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TDM #5
It happens in an instant. A heavy weight in your gut, a trembling of your limbs, the world spins and you barely have time to register that you're falling before you lose consciousness. And when you awaken, it's not where you were last. Dark, unadorned oak walls surround you in a tiny room, the only furniture the bed you are currently resting upon, and the bedside table with a folded piece of parchment resting atop it that simply reads:
As you exit you find others like yourself emerging from the surrounding rooms. You are indeed in a tavern, but there is no hustle and bustle one might think to hear in such a place. The only person down on the main floor is a humanoid figure wiping down the bar, who smiles when they see you. They're familiar, but not, and you can't quite place their face. For some reason, however, their presence is comforting and warm.
“Welcome, Visitor. I'm sure you have a lot of questions.”
And you most certainly do.
Due to popular demand, the starter tavern and the drinks provided are available to in game characters via a portal accessible only to those with a faction gem.
MOLTEN MEAD Though the thick drink itself is room temperature, it bubbles sluggishly, and feels very warm going down. The bold flavor affects your mood. You feel very bold! Like you could do anything!
BESALT BRANDY a hopefully staple drink for the brewery, this liquor is smooth and rich with a peppery bite. Ironically after consuming it, you kinda want to bite someone! Not hard! Just a little nip and nibble!
THAT ASHY ESPRESSO a single potent shot of dark espresso swirled with a gold-tinged cream. Intense and bitter with a hint of caramelized sugar. You are now very awake, hyper, and excited.
PYROCLAST'S WHISKEYa glossy black whiskey that turns a vibrant glowing orange when swirled. You now breathe fire.
EMBERMARK WINE a rich, velvety, spiced wine that immediately makes one feel mellow and calm.
As the effects of your drink wear off, the Tavernkeeper speaks once more:
You are compelled to walk through the only door leading out of the tavern, finding yourself not outside, but in a deep black, seemingly endless room with five portals arranged in a circle. As the last of you leave and the door closes behind you, gone when you look back again and replaced with nothing but that black void, three of the portals illuminate:
The first portal is surrounded by an almost blinding light, prismatic rainbows shining brightly in the dewy air outside of the tavern. A soft breeze may gently caress you, pulling you toward it. The portal seems to lead to a city in the clouds, airships and winged beings of all sorts soaring through the skies. Of the little bits of visible land, much of it boasts giant waterfalls that look like clouds melting into the land below. The portal calls to those who crave independence and freedom; and especially to anyone that wishes to find the strong bond of a family not forged in blood.
The second portal is encircled by a fairy ring of spotted white capped mushrooms, the faint scent of damp stone and rich earth wafting from within the faint green glow. Peering inside, one can see a sprawling harbor city of gray hewn stone, a melting pot of humanoid beings going about their day, and beyond, rolling green farmland and cottages clustered in small villages. This portal is destined for those who crave stability and solid ground beneath their feet. A simple life, an adventurous one, and everything in between can be found within.
The last portal is adorned with shells and seaweed, the glow of blue around it catching on droplets cascading down the circular opening. Beyond it you see a city housed inside a massive bubble deep under the ocean, spiraling towers encrusted with coral, and a variety of different creatures mingling about the streets. Outside of that bubble, merfolk swim, a massive squid engulfs the view from the portal as it smoothly glides through the water, and schools of fish disperse as it passes. A sanctuary in the sea that calls to those with a hunger for knowledge and a desire to aid those in need. Or perhaps it is the mystery that beckons you - the lure of the unknown in the depths that bids you explore it.
Upon following the pull of the breeze through the first portal, you are thrust into the beauty of a lively city that goes by the name of Heaven's Bow. Much of this main city feels exactly as you would expect on a city below, but there are clouds surrounding every direction you look. The walls of buildings are made with light-colored limestone, and buildings are generally built up to heights made even more grandiose by their position in the sky.
The Skyfall Docks are the first thing you notice, boasting hundreds of airships sailing in and out across the clouds with shouts that accompany a typical port city. Just outside is a fantastic market with goods not only from the other regions of Caldera, but from what some shopkeepers claim are other worlds--items sold or left behind by Visitors. Almost anything can be found in the markets if one is willing to look hard enough. Transport to other locations throughout the sky and even to the land or sea can be found here.
If the docks are too lively for you, you may instead find yourself roaming the underbelly of Heaven's Bow and finding brothels and gambling parlors filled with the promise of pleasure and fortune. The guild house for the Sylphs can be found here as well, giving out quests and training to prospective adventurers and guards alike--though none of them seem concerned with the illicit activities that surround them. Perhaps the freedom the Sylphs boast of extends to what others may deem an undesirable activity.
But most curious of all, you find a shimmering opal gemstone in your hand. When placed anywhere on the body, it will transform into a piece of jewelry with the gemstone set in the center.
If it was the second portal that called to you, you will find yourself in the busy city of Grey Ward, with its cobblestone streets and sturdy grey stone buildings. You are in the heart of the city, the Glass Market, so named for the colorful stained glass windows of the surrounding buildings. The scent of cooking food and the sound of barkers fills the air; watchful guards keep an eye out for pickpockets and thieves, and citizens go about their day. From here, one can investigate the rest of the city: the Sundown Docks, where both sea and sky faring skips transport people and goods. The Soot Spire, home of inventors and engineers. The Hearthstill, the main residential area. The Downs, a smaller residential area for those with less means.
Outside the city walls, one can explore acres of farmlands to the east and west, or follow Terra’s Pass to the less settled areas, but take care. Past the Skyward Range, out in the smaller burrows and villages, the influence of the city guard diminishes quickly, and you’ll have to keep your wits about you. Bandits along the road are always a risk, and the wildlife are less controlled by regimented hunting.
In your hand is a gemstone, a brilliantly green emerald that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
If the last portal beckoned you through it, you find yourself within that bubble covered city beneath the sea, the city of Salt Spire. Your ears pop with the change in pressure, and the smell of the salty sea fills your nostrils. All around you buildings made of dark stone encrusted with coral and seagrass tower high above your head, the backdrop outside the dome a deep blue, seemingly endless sea filled with fish and merfolk and all other manner of creature swimming through the water. You stand in the heart of it all, surrounded by people with gils on their necks and scales upon their vibrantly colored skin, all of whom seem intrigued by your arrival. You have many options of where to visit in the city under the sea, but where oh where will you go first?
The Salt Spire Library is right before you, an impossibly large building housing thousands upon thousands of books of all genres. Fiction, non-fiction, romance and mystery and all between. You may even find books from your world and others! Oddly enough though, no Calderan history books are to be found, and if you ask for them, the librarians and locals all choose to ignore your questions.
If scholarly pursuits aren't to your interest currently, perhaps a trip to Bluetide Market would be more your style? The marketplace is host to every manner of shop one might ever need: artisans of all varieties, apothecaries and healers in the Shimmer Quarter, the most in fashion undersea clothing shops, food stalls, and all between can be found in Bluetide. There are also the Tideshore and Fogbottom docks on either end of the city. The former allows transport to the surface via large, magical bubbles for those that cannot hold their breath or make the swim themselves yet. The latter allows people to venture further into the sea. Those without their underwater abilities are offered rebreathers for travel that last for four hours before needing to be replaced.
In your hand is a gemstone, a shining sapphire that, when placed anywhere on the body, will transform into a piece of jewelry with the gemstone set in the center.
Currently, the main feature of Ignacia’s Cradle is the Lava Flats, home of skilled smiths that use the extreme heat of the lava to melt the strongest metals and create unbreakable weapons, glassmakers and jewelers who fashion elaborate headpieces, rings, and amulets. These items are sold at the Ember Market on the outskirts of the Flats.
At the edge of the city lies the Ashfall Terrace, where a small farm using the rich volcanic ash and soil is in its infancy, as well as the Basalt Brewery where clever alchemists are researching ways to use the extreme heat to craft new and unique beverages that they are eager to find folk to test them out on.
The hot spring of Ignacia’s Cradle is a breathtaking anomaly located just beyond the Ashfall Terrace, tucked into a secluded crater formed by the celestial impact that gave rise to the city. Here, molten veins from the Lava Flats weave beneath the earth, heating a natural reservoir that bubbled to life amidst the chaos. The spring’s waters shimmer with an ethereal brilliance, hues of deep turquoise blending with molten gold and fiery orange, as though Heaven’s Bow itself left behind a fragment of its essence. Steam rises in curling wisps, carrying the tang of minerals and faint traces of sulfur.
The spring, known to locals as The Ember Veil, is both a sanctuary and a marvel of natural wonder. Its soothing waters are reputed to heal wounds and fortify the spirit, with the temperature kept in perfect balance by an intricate system of naturally formed vents and channels. The edges are lined with intricately carved obsidian benches, where patrons can soak their feet or meditate in the rising steam. Plants resistant to the intense conditions—vivid fire lilies and ash ferns—dot the perimeter, their resilience a symbol of life’s ability to flourish even in the harshest environments.
Sometimes, when two or more individuals share the waters, the spring creates a subtle connection between their minds, allowing memories to surface like ripples on its surface. These shared memories appear as glowing, translucent scenes that hover above the water, visible to all within the spring. Participants can relive moments from their lives, experiencing them through each other’s eyes, fostering profound empathy and understanding.
Another of the spring’s mystical properties occurs when bathers who enter the waters feeling drained, injured, or burdened by grief often find their vitality restored. The waters seem to draw out negative energies and emotions, replacing them with a warm, invigorating sensation that spreads through the body. In rare instances, the spring has been known to accelerate physical healing, mending minor injuries and soothing chronic aches, as though the magic itself is stitching the body back together.
A lesser-known but equally fascinating effect happens on particularly clear nights, when the moonlight reflects on the spring’s surface, some bathers report fleeting glimpses of potential futures. These visions are often cryptic, appearing as brief, dream-like flashes, but they have guided many to life-changing decisions. The alchemists of the Basalt Brewery believe this effect stems from residual cosmic energy, and they have begun experimenting with enhancing it through the addition of rare minerals and lunar elixirs.
Even the air feels different—lighter, sweeter, as though the universe itself is celebrating. The songs of birds harmonize with the melodies of impromptu musicians who feel inspired by the sun’s radiance. Those with magical abilities sense their powers of healing and creation magnified, as if the sun itself lends its strength to their intentions. Long-held grudges seem to melt away under the sun’s tender gaze, replaced by tears of reconciliation and words of forgiveness.
The Radiant Sun touches every heart differently:
◾A widow finds peace as memories of her late spouse no longer bring sorrow but gratitude for the love they shared.
◾A timid youth finds the courage to confess their feelings to the person they’ve admired for so long.
◾A gruff warrior lets down their guard, laughing freely with their companions for the first time in years.
For a fleeting moment, the world feels as it should be—unified, harmonious, and drenched in love.
But as the day wanes and the Radiant Sun dips below the horizon, an unease begins to settle...
Under the Jealous Moon’s influence, emotions twist and darken:
◾A once-reconciled pair of siblings argue over old grievances, as jealousy over perceived favoritism resurfaces.
◾A couple, who had spent the day lost in each other’s arms, now question each other’s loyalty and intentions.
◾A nobleman, inspired to be generous during the day, grows suspicious of those who received his gifts, fearing they may exploit his kindness.
The air grows heavy with tension, and the magic of the Radiant Sun fades, replaced by the sharp sting of distrust. The moon’s pale light seems to follow people like a judgmental gaze, amplifying every fear, insecurity, and lingering resentment.
Worse still, the night seems endless, as though time itself has bent beneath the weight of the Jealous Moon’s envious glow. For three long days and nights, the moon lingers high in the sky, its pale, piercing light casting a shadow over hearts and minds, amplifying discord and despair. Its power sows strife among even the closest bonds, driving some to dangerous extremes. Yet, when all seems lost, the scholars of the three factions unite their wisdom and uncover a glimmer of hope—a means to dispel the moon’s cruel influence. For those who have not yet succumbed to jealousy’s grip, there remains a chance to reclaim harmony, a chance for redemption before the damage becomes irreversible.
The solution lies not in complex rituals or rare relics but in the simplest and most instinctive actions: physical connection. To weaken the moon’s hold, people must embrace one another—offering a hug, a handshake, or even resting a hand on someone’s shoulder. These gestures of closeness disrupt the isolation and mistrust that the moon thrives upon. Sitting side by side or holding hands creates a barrier against its oppressive light, reminding the afflicted that they are not alone. Even small acts, like sharing warmth through proximity or clasping arms in solidarity, build a shield of connection that the moon cannot penetrate.
As these actions ripple through the night, the Jealous Moon’s light begins to dim, its sharp, cold glow softening until it fades from the sky entirely. The tension in the air lifts, replaced by a quiet calm that feels almost foreign after the chaos of the past three days. Slowly, the world seems to exhale, and the darkness that clung so tightly to the hearts of many begins to loosen its grip. People step back from the brink of despair, their minds clearing as if waking from a long, disorienting dream. Relationships strained by the moon’s influence begin to mend as apologies are exchanged, tears are shed, and bonds are reaffirmed.
With the Radiant Sun rising again, its golden-pink hues spilling across the horizon, life begins to return to normal. The birds resume their morning songs, markets reopen, and the hum of daily activity fills the air once more. Though traces of the moon’s influence linger in whispered memories, there is a collective sense of relief and gratitude among the people—gratitude for the light, for connection, and for a second chance to heal.
In the outskirts of Ignacia's Cradle, Aella and Terra, two of the three leaders of the factions, come together to address the gathered crowds. Together they assure the people that this celestial event was a rare anomaly, something never before recorded in the annals of history. They explain that while the Jealous Moon’s influence was unprecedented and deeply unsettling, it was a unique alignment of cosmic forces that is unlikely to occur again in their lifetimes—or ever.
The leaders thank the people for their resilience and compassion, emphasizing how their acts of unity—simple gestures of closeness and connection—proved stronger than the moon’s envy. They commend the scholars for their quick thinking and the Visitors for their role in guiding others through the chaos. Finally, they urge everyone to move forward, not in fear of what has passed, but with the knowledge that even in the darkest moments, their strength lies in the bonds they share.
Settled in? Good. It's time to make your way to the Questboard located in every city in numerous, easy to access locations. That is, if you want to make any kind of impact on the world or just get some Bones for anything you might wish to purchase. Visitors are given a very small stipend in which to survive every month, but all it does is keep you fed and housed. These quests will assure you greater wealth, and they're the main reason you're here: each finished quest helps the Calderans fix their shattering world.
Quests can be accepted at the questboard via magically signed parchment upon the board. Just sign your name to accept and the paper will be whisked away... somewhere. You're not actually sure. Probably nothing to concern yourself with.
Once quests are completed, earned Bones will be dropped off at the character's residence by Bonita, the mysterious artisan who has supposedly handcrafted every Bone circulating in Caldera. Please do not speak to her, she startles easily.
*February will be the last month to complete quests for this rotation. New ones will go up on March 1st.
For OOC questions, please direct themhere.
All locations are available to be explored! Ignacia's Cradle and Ember Veil have been added, along with details about the Violet Drop regarding the Cult of Triton.
The TDM is game canon and all completed quests can be carried over once accepted into the game.
Participation in the Radiant Sun/Jealous Moon effects is not mandatory.
Tavern
No, he isn't expecting to get bitten. Because why would he?
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"You'd think people would have had enough flame after the whole volcano thing, but clearly not. There's a whole brewery that's sprung up. I think I'm jealous."
Or something. His gaze as it alights on Bel is thoughtful. He's thinking about how drow skintones and those of deep gnomes are almost identical. Wondering if little bruises show up the same way on their skin, like a violet shadow.
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Seriously, who mixed hard liquor, drunk people and fire? And then doesn't build everything out of stone? (Not that drow drinks don't include 'things that are poisonous when mixed with common things at a banquet or bar', but those only affect the drinker.)
"People are the sort who, as soon as something new comes along, they want to ferment it. Or put it in something fermented, like the hot springs water. How does it taste?"
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Being still very much Barcus Wroot, in spite of the urge to bite people, he is half inclined to start exuberantly telling Bel all about how to build a flamethrower. Fortunately, the question of how his drink tastes interrupts that train of thought (for now). "It's very nice. It's smooth going down but there's a peppery nip to it, almost as an aftertaste, and it lingers. Feels like it's making my teeth itch. I keep wanting to bite...things."
And people. Mostly people. His gaze lingers on Bel for a moment, and then he clears his throat, blushing subtly. "If you'd like to try, you're welcome to have a sip of mine."
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Wait, Barcus was smart enough to know all that, and at least usually had a cool enough head to think things through. So was he asking deliberately?
Well, now Bel is also flustered.
"That is, I don't know how things stand with you and Ashton. I don't want to cause you two any trouble."
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"Ashton and I...it's serious." It is. Ashton seems less certain about what serious means than Barcus is, but still. Their affection, gruff as it is, is too tender and real to be anything less than serious. "But it's not exclusive. I'm not sure it can be, at least not on his end. He has his friends, and a dangerous job ahead of them, and even if I thought he could drop all of that for me, I wouldn't ask him to."
"We talked about it. I asked him to tell me if something gets serious with someone else, and told him I'd do the same."
"Mind you, I didn't presume--I mean, you and I are friends, but the idea that you might see me that way actually hadn't crossed my mind." A deep breath. "That said, I don't give amulets to just anyone. The one I gave you, that's the kind of thing you only give to someone you want to see again and again."
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"So, yes, I do find you attractive. Not just in a 'he's going to make someone else very happy' way, in a 'I wonder if he's interested in me' way." Gods, why was this so awkward? Normally he was better at this, but it felt like he couldn't just try flirtation with someone he knew and be understood. "I'm fine with keeping things as they stand now, but... I'd be open to a change if you are."
Did he have any idea what he was doing? Not a one. While Bel has had platonic friends, and physical relationships that became friendships, he hasn't been in a situation where he's brought up changing feelings to a friend since his adolescence, which might explain how painfully awkward this feels.
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A single gnome can't give every drow defector a soft landing, but he'll be thinking of this man every time he meets one, now, and looking for every chance to give them the benefit of the doubt. That has to mean something.
He just didn't expect it to mean this. Bel is objectively attractive, and shockingly kind, and Barcus would be an idiot not to notice that, but there's a gulf between warm feelings and...a relationship? Friends with benefits? He'd ask what exactly they're considering here, except it doesn't seem like Bel is entirely sure, either.
He blinks up at him for a moment, then gives him a slow, sweet smile and places his hand over his gently. "I have, in fact, been eyeing your neck since you sat beside me, which is not typically platonic behavior. It's not just the drink."
"We probably should have had this conversation without me under the influence, but I'm not drunk, I just want to bite you more than is normal for me." ...Barcus. Really.
"You've made a huge difference in me. The way I think about myself, and my kin, and the Underdark. That's important. I...I want this but I want to be careful not to hurt our friendship, either. Does that make sense?"
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And every relationship Bel had back in the Underdark carried with it all sorts of baggage that just didn't exist here.
"So... I don't know what I... what we want to do with this." And maybe he should have thought ahead before saying something. Very sloppy, Bel. "I probably should have done more thinking before making it your problem."
Which was part of the trouble. Bel was so used to having to manage others feelings about him, either on the surface or in the Underdark, he was not so great about handling honesty with some degree of grace.
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He's quiet for a moment, then gives himself a little shake, pushing that melancholy thought aside in favor of a much nicer dilemma. "Oh, dear, what a terrible problem to have, deciding whether to make out with a handsome drow. Will my suffering never end?"
He curls his fingers, threading them between Bel's. "You have other lovers here, surely? Or friends with benefits, at least?"
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"Yes," Bel said, squeezing Barcus's hand a bit. "I've managed 'friends with benefits' with people." Well, one person, but he's certainly flirted with more, and sometimes it was just feeling out if it was something both parties seemed interested in.
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Barcus' affections nearly always begin and end with a bent toward protecting and caring for the objects of them. Or, in some cases, hunting them up and down the sword coast when convinced they're in danger. Maybe that's the way he was raised, or maybe it's intrinsic to his personality.
"In Baldur's Gate, too. If I ever get back there, and you choose to visit."
He's quiet for a moment, trying to decide if he has any more to say, then concludes he doesn't. The important thing is the promise he's just made. He picks up his drink in his free hand and tosses back the last of it, squeezing Bel's hand in return as he does so.
"Do you want one?" he asks, putting the glass down. "Or do you want to go somewhere else?"
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Be; considers the drink. "Well, do you trust me if I suddenly have an increased desire to bite?"
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He shrugs. "I have to hope." And he's working on it, from another angle entirely.
"I trust you." He nods, and while he hasn't spent a lot of time considering how it might feel to be bitten by this man, the idea is immediately appealing.
He grins, chuckling softly. "And it's not a kink, trusting you, I swear it isn't, but there is something taboo-breaking about the idea of us together that's fun."
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"I trust you, too." he added more seriously. "I don't think I'd be doing this if I didn't."
Of course, now he had to remember if this place had table service or if he'd have to get up to get a drink.
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"But it still felt like getting away with something, doing things I'd never have had the chance or freedom to do in Spindlehollow."
And this? This is more like thumbing their noses at the natural order of the Underdark. Neither master nor slave, but equals, trusting one another because there's no one around to tell them not to. He stands up on the rung of his stool, because that's the only way he could reach, and gives Bel a gentle kiss on the cheek.
Then, before he gets the urge to bite again, he hops to the ground. "I'll get you a drink, handsome. Wait here. We'll get well and truly marinated, shall we, and see what happens?"
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Is he playing it up? Yes. Because flirting is fun, and having actually talked about where they stood, it wouldn't be misinterpreted.
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He places Bel's in front of him first, then clambers back up onto the stool beside him. "It's actually not that strong, for a brandy," he says. "At least, I don't think it is. The flavor is very nice, though."
Lightly, gently, so that he could withdraw at any moment, he slips his hand into Bel's.
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But he did see what Barcus meant about the more unusual effects of the brandy, beyond just the effect of the alcohol. Barely a few sips in and Bel found he was already struggling not to chew on his own cheek or lower lip. "I don't know how you are managing two of these."
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"Gnomish constitution? Or maybe I'm just used to wanting things I'm not allowed to have. But you don't have to finish it. I won't think the less of you, promise."
"If you want to head home, we can." He squeezes his hand gently.
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"I suppose... what I need from you is what you want..." Pause, wrong way to phrase that. "What you are willing to do tonight. And where. I'm sorry, I'm not going to be much help beyond 'following any rules you set out', and that's not fair of me." Which was a ridiculous way to tell someone you find them attractive.
Bel sighed. "I would also very much like to kiss you. And that's not just the drink talking."
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Like moss on a stone. "What I mean is I already care about you, whether we sleep together or not. If we become lovers or friends with benefits, or just spend one night in bed and that's it, it's not going to be casual because you're already important to me. I'm not going to make demands, and we both have other lovers, but I'm also not going to pretend I don't feel something when I do."
"If that doesn't scare you, then, please. Kiss me. I'd like that."
"And then we'll get out of here and go back to the house, because we've clearly had enough."
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And, yes, Bel also knows that an emotional connection is not required for him if it's just a simple 'let's both just get each other off' sort of night -- he can accept Barcus is not that sort of person, and that Barcus accepts that Bel can be that sort of person. Bel is just starting to realize that he's more inclined to be adventurous with a friend than a stranger, and that the emotional connection does, in fact, make a difference to him as well.
"But, right. Kissing." He does hesitate a bit to consider his approach, but leans in and kisses Barcus on the lips. He is trying to restrain himself -- the drink might be making him more conscious of his own teeth, but it's not the cause of wanting to throw himself at Barcus -- so he just parts his own lips, letting Barcus be the one to decide how deep a kiss this will be.
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In the end, he decides, what matters most is that Bel thinks of him as a friend. Maybe a friend and something else.
He lets Bel lead, sensing he's being cautious, but once they're together, he takes over willingly, arms slipping around his shoulders to hold him close enough to deepen the kiss. In spite of the urge to bite, he's gentle, but he is very thorough, eventually standing on the rung of his stool again in order to press closer against him.
Eventually, breathing becomes necessary, and he breaks off with a little sigh, nuzzles under the drow's chin, and nips the side of his throat with a soft mmmm.
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But, yes, this is good, and making Bel wonder why the hells he hadn't brought up the subject earlier, when he was first starting to realize he wanted this. After the kiss is also good, but slightly awkward the way they are balanced, and Bel is just about to suggest... something before he feels the pinch at his throat, which startles a bark of laughter from him. "No longer could hold it back?" he asks.
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finally finding my way back to this thread orz
Re: finally finding my way back to this thread orz
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