Jun. 27th, 2018

xihe: three legged crow (Default)
 

STORY ARCS

JE NE SAIS QUOI: In the aftermath of the 12th Perigee Ball, ID tries to investigate Vadaya, Pheres and Laledy continue to learn to operate around each other, and Riccin begins their plan to convert Vadaya in earnest.

  1. ID: SULK OVER BEING REMOVED FROM THE SCIMITAR INSTITUTE, AND MEET RUMISA.

AND A PHERES IN THE PEAR TREE: A series of unexpected encounters in the 12th Perigee Ball result in a whirlwind of events.

  1. RICCIN: get in a spat over friendship with Orivar, talk to Vadaya, and then confirm your friendship with Orivar.
  2. SIPARA: TALK TO HADEAN ABOUT THE BALL.
  3. PHERES: MEET CHILOA.
  4. PHERES: MEET CATEEX IN PERSON FOR THE FIRST TIME.
  5. RICCIN: MEET A FUSCHIA AT HER DEBUT.
  6. RICCIN: ENCOUNTER ELIONN, KINDRA’S NEW PAL.
  7. ID: CONFRONT LYRIAN AT THE BALL OVER YOUR MOIRAIL.
  8. ID: UNSUCCESSFULLY PICK A FIGHT WITH VADAYA AT THE BALL.
  9. RICCIN: PARTY WITH GLIESE AT THE BALL.
  10. SIPARA: CONFRONT KIT, AND GET INTO A FIGHT WITH PHERES.
  11. RICCIN: discuss religion with Vadaya.
  12. PHERES: TALK TO KIT ABOUT CONSENT.

COHORT CYCLES: Pheres’s relationship with Emerel hits a new series of rocks. During the bi-annual Ascenison period, Sipara rescues Hadean, with Orivar’s help, from a factory in Temasek, Pheres signs up for the Mid-Alternian Games, and starts playing a different game of ash-chicken in the meanwhile.

  1. > RICCIN: GET A CHECK-UP AND A LECTURE FROM YOUR PROCTOR.

  2. PHERES: issue a make-over.

  3. SIPARA: TRY YOUR HAND, AND TAKE HADEAN TO TEMASEK.
  4. PHERES: FIX THE BUN.
  5. NANAKO: be mistaken as a drinker by Emerel.
  6. PHERES: MEET VADAYA.
  7. PHERES: discuss Emerel with Hadean, and play ash chicken.
  8. PHERES: lose ash chicken to Hadean, and end up in a quadrant.
  9. PHERES: talk to Emerel.
  10. SIPARA: TALK TO LALEDY ABOUT THE ABDUCTION.
  11. RICCIN: CONFRONT YOUR EX-AUSPISTICE.
  12. RICCIN: talk to Kindra about Iconic.
  13. SIPARA: PLAY DOCTOR ON ORIVAR, WITH HADEAN AS YOUR NURSE.
  14. PHERES: ISSUE A MAKEOVER FOR LALEDY.
  15. PHERES: HAVE LALEDY DISCOVER YOUR ACTUAL JOB.
  16. PHERES: CONFRONT LALEDY OVER HIS BLINDNESS.

CHECK YOUR TIMELINE: Sipara’s trials with her collection of cullbait continue, as she tries to figure out what, exactly, her intentions are towards Laledy and Hadean - and how much she’s willing to invest in two people who will never make it past Ascension.

  1. SIPARA: save Laledy from the honey-raids.
  2. SIPARA: TRY TO FIGURE OUT WHERE YOU’RE GOING WITH HADEAN, AND WHY YOU’RE SO JEALOUS.
  3. SIPARA: rescue Prisma.
  4. SIPARA: talk to Hadean about his feelings, #noromo.
  5. SIPARA: take Hadean on a cullpit adventure. (ABANDONED)
  6. SIPARA: freak the fuck out over Pheres’s crisis.
  7. SIPARA: try to pacify Hadean, #fullromo.
  8. PHERES: MEET AUGUST, A BLUEBLOODED JEWELER AND YOUR BRIEF KISMESIS.
  9. RICCIN: FIGHT HADEAN, AND CAUSE A RUCKUS.
  10. PHERES: publicly humiliate Kilran, and start a game of ash chicken with Hadean.
  11. SIPARA: GET CONCERNED OVER HADEAN AND KILRAN.
  12. RICCIN: DUMP KIT.
  13. SIPARA: investigate Orivar’s lack of psi.

BOYS, BOYS, BOYS: The Cascara Renaissance Faire was supposed to be a fun adventure for Pheres and Emerel, but Pheres never anticipated that his matesprit would take the chance to fight one of his new friends, Hadean - or that things would spiral quite into the disaster that followed, for his relationships, Sipara’s relationships, and everything that followed.

In the meanwhile: when Sipara decided she was starting a collection of cullbait boys, it was supposed to be just that: a collection. She never anticipated she’d actually get attache

  1. > SIPARA: START A FIGHT, AND MEET UP WITH HADEAN.
  2. > SIPARA: KEEP RICCIN ON THEIR LEASH.
  3. > PHERES: PRACTICE DANCING WITH KIT.
  4. > HADEAN: MEDDLE WITH LUCINA AND PHERES.
  5. > PHERES: FIGHT WITH LUCINA.
  6. > HADEAN: QUESTION PHERES’S MATESPRIT.
  7. > KIT: COMFORT PHERES AFTER THE SPAT.
  8. > PHERES: BE AFFECTIONATE WITH YOUR MATESPRIT, EMEREL.
  9. > PHERES: TRY TO CONVINCE EMEREL NOT TO FIGHT HADEAN.
  10. > EMEREL: TALK TO PHERES BEFORE THE FIGHT, FAIL TO BE CONVINCED.
  11. > HADEAN, EMEREL: FIGHT IN THE DUELING ARENA.
  12. > HADEAN: attempt to get patched up by Pheres, encounter Emerel.
  13. > EMEREL: seek out Hadean for a rematch. [12, 3]
  14. > PHERES: CONFRONT EMEREL WHEN HE RETURNS.
  15. RICCIN: ACT PROPER, AND MEET VADAYA IN PERSON.

WINTER FESTIVITIES: Pheres attends the Yule Ball with Kit and Emerel, shortly past their new arrangement, and encounters a number of difficulties - such as meeting both of his boyfriend’s signmates, kissing one of their signmates, and campaigning to ensure that Kit wins the title of Winter King.

  1. > PHERES: MEET YOUR MATESPRIT’S SIGNMATE WITH KIT, AND GET CURIOUS.
  2. > PHERES: GET KISSED BY KIT’S SIGNMATE, MUCH TO YOUR DISTRESS.
  3. > PHERES: GATHER VOTES SO THAT KIT WILL WIN WINTER KING. (WIP)
  4. > PHERES: HIDE KIT FROM HIS ALARMING GENERAL.
  5. > RICCIN: PERFORM AS PLASKE’S DATE AT THE YULE BALL.
  6. > LIYIJI: MEET IZZY AT THE YULE BALL.

BREAKING UP IS HARD TO DO:While Pheres is handling his romantic tangles, Sipara deals with their break-up in a different sort of way: by flinging herself wholeheartedly at Laledy, and enmeshing herself more thoroughly in her awful social games at the Yule Ball.

  1. > RICCIN: MEET KIT, AND SAVE HIM FROM BEING IMPALED.
  2. > RICCIN: MEET GLIESE, AND FIND THE RABBITS.
  3. > LALEDY: OVERWORK YOURSELF, AND BE DISCOVERED BY SIPARA.
  4. > SIPARA: HELP A JADEBLOOD BOY ESCAPE HIS ATTACKERS.
  5. > SIPARA: make connections with the Magpie’s Reach.
  6. > SIPARA: MAKE YOUR FAKE-KISMESIS JEALOUS WITH MATARI.
  7. > SIPARA: ACKNOWLEDGE YOUR CRUSH ON LALEDY. SORT OF.
  8. > SIPARA: WIN THE GAME. (ABANDONED)
  9. > SIPARA: ASSESS THE COMPETITION, AND MEET FRIDAY.

CONDUCTING RELATIONSHIPS: In the aftermath of breaking up with Sipara, Pheres’s attempts to make new friends nets him with a one-pile stand, hopes for a new moirallegience - and the crushing realisation, after Kit sleeps with Emerel, relationships require a bit more discussion than he’s used to.

Realising this is easy. Actually following through proves hard.

  1. RICCIN: DON’T GET FROSTBITE, AND MEET VIDELE.
  2. PHERES: DO YOUR BEST TO BEFRIEND ONE OF YOUR CUSTOMERS. (DROPPED)
  3. SIPARA: CHALLENGE THE FIGHTING FISH, AND LOSE YOUR MOIRAIL. (WIP)
  4. PHERES: MEET KIT AT A PARTY, AND HAVE A ONE-NIGHT PILE.
  5. KIT: HOOK UP WITH PHERES’S BOYFRIEND, THE VAMPIRE.
  6. PHERES: CONDUCT RESEARCH ON BLACK-ROM AND FIGHT WITH PADEMI.
  7. PHERES: SPOT KIT AND TRY TO CONFRONT HIM OVER LOSING YOUR NUMBER. TRY.
  8. JERATH: CONFRONT PHERES OVER HIS FLEECING YOUR MATESPRIT.
  9. RICCIN: TRY TO SORT OUT SOME OF PHERES’S ISSUES WITH TOUCH, AND COME TO AN AGREEMENT.
  10. PHERES: SET YOURSELF UP TO BE DUMPED, AND YOUR BOYFRIEND TO DATE KIT. (WIP)
  11. PHERES: HIRE A TEMPORARY BODYGUARD FOR A DESERT LONG-HAUL TRIP.
  12. PHERES: KISS KIT.
GIRL GAMESSipara’s work requires bodies, and bodies aren’t as easy as going to the grocery store: they take plans, they take concentration, they take a whole shit-ton of luck, and the nerves to pull it off. Sipara attempts to make and garner the connections needed to continue her business, in between murder attempts, and largely succeeds.
  1. > SIPARA: TRY TO KILL SAWYIR, AND THEN JOIN UP TO SURVIVE ZOMBIES.
  2. > SIPARA: CONSIDER STEALING THE SPACESHIP OF THE BLUEBLOODED POLICERADICATOR.
  3. > SIPARA: MEET BACK UP WITH FETTLE, AND COME TO A MUTUALLY BENEFICIAL AGREEMENT.
  4. > PHERES: BOND WITH SIPARA.
  5. > MARGOL: GIVE A STRANGER YOUR ADDRESS, AND FAIL TO REGRET IT. (ABANDONED)
  6. > SIPARA: SELL A PROSTHETIC AND GUIDE TO A BLUEBLOODED SCIENTIST.
  7. > SIPARA: ACCOST A BLUE GIRL ON THE STREET, AND GET PITCHY.
  8. > SIPARA: arrange for a brownblood to fix your bike.
  9. > SIPARA: CHALLENGE THE TYRIAN CHAMPION OF NEW TRORK TO A FIGHT, AND LOSE. (ABANDONED)
  10. > PHERES: set conditions.
  11. > SIPARA: MEET LALEDY IN THE AFTERMATH OF YOUR FIGHT, FRESH FROM YOUR BREAK-UP.
  12. > LALEDY: MEET AND GLOM ONTO ID. [CW: age gap, manipulation]
FALLING INTO A PALE: ID assists Bonnie on a heist. In the resulting series of events, they fight a rainbowdrinker, watch Bonnie bleed a lot, discover how versed ID is in emergency first aid, flee from angry sledding penguins after stealing a hatchling, babysit both kids and birds, deal with the consequences of casual mind control, and eventually figure out moirallegience.
  1. > ID: GOSSIP WITH ISS KINGFISHER. 
  2. > ID: GET ASSIGNED TO BONNIE AND SAVE HER LIFE FROM A RAINBOWDRINKER.
  3. > ID: GO PENGUIN SLEDDING WITH BONNIE AND STEAL A BABY PENGUIN.
  4. > BONNIE: BRING KIT AND ID TO A GUNFIGHT IN AN ICE-CREAM STORE.
  5. > BONNIE: PANIC AT A FORMAL BALL AND JAM WITH ID.
  6. > BONNIE: ASK ID OUT, TO SOMEWHAT DISASTROUS RESULT.

BUSINESS CASUAL: While fighting may be Sipara’s business, it’s not her passion, and when push comes to shove, she decides it’s time to get back to that, and enmeshes herself immediately, and horrifyingly, through a series of experiments on younger trolls, manipulation attempts with her peers, and deals with bluebloods old enough to her mother. In the meanwhile:Riccin deals with two flavours of clowns in Plaske, a violet cusp who finds them fascinating, and Berrel, a Signless clown who distinctly does not.

  1. > SIPARA: CLEAN UP YOUR MESS, AND MEET AD, EXPERIMENTAL ALCHEMIST.
  2. > SIPARA: COLLECT A BODY, FLIRT WITH MYRRHA.
  3. > SYFFUS: PAY FOR YOUR CONSULTATION BY BECOMING A TEST SUBJECT.
  4. > SIPARA: MEET YOUR NEW BROWNBLOODED, MURDEROUS CORPORATE SPONSOR.
  5. > SIPARA: FOLLOW YOUR FATHER INTO THE LAIR OF A MAROONBLOOD WEAPONSMITH.
  6. > PLASKE: FIND ENTERTAINMENT.
  7. > BERREL: DOWN THE CLOWN.
  8. > LIYIJI: Meet Taz.

SPEAKING WITH THE DEAD:With the added income from Sipara hiring on with Fettle, Pheres begins to grow his business larger  than he has before - and in the process returns to Hanhai, the desert province that he grew up in. In the meanwhile, Riccin meets indigoes and makes.. “friends”.

  1. PHERES: DEBATE WITH YOUR FAVORITE PITCHY RADIO HOST, TINK.
  2. PHERES: BOND WITH QUANIN, AN OLDER BLUEBLOOD AND YOUR PALE CRUSH.
  3. PHERES: Debate about vampires. [WEEDS LALEDY LOKKIC]
  4. PHERES: GET BIT BY A DEAD CUSTOMER, AND SEEK OUT HELP FROM A RECLUSE.
  5. PHERES: FOLLOW, A ZOMBIE, MEET, IZZY AND CATCH, A, LUSUS.
  6. PHERES: MEET AND DELIVER BOOKS TO A SHY, PSIONIC CUSTOMER.
  7. PHERES: SEEK ADVICE ON YOUR NEWFOUND LUSUS.
  8. PHERES: EXAMINE RICCIN’S PORTS.
  9. PHERES: TAKE YOUR FERAL GHOST-CHILD OUT TO SEA.
    1. RICCIN: LEAD A DUNGEON-CRAWL. [INCOMPLETE]
  10. RICCIN: MEET AND GREET ALTHEA, A HERETIC MIRTHFUL.
  11. RICCIN: CLOWN AROUND WITH ENNKOH.
  12. PHERES: MEET UP WITH MAIDEL, AND FIND HIM A HOME.
  13. RICCIN: MEET MAIDEL AT KUKUP TO RENT YOUR HOME.
  14. PHERES: WARN MAIDEL ABOUT MISTLETOE.
  15. PHERES: BE TEASED BY WEEDS AND RICCIN.
  16. PHERES: BE SAVED FROM A BELLIGERENT CUSTOMER BY YOUR NEW EMPLOYEE. 

A NIGHT AT THE FAIR: Pheres has a stack of books, one of the best boothes at the fair, and a belligerent jadeblood that won’t leave him alone. Pheres doesn’t do close relationships, whether they’re with quadrants, friends or large dogs determined to adopt him as their new child - but with the addition of Emerel to his life, he’s starting to see the appeal of them. Gradually.

  1. PHERES: FIGHT OVER THE AUTHENTICITY OF YOUR GOODS, THEN TRAIL EM TO THE FIGHTING RING.
  2. PHERES: GO ON A DATE TO EMEREL’S HOUSE, AND DON’TSLEEP TOGETHER.
  3. PHERES: WAKE UP ON EMEREL’S COUCH, AND FIGURE OUT WHAT YOU’RE DOING.
  4. PHERES: CONFIRM A SECOND DATE WON’T MAKE YOU QUADRANTS.
  5. RICCIN: ASK PHERES ABOUT QUADRANTS.
  6. PHERES: ATTEND A MOVIE NIGHT WITH EMEREL, AND MAKE THINGS FORMAL. IN A WAY.
  7. PHERES: MEET AND FLEECE A RURAL JADEBLOOD, WITH ONLY A FEW REGRETS.
  8. PHERES: BECOME SLIGHTLY INFATUATED WITH AN ELEGANT, CAMPY ADULT.

RUSTBLOOD PROBLEMS: Newly sold on the benefits of leaving her lab and actually socialising by her moirail, Sipara attempts to collect a posse of lowblood friends, but it doesn’t quite go as well as she intends. [WIP]

  1. > PHERES: ATTEND SIPARA’S VICTORY AFTER A FIGHT.
  2. > FRANZE: Complain.
  3. > ROHATI: talk videogames.
  4. > SIPARA: deal with your ex.
  5. > PHERES: TEACH HINNOM AND MARDUK HOW TO HAGGLE.
  6. > PHERES: BOND WITH HINNOM
  7. > SIPARA: KISS YOUR BEST FRIEND FOR KICKS.

THE ONE THAT GOT AWAY: Pheres Dysseu, enterprising young book-seller and fashionplate, takes a shortcut through the canyon, gets attacked by zombies, and has a murderous greenblood, Imnots Ureyet, fall head-over-heels for him. Literally.

  1. PHERES: DEAL WITH AN OVERLY FORWARD CUSTOMER.
  2. IMNOTS: WAKE UP AND MURDER THE STRANGER IN YOUR CANYON.
  3. IMNOTS: TALK OUT YOUR INJURY WITH A PROFESSIONAL MEDICULLER.
  4. PHERES: SNOOP THROUGH YOUR PITCHCRUSH’S ARMORY.
  5. IMNOTS: PREPARE YOUR HOME AND YOUR BUSINESS PARTNERS FOR YOUR JOURNEY.
  6. PHERES: HANDLE YOUR BUSINESS WITH SEVERAL CUSTOMERS AND YOUR MOIRAIL.
  7. PHERES: GO ON A ROADTRIP WITH THE GIRL THAT TRIED TO KILL YOU.
  8. PHERES: GO OUT DRINKING WITH IMNOTS, YOUR BRIEF KISMESIS.

DAYLIGHT PARTY: Pheres goes to a sunlight party, gets drunk, and gets lost - although not precisely in that order. Featuers absconding from the drones, hive-crashing at a six sweep year old’s home, and a great deal of exasperation from everyone involved.

  1. PHERES: BE CONFRONTED BY DOLORA OVER A FAULTY PRODUCT.
  2. PHERES: DRUNK-DIAL THE COMMUNITY OF FLEETBOUND.
  3. SIPARA: BECOME INCENSED AS TO WHERE YOUR MOIRAIL IS.
  4. PHERES: BE RETRIEVED BY RICCIN, THEN MARDUK, NEARLY CULLED BY DRONES AND SWEPT ALONG ON A MERRY ADVENTURE
  5. PHERES: APOLOGISE TO RICCIN FOR YOUR DRUNK INTRODUCTION, AND GET LAID.

CHILDRENS STORY:

Cultural tradition in rural Hanhai states orphaned trolls are to be kicked out of the hivestems, to ensure productivity stays up. Pheres Dysseu manages to survive first by latching onto the sympathies of his hivemates, and then by joining forces with Sipara Nzinga - half a sweep younger, but with the vinegar and salt to balance him out.

Everyone’s fairly sure they’ll end up pitch, or pale - until Pheres meets Rmeros Cuckoo, his older signmate, and everything goes straight to hell.

  1. > RMEROS: TALK TO YOUR MATESPRIT, AND COME UP WITH A PLAN. (7 SWEEPS)
  2. > PHERES: LEARN TO SURVIVE. (2.5 SWEEPS)
  3. > PHERES: INVESTIGATE THE RIVER, AND FAIL TO DROWN.(4.5 SWEEPS)
  4. > PHERES: TRY TO PAY ATTENTION TO RMEROS, OBSESS OVER FOOD. (5.2 SWEEPS)
  5. > PHERES: TALK ABOUT YOUR LUSUS. (5.4 SWEEPS)
  6. > SIPARA: GET SCARED BY RMEROS’S LUSUS. (4.98 SWEEPS)
  7. > RMEROS: DEAL WITH SIPARA, AFTER DISCOVERING HER OUTSIDE YOUR VAN. (9 SWEEPS)

BIRDS AND LIONS [PHERES POV]

“I..” He hates when you stall like this, so you clear your throat, bounce over to the other side of the table like it was intentional. “Right,” you say, going up on your toes so that you can peer at the plate, and you’re watching him through your eyelashes. His face is soft again, his eyes half-lidded as he focuses on the food, and that’s a relief: he’s a little scary when he’s mad.

(You’re being silly. No one’s scared of their moirail!)

“It’s alright. You’re a pupa. You’ll learn.” He looks at you and smiles, exasperated and thin but still fond. The ball of tension in your thoracic cage unwinds, just a little. “We just have to make sure it’s the right things, that’s all.“

BIRDS AND LIONS [SIPARA POV]

You can’t picture it. You might as well picture having fins. But Pheres apparently can. “So he doesn’t need our hivestem. He’s got his own, and it’s lovely,” he says for you, when you don’t answer. He’s been wringing out his hair, but now he pauses. “And.. he said I can come see it soon. If I want to.”

It’s rare for you to be gobstopped! But the words just won’t come. Your pan is like a leaky sieve, ‘except instead of draining out thoughts, it’s not even letting them in. Everytime a word appears, it pours out just as quick, ‘til the only thing that’s left is a sickly kinda unease.

But he’s watching you side-long, waiting for a reply.

“.. but you aren’t,” is what you finally manage to say. It comes out as a squeak. Worse yet, it comes out as a question, and all you want to do is rip out your voicebox and start over. “Right?”


CRECHE TALES: A series of drabbles documenting character’s pasts, unrelated to the CHILDRENS STORY set.

  1. > NANAKO: GET YOUR TATTOOS. (2 SWEEPS)
  2. > RICCIN: BOND WITH ID, AND BECOME ENAMOURED WITH THE CHURCH. (4.5 SWEEPS)
  3. > NANAKO: BOND WITH YOUR MUCH-YOUNGER BROODMATE, AND ONLY OTHER OLIVE-JADE CUSP. (6 SWEEPS)
  4. > SIPARA: MEET RICCIN’S AUSPISTICE, AND LEARN HOW TO DEAL WITH YOURS. (6 SWEEPS)
  5. >SIPARA: INVESTIGATE THE CULLPITS, MEET A RAINBOWDRINKER. (6 SWEEPS)
  6. > SIPARA: ATTEND A PARTY WITH RICCIN - OR TRY. (6 SWEEPS)
  7. > RICCIN: GUSH OVER YOUR KISMESIS. (6 SWEEPS)
  8. > SIPARA: SEEK COMFORT OVER YOUR LACK OF PSIONICS FROM ID. (6.4 SWEEPS)
  9. > SIPARA: LEARN ABOUT HELMING. (6.4 SWEEPS)
  10. > RICCIN: BUY YOUR AUSPISTICE A GIFT. (6.4 SWEEPS)
  11. > PHERES: GET DUMPED BY BABY’S FIRST MATESPRIT. (6.4 SWEEPS)
  12. > PHERES: GET SWORD-TRAINING FROM YOUR THOROUGHLY QUESTIONABLE CLADE. (7 SWEEPS | CW: AGE GAP)
  13. > PHERES: ATTEND A PARTY WITH YOUR BEST FRIEND, AND GET HIM A PHONE NUMBER. (7.38 SWEEPS)
  14. > PHERES: QUESTION SIPARA OVER HER ABSENCES. (7.44 SWEEPS)
  15. > SIPARA: REFLECT ON YOUR KISMESIS. (6.92 SWEEPS)

  16. > RICCIN: GET DUMPED BY SIPARA, AND TRY TO AVOID EVERYONE ELSE. (6.92 SWEEPS)

  17. > SIPARA: BOND WITH YOUR MATESPRIT. (7 SWEEPS)

  18. > SIPARA: TRY TO ADDRESS YOUR MOIRAIL’S PROMISCUITY, AND FAIL. (7 SWEEPS)

  19. > RICCIN: MEET WEEDS, AGAIN. (7 SWEEPS)

  20. > KUANFU: TEACH A CHILD ABOUT THE SCAVENGERS. (7 SWEEPS)
  21. > PHERES: RETURN HOME TO YOUR MOIRAIL. (7 SWEEPS)
  22. > PHERES: GET AN INTERVENTION, REJECT THE INTERVENTION. (7.4 SWEEPS)
  23. > PHERES: CONFRONT ID OVER HIS PALE FEELINGS FOR YOUR MOIRAIL, AND THEN HOOK UP WITH ID. (7.85 SWEEPS | CW: AGE GAP)
  24. > PHERES: IN THE AFTERMATH OF HOOKING UP WITH ID, WORRY ABOUT YOUR MORALS. (7.85 SWEEPS)
  25. > SIPARA: WIN A FIGHT, AND A NEW ENEMY. (8 SWEEPS)
  26. > SIPARA: ATTEND A PARTY, REJECT YOUR FLIRTATIOUS SPONSOR. (8 SWEEPS)
  27. > SIPARA: LOSE A FIGHT, MEET UP WITH YOUR MOIRAIL AFTERWARDS. (8 SWEEPS)
  28. > RICCIN: DEAL WITH YOUR HIVEMATES. (8 SWEEPS)
  29.  
 

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