote. To do that, they needed a specific visual stimuli that many adults would’ve spent hours looking at as children. The results showed that only the group who played the game had a specific part of the brain that responded to the sight of Pokémon. This group also responded to locations in the game, specifically through “place-selective activations,” meaning their brains effectively categorized areas in the game as real-world locations. Scientists have witnessed a sort of magic there, in the body responding to years worth of stimuli. Visualization is important, and is easier when your brain has a specific spot registered to house memories and information pertaining to your query. These creatures exist on multiple planes of existence- as physical, digital, and astral/etheric beings. How different is a pokeball from a Solomonic triangle? In creating servitors, once the magickal intention has been formulated an appropriate container for it can be developed. This can be a sigilized figure, an amulet or talisman, a fetish, a computer program or script, or even, possibly, an electronic pet. In this case, pokeballs, Pokémon cards, and plushes all are readily available, and easy housing for your spirit friend.With modern servitors being held as extensions of the magicians psyche, and the Pokémon egregore expanding parts of our brain and consciousness, it only seems fitting to marry the two together in some way or form. Pokémon are great because many seem to meet the particular criteria of certain archetypes, which makes their adoption as servitors all the easier. They are all imbued with different abilities which give them a functional framework for us as magicians to look at , in regards to them performing tasks for us. Servitors are designed to fulfill a particular need, so it is up to us to give them a purpose or function. Life span is very based on purpose, its lifespan should only be until after the test then it will return back to the energy of source. Close your eyes, and in your mind’s eye begin to mold the energy into the spiritual appearance of your servitor. Strongly visualize every little detail of your servitor’s being. Then breathe life into your servitor by just intending for the energy to be alive and to be conscious. Once you have molded your energy into the spiritual appearance of your servitor, then in your head, or out loud call to the servitor. Tell the servitor it’s name, it’s purpose, it’s personality, it’s feeding methods, and it’s lifespan. More focus, and intention you use to create the servitor more put together the servitor will be. Now your servitor is done, and it’s alive. Pokemon also reminds us to have a contingency plan in case your servitor goes rogue. You have to have a way to send it back to its proverbial pokeball, so to speak.

As I stated earlier, each Pokémon have certain abilities, which are essentially a type of framework written into their essence. These abilities seem to deal with elemental magic, protection, healing, and destruction, among other things I’m further trying to break down.

Phil Hine concluded in his User’s Guide: “A purely psychodynamic model of Servitor operation would state that our psyche is made up of a very large cluster of forces which can be projected as intelligences, complexes, or subpersonalities (whether you’re into magick, NLP, Jungian Psychotherapy, etc). These mental forces enable us to do some things but prevent us from doing others. By consciously realigning and redirecting these energies we can create Servitors which will enable us to do things which we couldn’t do before, such as refrain from compulsive behaviors, thoughts, or emotions. In these terms, a Servitor is a conscious form of redirecting these largely unconscious entities so that they work for us.”

We must give purpose, and a set of rules, and these abilities are pretty paramount in identifying what a Pokémon can do.

These abilities can create links and connections that are almost like shortcuts- in a sense. Take the first ability on our list-

Adaptability- we can see in game what it does, but as a key word, it would make sense to work with a Pokémon with this ability if you find yourself too rigid and unable to go with the flow. The possibilities are limitless. Some of these abilities are akin to personality traits, which can be invoked to balance or accentuate your own- such as anger point and comatose.


Pokémon Abilities :

Adaptability-Powers up moves of the same type as the Pokémon.

Aerilate-Normal-type moves become Flying-type moves. The power of those moves is boosted a little.

Aftermath -Damages the attacker if it contacts the Pokémon with a finishing hit.

Air Lock-Eliminates the effects of weather.

Analytic-Boosts move power when the Pokémon moves last.

Anger Point-The Pokémon is angered when it takes a critical hit, and that maxes its Attack stat.

Anticipation-The Pokémon can sense an opposing Pokémon’s dangerous moves.

Arena Trap-Prevents opposing Pokémon from fleeing.

Aroma Veil-Protects itself and its allies from attacks that limit their move choices.

Aura Break-The effects of “Aura” Abilities are reversed to lower the power of affected moves.

Bad Dreams-Reduces the HP of sleeping opposing Pokémon.

Battery-Powers up ally Pokémon’s special moves.

Battle Armor-Hard armor protects the Pokémon from critical hits.

Battle Bond-Defeating an opposing Pokémon strengthens the Pokémon’s bond with its Trainer, and it becomes Ash-Greninja. Water Shuriken gets more powerful.

Beast Boost-The Pokémon boosts its most proficient stat each time it knocks out a Pokémon.

Berserk-Boosts the Pokémon’s Sp. Atk stat when it takes a hit that causes its HP to become half or less.

Big Pecks-Protects the Pokémon from Defense-lowering effects.

Blaze-Powers up Fire-type moves when the Pokémon’s HP is low.

Bulletproof-Protects the Pokémon from some ball and bomb moves.

Cacophony-Avoids sound-based moves.

Cheek Pouch-Restores HP as well when the Pokémon eats a Berry.

Chlorophyll-Boosts the Pokémon’s Speed stat in sunshine.

Clear Body-Prevents other Pokémon’s moves or Abilities from lowering the Pokémon’s stats.

Cloud Nine-Eliminates the effects of weather.

Color Change-The Pokémon’s type becomes the type of the move used on it.

Comatose-It’s always drowsing and will never wake up. It can attack without waking up.

Competitive-Boosts the Sp. Atk stat sharply when a stat is lowered.

Compound Eyes-The Pokémon’s compound eyes boost its accuracy.

Contrary-Makes stat changes have an opposite effect.

Corrosion-The Pokémon can poison the target even if it’s a Steel or Poison type.

Cursed Body-May disable a move used on the Pokémon.

Cute Charm-Contact with the Pokémon may cause infatuation.

Damp-Prevents the use of explosive moves such as Self-Destruct by dampening its surroundings.

Dancer-When another Pokémon uses a dance move, it can use a dance move following it regardless of its Speed.

Dark Aura -Powers up each Pokémon’s Dark-type moves.

Dazzling-Surprises the opposing Pokémon, making it unable to attack using priority moves.

Defeatist-Halves the Pokémon’s Attack and Sp. Atk stats when its HP becomes half or less.

Defiant-Boosts the Pokémon’s Attack stat sharply when its stats are lowered.

Delta Stream-The Pokémon changes the weather to eliminate all of the Flying type’s weaknesses.

Desolate Land-The Pokémon changes the weather to nullify Water-type attacks.

Disguise-Once per battle, the shroud that covers the Pokémon can protect it from an attack.

Download -Compares an opposing Pokémon’s Defense and Sp. Def stats before raising its own Attack or Sp. Atk stat — whichever will be more effective.

Drizzle-The Pokémon makes it rain when it enters a battle.

Drought-Turns the sunlight harsh when the Pokémon enters a battle.

Dry Skin-Restores HP in rain or when hit by Water-type moves. Reduces HP in sunshine, and increases the damage received from Fire-type moves.

Early Bird-The Pokémon awakens twice as fast as other Pokémon from sleep.

Effect Spore-Contact with the Pokémon may inflict poison, sleep, or paralysis on its attacker.

Electric Surge -Turns the ground into Electric Terrain when the Pokémon enters a battle.

Emergency Exit-The Pokémon, sensing danger, switches out when its HP becomes half or less.

Fairy Aura-Powers up each Pokémon’s Fairy-type moves.

Filter-Reduces the power of supereffective attacks taken.

Flame Body-Contact with the Pokémon may burn the attacker.

Flare Boost-Powers up special attacks when the Pokémon is burned.

Flash Fire-Powers up the Pokémon’s Fire-type moves if it’s hit by one.

Flower Gift-Boosts the Attack and Sp. Def stats of itself and allies when it is sunny.

Flower Veil-Ally Grass-type Pokémon are protected from status conditions and the lowering of their stats.

Fluffy-Halves the damage taken from moves that make direct contact, but doubles that of Fire-type moves.

Forecast-The Pokémon transforms with the weather to change its type to Water, Fire, or Ice.

Forewarn-When it enters a battle, the Pokémon can tell one of the moves an opposing Pokémon has.

Friend Guard-Reduces damage done to allies.

Frisk-When it enters a battle, the Pokémon can check an opposing Pokémon’s held item.

Full Metal Body-Prevents other Pokémon’s moves or Abilities from lowering the Pokémon’s stats.

Fur Coat-Halves the damage from physical moves.

Gale Wings-Gives priority to Flying-type moves when the Pokémon’s HP is full.

Galvanize-Normal-type moves become Electric-type moves. The power of those moves is boosted a little. VII

Gluttony-Makes the Pokémon eat a held Berry when its HP drops to half or less, which is sooner than usual.

Gooey-Contact with the Pokémon lowers the attacker’s Speed stat.

Grass Pelt-Boosts the Pokémon’s Defense stat in Grassy Terrain.

Grassy Surge-Turns the ground into Grassy Terrain when the Pokémon enters a battle.

Guts-It’s so gutsy that having a status condition boosts the Pokémon’s Attack stat.

Harvest-May create another Berry after one is used.

Healer -Sometimes heals an ally’s status condition.

Heatproof -The heatproof body of the Pokémon halves the damage from Fire-type moves that hit it.

Heavy Metal-Doubles the Pokémon’s weight.

Honey Gather -The Pokémon may gather Honey after a battle.

Huge Power-Doubles the Pokémon’s Attack stat.

Hustle-Boosts the Attack stat, but lowers accuracy.

Hydration-Heals status conditions if it’s raining.

Hyper Cutter-The Pokémon’s proud of its powerful pincers. They prevent other Pokémon from lowering its Attack stat.

Ice Body-The Pokémon gradually regains HP in a hailstorm.

Illuminate -Raises the likelihood of meeting wild Pokémon by illuminating the surroundings.

Illusion-Comes out disguised as the Pokémon in the party’s last spot.

Immunity-The immune system of the Pokémon prevents it from getting poisoned.

Imposter-The Pokémon transforms itself into the Pokémon it’s facing.

Infiltrator-Passes through the opposing Pokémon’s barrier, substitute, and the like and strikes.

Innards Out-Damages the attacker landing the finishing hit by the amount equal to its last HP.

Inner Focus-The Pokémon’s intensely focused, and that protects the Pokémon from flinching.

Insomnia-The Pokémon is suffering from insomnia and cannot fall asleep.

Intimidate -The Pokémon intimidates opposing Pokémon upon entering battle, lowering their Attack stat.

Iron Barbs -Inflicts damage to the attacker on contact with iron barbs.

Iron Fist-Powers up punching moves.

Justified-Being hit by a Dark-type move boosts the Attack stat of the Pokémon, for justice.

Keen Eye-Keen eyes prevent other Pokémon from lowering this Pokémon’s accuracy.

Klutz-The Pokémon can’t use any held items.

Leaf Guard-Prevents status conditions in sunny weather.

Levitate-By floating in the air, the Pokémon receives full immunity to all Ground-type moves.

Light Metal-Halves the Pokémon’s weight.

Lightning Rod-The Pokémon draws in all Electric-type moves. Instead of being hit by Electric-type moves, it boosts its Sp. Atk.

Limber-Its limber body protects the Pokémon from paralysis.

Liquid Ooze-Oozed liquid has strong stench, which damages attackers using any draining move.

Liquid Voice-All sound-based moves become Water-type moves.

Long Reach-The Pokémon uses its moves without making contact with the target.

Magic Bounce-Reflects status moves, instead of getting hit by them.

Magic Guard-The Pokémon only takes damage from attacks.

Magician-The Pokémon steals the held item of a Pokémon it hits with a move.

Magma Armor-The Pokémon is covered with hot magma, which prevents the Pokémon from becoming frozen.

Magnet Pull-Prevents Steel-type Pokémon from escaping using its magnetic force.

Marvel Scale-The Pokémon’s marvelous scales boost the Defense stat if it has a status condition.

Mega Launcher-Powers up aura and pulse moves.

Merciless-The Pokémon’s attacks become critical hits if the target is poisoned.

Minus-Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.

Misty Surge-Turns the ground into Misty Terrain when the Pokémon enters a battle. VII 1

Mold Breaker-Moves can be used on the target regardless of its Abilities.

Moody-Raises one stat sharply and lowers another every turn.

Motor Drive-Boosts its Speed stat if hit by an Electric-type move, instead of taking damage.

Moxie-The Pokémon shows moxie, and that boosts the Attack stat after knocking out any Pokémon.

Multiscale -Reduces the amount of damage the Pokémon takes when its HP is full.

Multitype-Changes the Pokémon’s type to match the Plate or Z-Crystal it holds.

Mummy-Contact with the Pokémon changes the attacker’s Ability to Mummy.

Natural Cure-All status conditions heal when the Pokémon switches out.

Neuroforce-Powers up moves that are super effective.

No Guard-The Pokémon employs no-guard tactics to ensure incoming and outgoing attacks always land.

Normalize -All the Pokémon’s moves become Normal type. The power of those moves is boosted a little.

Oblivious-The Pokémon is oblivious, and that keeps it from being infatuated or falling for taunts.

Overcoat-Protects the Pokémon from things like sand, hail, and powder.

Overgrow-Powers up Grass-type moves when the Pokémon’s HP is low.

Own Tempo-This Pokémon has its own tempo, and that prevents it from becoming confused.

Parental Bond-Parent and child each attacks.

Pickpocket-Steals an item from an attacker that made direct contact.

Pickup -The Pokémon may pick up the item an opposing Pokémon used during a battle. It may pick up items outside of battle, too.

Pixilate-Normal-type moves become Fairy-type moves. The power of those moves is boosted a little.

Plus-Boosts the Sp. Atk stat of the Pokémon if an ally with the Plus or Minus Ability is also in battle.

Poison Heal-Restores HP if the Pokémon is poisoned, instead of losing HP.

Poison Point-Contact with the Pokémon may poison the attacker.

Poison Touch/May poison a target when the Pokémon makes contact.

Power Construct-Other Cells gather to aid when its HP becomes half or less. Then the Pokémon changes its form to Complete Forme.

Power of Alchemy-The Pokémon copies the Ability of a defeated ally.

Prankster-Gives priority to a status move.

Pressure-By putting pressure on the opposing Pokémon, it raises their PP usage.

Primordial Sea-The Pokémon changes the weather to nullify Fire-type attacks.

Prism Armor-Reduces the power of supereffective attacks taken.

Protean-Changes the Pokémon’s type to the type of the move it’s about to use.

Psychic Surge -Turns the ground into Psychic Terrain when the Pokémon enters a battle.

Pure Power-Using its pure power, the Pokémon doubles its Attack stat.

Queenly Majesty-Its majesty pressures the opposing Pokémon, making it unable to attack using priority moves.

Quick Feet-Boosts the Speed stat if the Pokémon has a status condition.

Rain Dish-The Pokémon gradually regains HP in rain.

Rattled-Dark-, Ghost-, and Bug-type moves scare the Pokémon and boost its Speed stat.

Receiver-The Pokémon copies the Ability of a defeated ally.

Reckless-Powers up moves that have recoil damage.

Refrigerate-Normal-type moves become Ice-type moves. The power of those moves is boosted a little.

Regenerator-Restores a little HP when withdrawn from battle.

Rivalry-Becomes competitive and deals more damage to Pokémon of the same gender, but deals less to Pokémon of the opposite gender.

RKS System-Changes the Pokémon’s type to match the memory disc it holds.

Rock Head-Protects the Pokémon from recoil damage.

Rough Skin-This Pokémon inflicts damage with its rough skin to the attacker on contact.

Run Away-Enables a sure getaway from wild Pokémon.

Sand Force-Boosts the power of Rock, Ground, and Steel-type moves in a sandstorm.

Sand Rush-Boosts the Pokémon’s Speed stat in a sandstorm.

Sand Stream-The Pokémon summons a sandstorm when it enters a battle.

Sand Veil-Boosts the Pokémon’s evasion in a sandstorm.

Sap Sipper-Boosts the Attack stat if hit by a Grass-type move, instead of taking damage.

Schooling-When it has a lot of HP, the Pokémon forms a powerful school. It stops schooling when its HP is low.

Scrappy-The Pokémon can hit Ghost-type Pokémon with Normal- and Fighting-type moves.

Serene Grace-Boosts the likelihood of additional effects occurring when attacking.

Shadow Shield-Reduces the amount of damage the Pokémon takes while its HP is full.

Shadow Tag-This Pokémon steps on the opposing Pokémon’s shadow to prevent it from escaping.

Shed Skin-The Pokémon may heal its own status conditions by shedding its skin.

Sheer Force-Removes additional effects to increase the power of moves when attacking.

Shell Armor-A hard shell protects the Pokémon from critical hits.

Shield Dust-This Pokémon’s dust blocks the additional effects of attacks taken.

Shields Down-When its HP becomes half or less, the Pokémon’s shell breaks and it becomes aggressive.

Simple-The stat changes the Pokémon receives are doubled.

Skill Link-Maximizes the number of times multi-strike moves hit.

Slow Start -For five turns, the Pokémon’s Attack and Speed stats are halved.

Slush Rush-Boosts the Pokémon’s Speed stat in a hailstorm.

Sniper-Powers up moves if they become critical hits when attacking.

Snow Cloak-Boosts evasion in a hailstorm.

Snow Warning-The Pokémon summons a hailstorm when it enters a battle.

Solar Power-Boosts the Sp. Atk stat in sunny weather, but HP decreases every turn.

Solid Rock-Reduces the power of supereffective attacks taken.

Soul-Heart-Boosts its Sp. Atk stat every time a Pokémon faints.

Soundproof-Soundproofing of the Pokémon itself gives full immunity to all sound-based moves.

Speed Boost-Its Speed stat is boosted every turn.

Stakeout-Doubles the damage dealt to the target’s replacement if the target switches out.

Stall-The Pokémon moves after all other Pokémon do.

Stamina-Boosts the Defense stat when hit by an attack.

Stance Change-The Pokémon changes its form to Blade Forme when it uses an attack move, and changes to Shield Forme when it uses King’s Shield.

Static-The Pokémon is charged with static electricity, so contact with it may cause paralysis.

Steadfast-The Pokémon’s determination boosts the Speed stat each time the Pokémon flinches.

Steelworker-Powers up Steel-type moves.

Stench-By releasing stench when attacking, this Pokémon may cause the target to flinch.

Sticky Hold-Items held by the Pokémon are stuck fast and cannot be removed by other Pokémon.

Storm Drain-Draws in all Water-type moves. Instead of being hit by Water-type moves, it boosts its Sp. Atk.

Strong Jaw-The Pokémon’s strong jaw boosts the power of its biting moves.

Sturdy-It cannot be knocked out with one hit. One-hit KO moves cannot knock it out, either.

Suction Cups-This Pokémon uses suction cups to stay in one spot to negate all moves and items that force switching out.

Super Luck-The Pokémon is so lucky that the critical-hit ratios of its moves are boosted.

Surge Surfer-Doubles the Pokémon’s Speed stat on Electric Terrain.

Swarm-Powers up Bug-type moves when the Pokémon’s HP is low.

Sweet Veil-Prevents itself and ally Pokémon from falling asleep.

Swift Swim-Boosts the Pokémon’s Speed stat in rain.

Symbiosis-The Pokémon passes its item to an ally that has used up an item.

Synchronize-The attacker will receive the same status condition if it inflicts a burn, poison, or paralysis to the Pokémon.

Tangled Feet-Raises evasion if the Pokémon is confused.

Tangling Hair-Contact with the Pokémon lowers the attacker’s Speed stat.

Technician-Powers up the Pokémon’s weaker moves.

Telepathy-Anticipates an ally’s attack and dodges it.

Teravolt-Moves can be used on the target regardless of its Abilities.

Thick Fat-The Pokémon is protected by a layer of thick fat, which halves the damage taken from Fire- and Ice-type moves.

Tinted Lens-The Pokémon can use “not very effective” moves to deal regular damage.

Torrent-Powers up Water-type moves when the Pokémon’s HP is low.

Tough Claws-Powers up moves that make direct contact.

Toxic Boost-Powers up physical attacks when the Pokémon is poisoned.

Trace-When it enters a battle, the Pokémon copies an opposing Pokémon’s Ability.

Triage-Gives priority to a healing move.

Truant-The Pokémon can’t use a move the following turn if it uses one.

Turboblaze-Moves can be used on the target regardless of its Abilities.

Unaware-When attacking, the Pokémon ignores the target Pokémon’s stat changes.

Unburden-Boosts the Speed stat if the Pokémon’s held item is used or lost.

Unnerve-Unnerves opposing Pokémon and makes them unable to eat Berries.

Victory Star-Boosts the accuracy of its allies and itself.

Vital Spirit-The Pokémon is full of vitality, and that prevents it from falling asleep.

Volt Absorb-Restores HP if hit by an Electric-type move, instead of taking damage.

Water Absorb-Restores HP if hit by a Water-type move, instead of taking damage.

Water Bubble-Lowers the power of Fire-type moves done to the Pokémon and prevents the Pokémon from getting a burn.

Water Compaction-Boosts the Pokémon’s Defense stat sharply when hit by a Water-type move.

Water Veil-The Pokémon is covered with a water veil, which prevents the Pokémon from getting a burn.

Weak Armor-Physical attacks to the Pokémon lower its Defense stat but sharply raise its Speed stat.

White Smoke-The Pokémon is protected by its white smoke, which prevents other Pokémon from lowering its stats.

Wimp Out-The Pokémon cowardly switches out when its HP becomes half or less.

Wonder Guard-Its mysterious power only lets supereffective moves hit the Pokémon.

Wonder Skin-Makes status moves more likely to miss.

Zen Mode-Changes the Pokémon’s shape when HP is half or less.


Feeding your servitor is akin to feeding a sigil, but you can also choose what your servitor will eat- Methods of feeding for the servitor that the servitor can do on their own behalf. You could tell your servitor to feed on something like sunlight, or crystals that you have lying around, whatever you want. Honestly though, just your thought and interaction is usually enough to sustain it, but like any other ‘living’ thing, a little extra courtesy goes a long way. I find that Pokémon I have played often in the games seem to have a been working relationship with me than ones I have not, ie- your favorite Pokémon know they’re your favorite. I like to leave little gifts for the ones I work with, rice balls, jelly donuts, potato stew, and things covered in ketchup- are all things found in the show that Pokémon seem to get a kick out of. You can also program to eat specific things- dreams,nightmares, different emotions, etc- according to its kind.

Note- electric types will eat/corrode/ fuck with your/and others electronics- despite their cuteness.

Stay tuned for the next installment sometime soon.

Ursah Bee

Ursah Bee

Pokemancer, Virgo, Devotee of Mercury, Bitch Lodge coven, artist

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