red — sɐɔnן ʎqnɹ — once υpon a тιмe (
eviscerates) wrote in
faderift2016-09-06 10:28 pm
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( closed ) player plot: the stars go waltzing
WHO: Adelaide, Araceli, Avery, Bellamy, Bruce, Ciri, Cosima, Daenerys, Jamie, Korrin, Lexa, Martel, Merrill, Ruby, Sabine, Teren.
WHAT: catch all log; the capture of shardbearers, their rescue, and related shenanigans.
WHEN: Gently timey wimey for flexibility, Team Rescue arrives at the outpost on the 10th.
WHERE: Orlais/Nevarra borders (roughly halfway between the Fields of Ghislain and Trevis), and then a Creepy Place.
NOTES: Log for the missing shardbearers player plot; ooc here & here. Only the travel threads for teams one and two are going up for now, the rest will go up on Friday :]b And to clarify - when I say party style, what I mean is subthread to your hearts content!
WARNINGS: HORROR THEMES. Abduction, experimentation/torture, forced ingestion of lyrium, implied past deaths/murder, violence.
WHAT: catch all log; the capture of shardbearers, their rescue, and related shenanigans.
WHEN: Gently timey wimey for flexibility, Team Rescue arrives at the outpost on the 10th.
WHERE: Orlais/Nevarra borders (roughly halfway between the Fields of Ghislain and Trevis), and then a Creepy Place.
NOTES: Log for the missing shardbearers player plot; ooc here & here. Only the travel threads for teams one and two are going up for now, the rest will go up on Friday :]b And to clarify - when I say party style, what I mean is subthread to your hearts content!
WARNINGS: HORROR THEMES. Abduction, experimentation/torture, forced ingestion of lyrium, implied past deaths/murder, violence.
SPEEDY LINKS
- TEAM ONE: escape attempt — Cosima, Jamie & Lexa only
- TEAM TWO: regroup & into the dungeons — plus a Lexa-shaped guest star


click for bigger version. full map of Thedas here.
East of Perendale and south of Trevis, next to a river's winding course, there lies the bones of a fortress. It is an old and almost forgotten place, a dramatic, clawed seeming thing reaching up into the sky, harsh against the the rolling hills.
It is an ancient place, dating back to 660TE, a testament to an Empire suffering after civil war and grasping to restore its wealth and influence after it had been so shaken. It stands as a memory of grandeur, rather than an icon of it, and bears the marks of devastation and scarring that so much of the land suffered during the First Blight. It was all but abandoned thereafter, host only to the desperate and the greedy, and never for long. Once ornate mosaics now only hold flecks of gold, flakes that stubbornly resisted the hands of looters trying to pry them away. Other colours, reds, whites, greys and blacks, they all remain.
The site was chosen for its riches, sitting atop a mine that once held immense wealth, seams of gold that would bring wealth back into the Empire and help restore stability. Opulence, the central Tevinter staple (aside from slavery and blood magic, some might say).
But they dug too deep, and when the First Blight came so too did the darkspawn.
It has a new master, now, and he serves the Elder One. Parts of this stronghold may be in ruins now, but remember: it is not what lies on the surface that counts, but what lurks beneath it.AD VICTORIAM, AD GLORIA.
TEAM ONE: travel to Craintellier.
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Or perhaps that quietness is due to something else, because he's quiet as well during most of the trip to the village itself. Still, during the times where they take a break on the way up, he seems content enough, standing just off the path and looking out into the heart of the mountains, not minding the breeze that tugs at his kilt and messes with his hair - and if anyone happens to come over to see what's going on, he's happy not only to move to provide them a bit of room, but strike up a conversation as well.
It's the same in the tavern. While he doesn't indulge too much - they've a job to do, after all - a pretty server at the inn seems to have caught his eye, and by the time he's done chatting with her, he has not only one tankard of ale from the inn's brewery, but two. Rather than keep that second one to himself, he looks around for one of the other people he's been traveling with, offering out the tankard once he manages to catch someone's eye. Maybe someone'll take it or maybe they won't, but it seems better to offer to share rather than keep it to himself.
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...no, really. She's watching how much everybody eats, and if someone isn't having enough in her opinion, she's pestering them until they do.
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She still manages to conceal her surprise as they approach the dock in Cumberland, but it's harder to keep her fascination completely contained at the sight of the largest city in Thedas (or near enough). She'd love to look around, but they have a mission and so instead she spends her efforts on advocating that they hire horses rather than walking all the way to their destination and back. The matter is urgent after all, isn't it? Either way, she'll be silent for most of the trip--that's just her default--but helpful with hunting without needing to be asked, even if the terrain is somewhat different than the Frostbacks she's accustomed to. Rabbits, mostly, a couple of gamebirds. She mostly just goes without asking for assistance, but isn't secretive about it if someone wants to tag along.
At the town she keeps to herself still, doesn't drink much but seems quietly curious about the food--and a little skeptical, pushing it around with her fork in examination before chewing thoroughly. Except the snails. The snails get a more thorough poking-at with her fork. WTF.
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At the inn, since Araceli doesn't have a ruse to keep up this time, she will quite happily show any serving girls who happen her way (it's Araceli Bonaventura so serving girls will always just happen her way, this is pretty much a universal constant) as she fans out a deck of cards. If anyone else is up for a game to settle themselves, she'll deal them in. Tonight's not about money, or learning tells, or getting information. It's just about relaxing. Incredible.
The booze is still really, really bad. But that's fine, guess who still has rum from Rivain in her pack. Maybe you can have some if you ask her very nicely. Since she kind of had the more chill journey, just a girl and her fox and a big dumb horse out of Tevinter that she will sell to some merchant since no, she doesn't want a horse, look at this stupid thing.
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Nevertheless, the trip is enjoyable enough. Ruby is close by, who she knows as well as she knows anyone in Thedas (which is to say, not very well at all). Still, her presence is a sort of comfort, and the silver queen takes to shadowing Ruby every so often, asking questions and then drawing away again to think on it all.
Why had she come on this mission? Dany can't fight, which isn't a secret, but she's also one of their 'rifters.' She takes a deep breath, trying to quell the anxiety that blooms in her chest. She remembers well the demons that she'd seen upon her first arrival and isn't looking forward to seeing them again.
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TEAM ONE: rift two attempt & capture.
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A determined expression appears on his face, something to go along with the way he shifts his body, drawing his sword and readying it for the fight to come. He spares the others only a quick glance and a few words.
"I'll back her up."
With that he starts off as well, moving to flank Ruby and whatever target she's going for first. The sooner they can start to bring down those numbers, the better.
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TEAM ONE: dungeons.
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All she remembers is fog and fire and burning up her back and blood on her tongue, and Ruby groans as she tries to push herself up.
“Hey.” She crawls over to the person nearest her, mercifully within reach, and very gently rests her hands on their shoulders. “Hey, come on. Wake up.”
Please be okay. Please be alive. A glance around the room, and she doesn’t know if she’s relieved or horrified - so many of them are here, which means at least they are alive, but Avery is gone. It’s hard to figure out if it’s worse not knowing how Avery is, or knowing that so many are irrefutably alive and in the hands of Venatori.
After a while in the dungeon, she attempts different tactics, gives her food to the younger or the more injured or the less resilient members of the party, which as far as she’s concerned? Is everyone. She is the Wolf, she is stronger.
At one point she tries to take advantage of the guard not paying attention and braces her feet against the wall, hands wrapped around the chain and pulled it hard and tight in a bid to pull the bolts right out of the wall; it doesn’t work, and gets her a kick in the ribs for her trouble.
When others return she tries to comfort them, bunching together the scraps of straw or trying to pull closer so they have someone to lean against rather than just the floor.
Coming and going makes keeping track of time even harder than it might have been. Her heart feels like it’s going too fast and she’s doubled over on the floor, skin clammy (too hot and too cold on a loop), eyes clasped tight as too many images press through her head, memories that feel strange and mismatched with everything else but she can’t pin down why.
At one point, she is no longer the woman they know here, she’s Red, and she doesn’t recognise any of them. "Who are you? I don't— where's Snow?"
Eventually, Ruby just doesn’t come back.
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cw: mentions of violence, additional potential violence
"Ooh, my head."
He may not be able to try and feel at the back of his skull to see how bad it is as well as he'd like, but he still has a go at trying to do so anyway, grimacing when he finally does manage to brush his fingers against the tender knot that's formed there. There's not much he can do about that right now, so instead he shifts around as best as he can to check on the others, even if he can't manage to move closer to more than one or two people.
"Are you alright?"
A short time after that Jamie starts trying to find different ways to break the chains, either by force or finesse, but there's not much he can use for leverage either way. After a couple of failed attempts and a couple of blows by the guards, he seemingly gives up - but there's a determined look in his eyes. It'll take more than that to put a McCrimmon down, and if there's a chance to get out of here, he has every intention of going for it.
When that doesn't work, the Venatori counter not only with violence - payback for what he tried - but with more lyrium, turning his days into a tangled jumble of hot and cold and dizziness and thirst undercut with pain. Time becomes impossible to keep track of, and the longer it goes on the more he slips away from reality, calling people 'Doctor' or - for the girls - switching between calling them 'Polly', 'Victoria' or 'Zoe' - and once or twice, 'Kirsty'.
Eventually, the sound of pipes drowns out the other voices in his head, and his eyes fix on a seemingly empty spot in the room. Over time his brogue has gotten stronger, and when he suddenly starts to struggle against his chains in earnest in an attempt to get away from that spot, it's thick enough that even the word 'you' sounds more like 'ye', making him harder to understand than usual.
"The Phantom Piper! No, I'll not go with you. Stay away! I'm warning you, I'll fight. You'll not take me!!"
The people that know him well know that the Phantom Piper is a legend of his clan, something that appears when they're close to death - or in Jamie's case, when he thinks he's close to death. But he's not going to go down without a fight, and without warning, he lunges forward, kicking out in an attempt to drive the "Piper" away - or anyone else that might get too close, for that matter. He's not quiet about it, though, and if he keeps it up, the guards are bound to notice. Whether or not they'll do anything about it is another matter...
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I sent him away, she thinks. She must have. He's smart, he would've-- but her head aches worse than after a long night of drinking. Her left wrist throbs angrily and when she looks closer, the leathers she's wearing are stuck to it with dried blood.
"Estás bien?" Her own tongue comes easier, but given how gently she asks it, it should probably be enough to get the point across.
The lockpicks are gone. And they were thorough in stripping her of everything so the necklace and earrings that are also actually lockpicks? Gone too. Doesn't stop her from trying; her fingers are only so good, and her aching wrist bleeds again before she gets anywhere. Even that isn't enough to let her slip a hand free though not for lack of trying.
Keeping track of her words becomes harder. The people that know Antivan or Spanish? It's easier for them to understand. When she slips back into her own tongue after the lyrium comes (she never thought something blue would frighten her, blue is the ocean, what reason has she ever had to fear that?) she curls in on herself. Mumbles a song under her breath when her breath doesn't come hiccuping out of her.
Three in all of Skyhold know the truth about Araceli. That she's more than just a thief and a pirate and a gambler. That she's spent the past year running around guarding her queen (fall out of the sky with no way to prove anything, not wanting to stand out more than you do and see how quick you are to go volunteering that detail) but she's talked about them all plenty.
And now she's looking around for them, fighting in the chains harder, staring down at herself, at everyone else in alarm--
"What the-- No. No no no, this is not-- Where are the others and who are you?"
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gah sorry I forgot to swing by earlier
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"What did you see on the way here?" she asks. She scuffs aside a clump of straw to reveal the beginnings of a makeshift map scratched into a flat patch of floor. No one is spared her questioning. It gets harder and harder to keep things straight in her mind, but she fights off sleep as hard as she can, instead crouching over the map, one hand rubbing aching temples and lips moving soundlessly as she struggles to memorize what little they've learned. She'll move over if anyone else wants to do the same. Just in case.
She's been a model of stoicism so far, never complaining, and not as severely dosed as the rifters, all stone face and steely determination. She's not good at comfort, and mostly just keeps her distance and her silence when others seem overcome, waiting for it to pass. But once it has, she'll be there with a hand planted beside a knee or shoulder, or eyes caught across the dim cell. "We will survive this," she says, voice low and firm, reassuring, and too deadly certain to be patronizing. "They will make a mistake, and we will get out, and they will pay with their lives for what they've done."
But after a few more times being dragged out of the cell and tossed back in, her best efforts only result in crumpling into a knot of limbs and chains against the wall, dozing fitfully. Half-asleep her mask cracks, tears cleaning tracks down her face as she mumbles and twitches and gasps and eventually startles upright with a shouted "NO!" eyes wide, unfocused and confused.
( closed ) COSIMA, JAMIE & LEXA: escape attempt.
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But aching head or no, he's not one to give up easily. There's no guarantee that that anyone from the Inquisition would find the watch, or even know who it belongs to. They still need to figure out some sort of way to get out of here, and the sooner the better. He's had enough experience with dungeons and being locked up in general that he's always looking for that way out - and he knows a chance when he sees it. When most of the guards wind up taking off, leaving only the sulky one behind, he shifts as best he can so he's within hearing distance of both the girls, making sure to keep his voice as low as possible so it doesn't carry and wreck what might be their best shot at getting out here.
"Right. Now's our chance."
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( closed ) LEXA: after the attempt.
He walks over to the woman, laying both of his hands on her forearm. Shackles clamp over her wrists and her ankles, and a paralysis weakens limbs almost to the point of complete immobility— only almost. She might, for example, be able to turn her head, to shift slight, to grasp her hands into very loose fists. Fascinating to observe, he thinks.
"I have brought in the guards who were so heavy handed with you and your colleagues. You deserve an apology, my dear." Maris looks at the trio, the most vicious offenders, and they keep their gazes trained ahead of them. Before he addresses them further, however, he looks to Lexa again. "All that can wait a moment. How are you feeling?"
The room is well lit, immaculately clean. There are three tables, one occupied by Lexa, the middle empty, the third inhabited by a form that's not easily visible.
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( closed ) COSIMA: after the attempt.
Once there are signs of the Subject stirring, he begins to speak. His voice is very calm, almost— kind.
"My dear," he starts, not glancing up from his book, "take care not to move. The pain in your wrist is doubtless considerable, but we can see to that, soon enough."
Finally, he does look at her. His eyes are a very bright, warm copper-brown, and his eyes crinkle when he smiles. "How are you feeling?"
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( closed ) JAMIE: after the attempt.
"What did you hope to achieve?"
His patience wears, but it is not run out just yet. He simply—
Well. This might be more interesting than the other approach.
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TEAM TWO: travel to Craintellier.
just make up anything and i'll roll with it tbh
But yet things still went on, as they did, and now yet here was another situation. Hearing the news of the previous group apparently disappearing was incredibly concerning, and that worry gnawed at him as they made their way to Craintellier. The dracolisk, as usual, was with him, and apparently more than pleased to be out of Skyhold again so soon. For the most part its reasonably well behaved, perhaps save for a few incidents in the mountains and that one time while they crossed the Waking Sea.
Never bring a dracolisk across the sea, generally speaking.
For Bruce himself he tends to keep quiet away from the main party, brooding on his own thoughts more often than not. He's definitely open enough for conversation when needed, and incredibly focused when it comes to discussing about the mission, but otherwise it almost seems like he's in his own world, sometimes.
Except when the dracolisk bothers him. Then he can be found trying to tell it to not bother people.
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TEAM TWO: post rift investigation/picking up clues along the way medley.
BELLAMY, ADELAIDE & SABINE: near the second rift
Once the rift is closed, there is a chance to begin investigating if the party ever made it this far after successfully closing the first rift. The first rift, according to the requisition officer, was atop a nearby hill, while the second was in the valley. Even with the sun shining, there is a light fog in the valley, though it’s not too difficult to see through.
There is a a tall oak tree, with great gnarled roots. Not too far away there is a rocky hillside with dramatic outcrops of stone, that the first party would have had to descend in order to get down from where the first rift was located.
There are also some patches of dark liquid of varying size, and the carcasses of the demons they just defeated, rage and fear and fearlings all steaming on the ground.
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KORRIN, BRUCE & TEREN: near some forest nonsense
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CIRI & MERRILL (& ???): near the river
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TEAM TWO: take the outpost.
STEALTH & SEARCH: BRUCE, BELLAMY, SABINE, CIRI.
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ATTACK: ADELAIDE, AVERY, KORRIN, MERRILL, TEREN.
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TEAM TWO: regroup & into the dungeons.
What is this, a bridge for ants?
With both Martel and Ruby inside? She cannot overextend herself in such a manner. "Merrill?"
She calls over her shoulder, inclining her head. "Could I borrow you and your vines for a moment?"
Connect the platforms with vines, entwine the ice in a laced overlay- a stable bridge for them to cross. Simple enough.
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TEAM ONE & TEAM TWO: here are your shard bearers.
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So rather than rushing to anyone's side emotionally or making any dramatic declarations of revenge, she steps out of the way, allows others to reach them first, and goes over to inspect the water barrel. If it seems safe, she'll start distributing it around the room with quiet instructions to drink slowly. Not too much at once.
And those who want it and can stomach it also get a little of the food Burly sent the rescue party down with.
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hover for translation
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TEAM ONE & TEAM TWO: boss fight.
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Through here. Just through here and she could find Ruby, unchain her, and take her home. They could be shut of this wretched fortress, of the lyrium, of the venatori. Heedless of the bodies, the silver, the blood- the whole of her world narrowed down to the glowing lyrium blue of the wolf's eyes. For a moment there is fear- "Maker, what have they done to you?"
But it is brief. Whatever has been done? Can be undone. Whatever sickness or strangeness? They will cure it. They must- she must. Anything less than a proper return of Ruby to her whole and healthy is unacceptable.
"Ruby." Her voice cracks, wavers. But only for a moment, only until she is able to swallow past the shards of ice in her throat. Leather gone liquid, Adelaide's shoulders slump as she steps through the blood. Over needles, hand raised, palm held forward for her wolf to sniff and know she's come. She's here, she's safe. Voice low and pitched to sooth- for she remembers well that Ruby can understand like this. Will know her, recognize her voice, understand the sentiment. "Miel Loup- it is fine, yes? It is only us, you are safe. No more tests- no more Venatori."
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outside the room/mid-fight; for Daenerys.
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MARIS ( closed to LEXA & BELLAMY for tiny bit, and then JAMIE & SABINE to join. )
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THE WOLF ( closed to ADELAIDE, ARACELI, AVERY & CIRI )
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THE GOLEM ( Bruce, Korrin, Merrill, Teren & later others)
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EPILOGUE | travel back to & arrival in Skyhold.
ota
Considering the recent sword to the gut and daggers to the thigh and everything else that has happened, she isn’t exactly mobile, limited to lying in the back of the wagon with wounds that magic can’t heal but that it can help along, skin too pale and cheeks hollow.
Ruby Lucas is a shaking mess, when she’s Ruby of the Curse; a lost girl who doesn’t know what’s happening but knows she’s hurting and hugs her arms around herself protectively, fingers curling into the scarlet cloak that tumbles from her shoulders and pulls up the hood protectively. When she’s Red of before the Curse it’s a little better, though both tense at the sight of magic, at least Red can be persuaded to cooperate. It’s the times when she remembers life after the Curse and life in Thedas that might be worst, because in those moments she is lucid enough to piece together what it was she had done.
The first time she realised (remembered?) she threw up over the side of the wagon and didn’t want to be touched. The second time she almost stopped breathing with the horror welling up in her chest. Maybe more rememberings can happen.
She starts to be conscious more often than not, but just how coherent she is remains quite another matter.
Immediately they arrive at Skyhold, Ruby insists that she go to the dungeons.
( ooc: if you’d like to specifically deal with Curse!Ruby or pre-Curse!Red or regular FR Ruby, let me know in the subject or something. Any point in the timeline is good, feel free to wildcard, she just won’t be very mobile at any point. )
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im sorry i couldnt help myself
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CLOSED to lexa.
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