It's OK If You’re Not OK Right Now. I’m Certainly Not. Mothman Isn’t. We’re Devastated. There’s

It's OK if you’re not OK right now. I’m certainly not. Mothman isn’t. We’re devastated. There’s a hollow crater in my chest where my heart ought to be. I’m sick with worry. But I can’t let it consume me. So we’re going to allow ourselves to grieve and then find actionable ways to counter what lies ahead.

That will look different for everyone, but one thing that will be universally required in the days and years ahead is compassion and an unshakable commitment to kindness.

We will help each other through this. We will find ways to help other people. We will protect the people we love and even those we don’t to the best of our abilities. Because that’s the only option we have.

We will do it angry, we will do it sad, we will do it terrified. But we will do it.

Please be gentle with yourself. Please don’t do anything to harm yourself. The world needs your light. It needs your anger and your hope. It needs you.

More Posts from Irolith and Others

6 months ago

I just discovered foodtimeline.org, which is exactly what it sounds like: centuries worth of information about FOOD.  If you are writing something historical and you want a starting point for figuring out what people should be eating, this might be a good place?

1 year ago

TO THOSE MAKING NATIVE OCS

I see this a lot, no one has actual names, or any reference for names, that are legit Native American, varying among the tribes, for their characters.

Babynames.com and shit like that will give you names made up by white people.

However, I’ve got your solution.

Native-Languages  is a good website to turn to for knowledge on a lot of native things, including native names. If you’re unsure about the names you’ve picked, they even have a list of made up names here!

Please don’t trust names like babynames.com for native names, they’re made up and often quite offensive to the cultures themselves.

1 month ago
Nappy.co

Nappy.co

5 months ago

Reading fantasy again, I've started thinking about how odd it is how in books like that, the non-human races invariably scoff at human frailty and vulnerability, even those that they'll call friends. Like that's mean?? Why would you be a dick to your friend who you know is not capable of as much as you are, and it's not their fault they were born like that. That's mean.

Like consider the opposite: Characters of non-human races treating their human companions like frail little old dogs. Worrying about small wounds being fatal - humans die of small injuries all the time - or being surprised that humans can actually eat salt, even if they can't stomach other spicy rocks. Being amazed that a human friend they haven't seen in 10 years still looks so young, they've hardly aged at all! And when the human tries to explain that they weren't going to just unexpectedly shrivel into a raisin in 10 years, the longer-lifespan friend dismisses this like no, he's seen it happen, you don't see a human for 10 or 20 years and they've shriveled in a blink.

Elves arguing with each other like "you can't take her out there, she will die!" and when the human gets there to ask what they're talking about, they explain to her that the journey will take them through a passage where it's going to be sunny out there. Humans burn in the sun. And she will have to clarify that no, actually, she'll be fine. They fight her about it, until she manages to convince them that it's not like vampires - humans only burn a little bit in the sun, not all the way through. She'll be fine if she just wears a hat.

Meanwhile dwarves are reluctant to allow humans in their mines and cities, not just out of being secretive, but because they know that you cannot bring humans underground, they will go insane if they go too long without seeing the sun. Nobody is entirely sure how long that is, but the general consensus is three days. One time a human tries to explain their dwarf companion that this is not true, there are humans that endure much longer darkness than that. As a matter of fact, in the furthest habited corners of the lands of the Northmen, the winter sun barely rises at all. Humans can survive three weeks of darkness, and not just once, but every single year.

"Then how do they sane?" Asks the dwarf, and just as he does, the conversation gets interrupted by the northland human, who had been eavesdropping, and turns to look at them with an unnerving glint in her colourless grey eyes, grinning while saying

"That's the neat part, we don't."

1 year ago

just found one of my favorite pieces of writing advice when it comes to interactive fiction, i think if you've read literally any of my work, it will be pretty obvious how much i use this in my own writing. i actually couldn't remember where i read this for the first time and on a whim i went through my twitter likes and found it in a thread. i'm going to transcribe it for ease of reading, but this is all coming from Alexander Freed (@/AlexanderMFreed on twitter)

he has a website here with other compiled writing advice about branching narratives and game design, though he never posted this there and hasn't really updated recently (but still check it out. there's some specific entries about writing romance, branching and linear & other game writing advice)

original twitter thread here

It's Tuesday night and I feel like teaching some of what I've learned in 15 years of branching narrative video game writing. Let's go in-depth about one incredibly specific subject: neutral / fallthrough / catchall response options!

A cropped screenshot of a dialogue box from a mobile game. It ascribes the text to someone named Carnival, and reads "We're going to teach one another so very much."

Player ownership of the protagonist in choice-based branching narrative games (a la BioWare, Telltale, mobile narrative games, etc) is a vital aspect of the form.

The ability for the audience to shape a Player Character, to develop that character's inner life in their own mind, is unmatched in any other medium.

The Player determines the character's actions and THE MOTIVATIONS for those actions. The character's psychology can literally be as complex as the Player can imagine. However, this works best when there's enough space for the Player to develop those motivations. No game can offer enough options to support every interpretation imaginable; much of the character has to live in the Player's head, without necessarily appearing on the screen.

That's complicated. We're going to unpack it.

Generally, when presenting choices to a Player, we want those choices to be as interesting and compelling as possible.

But compelling, dramatic choices tend to be revealing of character. And no game can support hundreds of options at every choice point for every possible character motivation a Player might imagine.

This sort of narrative CANNOT maintain its integrity if the Player is forced to constantly "rewrite" their characterization of the Player Character on the fly. You want your Player to feel like they have more than enough viable options at any given moment.

At the simplest level of writing, this is where "fallthrough" responses come in.

A screenshot from a mobile game. It depicts a redheaded woman with two braids and some dirt smudged on her face, and a dialogue box overlayed on top that reads "In the days that follow, you come to a decision." There are then three choices listed for the player to choose from.

Choice 1 reads "Tell everyone Garnet's name."

Choice 2 reads "Ask Garnet what he wants." This one has been circled in red. It is to indicate it as the fallthrough choice.

Choice 3 reads "Keep the secret."
A screenshot from a mobile game. It depicts an entity with a human-like face, tan skin, and purple eyes. Beyond their face, their body is made up of purple gemstones. There is a dialogue box overlayed on top that reads "You are below, in No One's house now. Why?" There are then three choices listed for the player to choose from.

Choice 1 reads "I came to save my friend."

Choice 2 reads "What is this place?" This one has been circled in red. It is to indicate it as the fallthrough choice.

Choice 3 reads "You wouldn't understand."
A screenshot from a mobile game. It depicts a hooded black man with a grey beard, wearing a robe, and trapped inside a wooden cage. There is a dialogue box overlayed on top that reads "'Twas I who concocted the unguents and salves that scrubbed your body of stains--my gift to the Night-Mother and to you!" There are then three choices listed for the player to choose from.

Choice 1 reads "I'm duly grateful."

Choice 2 reads "Who are you? How do you know me?" 

Choice 3 reads "Remain silent." This one has been circled in red. It is to indicate it as the fallthrough choice.
A screenshot from a mobile game. It depicts an overhead shot of a forest canopy, green trees and bushes and an orange sky. In the distance there is a wall and a gate. Overlayed on top is a dialogue box that reads "I don't hate Cinder or anything, but if I see his face tomorrow morning I'm going to puke." There are then three choices listed for the player to choose from.

Choice 1 reads "Cinder's not so bad."

Choice 2 reads "So why talk about them?" This one has been circled in red. It is to indicate it as the fallthrough choice.

Choice 3 reads "I know what you mean."

In the examples above, each moment contains a response which furthers the story but doesn't imply a huge emotional choice for the Player. The Player is asked to choose A or B, agree or disagree, but can sidestep the issue altogether if desired.

These "neutral" responses are vital if both A and B don't appeal to the Player... or if, perhaps, the Player likes A but not the WAY A is being expressed. Milquetoast option C works for anyone; thus, the Player is never forced to break character because of a lack of options.

Questions work well for this sort of neutral option. Tacit agreement and dead silence also serve, in certain sorts of stories--as a Player, I know what's going on in my silent character's head and the game won't contradict it.

The important thing is that I'm never forced to take a path that's outright WRONG for my character. Even if other characters misinterpret the Player Character's motivation, my character's inner life remains internally consistent.

"Neutral" responses aren't the only ways to go, though. Some responses are appropriate for any character because they're tied to the base character concept.

Here, for example (from @/seankmckeever's X-Files), the Player is a marine on a mission. The Player can respond abrasively to her partner's fear or look into the issue (out of compassion or genuine belief), but our fallthrough is actually the TOP response.

A screenshot from a mobile game. It depicts a closeup of a woman's face. She looks slightly concerned. There is a dialogue box overlayed on top that reads "I think... I think I was wrong. Maybe it wasn't the shadow I saw. Lack of sleep getting to me, or something." There are then three choices listed for the player to choose from.

Choice 1 reads "Stay calm and on mission." This one has been circled in red. It is to indicate it as the fallthrough choice.

Choice 2 reads "Toughen up, soldier." 

Choice 3 reads "Hang back, I'll go look."

There's no version of our marine who would absolutely break character by picking "Stay calm and on mission." It's not blandly neutral; rather, it reinforces aspects of the character we can be sure of and gives the Player an option if nothing else works.

Different sorts of narratives will use different sorts of fallthroughs. A comedy might treat the option to say something funny as a fallthrough, of sorts--it's entertaining and will never violate the characterization the Player has created.

In a quest-driven RPG, a fallthrough response can often boil down to "How do I move to the next step of this quest?"

That said, the strongest moments in a narrative will often have no "fallthrough" response at all. They'll work by creating multiple responses that, by overlapping, cover all reasonable Player Character actions while still leaving room for the Player to ascribe motivation.

3 months ago

RIP Joann, now what?

I wanted to make a post I could copy and paste and or link when I see folks asking where to buy fabrics when Joann is gone. I sew a lot, generally between 100-200 items a year and I don't do it on a big budget. Stores are not in a particular order.

Notions:

Wawak.com - start here, mostly stay here. Wawak is a supplier for professional sewing businesses and have the prices that show it. I will not pay for gutermann Mara 100 anywhere else. I buy buttons, tools, thread, and most elastic here.

Stitch Love Studio - this is where I buy lingerie supplies https://www.etsy.com/shop/StitchLoveStudio?ref=yr_purchases

Fabric:

Fabric Mart - this is one where you want to sign up for emails and never buy unless its on sale. They run different sales every day and they rotate. Mostly deadstock fabrics but I buy more from here than anywhere else. Fantastic customer service and if you watch you can get things like $6 wool suiting or $4 cotton jersey. https://fabricmartfabrics.com/

Fabrics-Store - again, buy the sales not the full price. Sign up for the emails but redirect them to a folder because it is TOO MANY. They stock linen or good but not amazing quality. https://www.fabrics-store.com/

Purple Seamstress - This is where I buy my solid cotton lycra jersey. They have other things, but the jersey is what I'm here for. Inexpensive and very good quality. If you ask she will mail you a swatch card for the solids. https://purpleseamstressfabric.com/

LA Finch - deadstock fabrics with a fantastic remnant selection https://lafinchfabrics.myshopify.com/

Califabrics - mix of deadstock and big brands, easy to navigate and always seem to have good denim in stock. https://califabrics.com/

Boho Fabrics - good variety, nice bundles. I have also gotten some really great trims from here. https://www.bohofabrics.com/

Firecracker Fabrics - garment and quilting fabrics, really nice selection and great sale section. I've bought $5 yard quilting cottons here several times. https://www.firecrackerfabrics.com/

Hancock's of Paducah - Quilting fabric and some limited garment fabric. AMAZING sale section. Do not sleep on the sale section. This is my first stop when buying quilting fabrics. Usually the last stop too. Not particularly speedy shipping. https://www.hancocks-paducah.com/

Itokri - This is something a little different. Itokri is an Indian business with incredible traditional fabrics. Shipping to the US is expensive, but the fabric is so inexpensive it evens out. I generally end up paying like $30 for shipping. Beautiful ikat and block prints. https://itokri.com/

Miss Matatabi - this is a little treat. This isn't where you go to save money, but there are so many beautiful things in this shop. Ships from Japan incredibly quickly. https://shop.missmatatabi.com/

Lucky Deluxe - Craft thrift store, always has an incredible selection and fantastic customer service. I need to close the tab fast because I never go to this website without finding something I need. https://www.luckydeluxefabrics.com/

Swanson's - the OG of online craft thrift stores, but I find their website harder to navigate. https://www.swansonsfabrics.com

Honorary Mentions: I haven't shopped at these places yet but I have had them recommended and likely will at some point.

A Thrifty Notion - https://athriftynotion.com/

Creative Closeouts - https://creativecloseoutsfabric.com/ being rebranded to sewsnip.com on March 1 - quilting deadstock

Hawthorne Supply Co. - I just got this rec and I think I need to not look too closely or I'm going to slip with my debit card. https://www.hawthornesupplyco.com/

This is not an exhaustive list of everywhere you can buy fabric, or even a full list of where I shop. There are SO many options out there in the world. You also need to think outside the fabric store box. I thrift men's shirt fabrics for quilts and sheets for backing fabric. I don't do a ton of in person thrifting and my local stores don't get a lot of craft materials but every thrift store is its own universe and reflects the community it is in. Go out and find something cool.

Oh and final note: Don't shop at Hobby Lobby.

1 year ago

[EN] Video Game Writing Resources!

Hello! My name is Andrea--I have been writing for games since 2018, and even worked as a writer at Firaxis Games from 2022 until April of 2023. So, I knew a few things about narrative design--but what the fuck is it? Recently, I gave a talk about the fundamentals and history of the field of narrative design. In Spanish. So, let's talk about it in English--the "what," "why," "how," "when," and "who," of narrative design! What is narrative design? Narrative design is not just writing--it's a huge part of it, but designing a narrative system involves implementing narrative content into the build of the game. So there is a technical learning curve to it. Personally, I watched and obtained certifications in Unreal Engine 5 and Unity in order to be aware of the limitations of each engine. I used the free trial of LinkedIn Learning, but courses about this engine are available in these websites: - https://platzi.com/ - https://www.arkde.com/ - https://www.domestika.org/?query=unity - https://www.coursera.org/ Why do we need narrative design? In order to create an interactive story that the player feels a part of, narrative designers are mandatory. It's not a responsibility that can be placed on other designers (then we would be entering crunch territory) rather someone who specifically specializes in both creative writing and game design is needed to explain within the context of the game's story why the mechanics work in a certain way. Imagine if a Telltale game did not have dialogue, for example--what would we be left with? Or if The Last Of Us did not convey a narrative through its environments.

Narrative designers are needed so that all of the departments are in sync and understand the story that they are trying to tell. For example, if a game takes place in a haunted house that was abandoned, we need all hands on deck. The narrative designer can explain to the environment artists why there are so many holes in the living room--perhaps the last tenants of the house were a rowdy bunch. Or, they can tell the sound designers which planks of wood are the most rotten and need a loud sound effect to highlight how it has been abandoned. How do I become a narrative designer? There is no one way to become a narrative designer. Some people start in QA and transition into the field, I have also witnessed engineers and doctors wanting to get into narrative design. I do recommend having the following (at least): - A passion for storytelling. - Deep understanding of the mechanics of the game and the player experience. - Communication skills are incredibly important--can you describe your story in a concise way to your peers in a Confluence page?

Documentation skills are also a massive plus.

Very basic understanding of game engines and limitations. You don't have to be a computer science major, but know what your requests will entail. If you have an idea of a cutscene, can the engine handle it? Will the animators have enough time? Is it within scope?

If you can, attend game jams! They are an amazing way to network with amazing people and get a feel of what the game production pipeline is like.

Additionally, I highly recommend the following resources: First, the free resources! ~It's free real estate~

Look up Twinery tutorials. (https://twinery.org/) Not only is it free, but you can use it on your browser. More importantly, you will learn about branching narratives and can create your own games within a few minutes--the interface, though it requires a bit of coding, is incredibly easy to use and there are a lot of tutorials available online.

Download Ren'Py (https://www.renpy.org/) and watch tutorials. It's free, and there is a huge community of visual novel developers who may need help with narrative designers, writers, editors and even translators. An amazing resource that a colleague shared was this Discord with visual novel developers--if you have an idea, feel free to connect with artists and voice actors here! https://discord.gg/nW5yn4FE

Network, network, network! Follow narrative design and game writer groups on Discord, Facebook and even LinkedIn. -- An amazing convention that is online, free and accessible regarding narrative design is LudoNarraCon.

If you go to itch.io you will see a list of game jams that you can attend to for free! Some game jams that I have attended and had a positive experience are the following: - Woman Game Jam. I encourage folks from marginalized genders to attend this game jam, as we have a large pool of mentors willing to help in every single discipline at any time due to the global nature of it. It is a safe and inclusive space for women and nonbinary folx who want to get into the gaming industry! - Global Game Jam. Self explanatory, it has some in-person opportunities but you can also attend remotely. - Greenlight Jam. Do you have an idea that can not be done in only 48 hours? The Greenlight Jam is amazing, as it lasts four weeks--which allows narrative designers to develop complex narrative systems and even record voice lines for a more complex project. Side Note: Even though most game jams have a time limit, I do encourage narrative designers to develop and polish the prototypes and levels created during game jams to have portfolios and writing samples that stand out!

Work With Indies is a job site that publishes job opportunities--including ones in writing and narrative design. Additionally, their Discord has some networking events with writers so you can connect with them.

Other websites that not only publish jobs but include networking events are Hitmarker.net (this is their Discord), IndieGameAcademy (link to Discord),

Newsletters! A lot of experienced game writers have newsletters dedicated to the craft, to name a few that I highly recommend: -- Greg Buchanan's newsletter. Rounds up game writing news every Tuesday, and includes job opportunities. -- Bright Whitney's newsletter. A studio founder with amazing insights regarding game design and thoughtful narrative, Whitney's threads are extremely insightful. -- Susan O'Connor's blog on The Narrative Department. In addition to providing free knowledge regarding world building, narrative design, game writing and other specifics of the craft Susan interviews industry professionals and alumni who offer testimonials that have amazing advice. -- GDC talks about narrative design. Though I recommend the GDC vault as well in the next section, I highly recommend the GDC talks regarding not only narrative design but the development of your favorite titles!

Now, for resources that may not be free--but I highly recommend, as someone who used them first hand. - The Narrative Department. This post is not sponsored by them at all, however it is rare to find an instructor as kind and hard-working as Susan O'Connor who has been a narrative designer in historic AAA, AA and independent titles. Known for her contributions in Tomb Raider, Batman: The Enemy Within, and BioShock to name a few (imdb is: https://www.imdb.com/name/nm1897248/) her Game Writing Masterclass offers a certification in everything related to game writing. A few subjects she touches on are: -- Characters and how to make them compelling. -- Barks and ambience writing. -- Dialogue, backstories and scripts. -- How to work with other departments. And more! Additionally, you would obtain access to a huge alumni network full of game writing professionals working in independent, AA and AAA studios! Not to mention that all of the assignments completed in the class will look amazing in a portfolio as game writing samples. - GDC Vault. Though I have an opinion on the price tag of GDC tickets and the vault, I would definitely include it as it has resources from several studios, writers, narrative designers and more! When was narrative design formed? When can I become a narrative designer?

That's a wonderful question. Narrative design, as a term, was first used around the 90s but became more established between the 2000s and 2010s. So, although the field is relatively new, and there are not a lot educational resources available, consider yourself part of an innovative field that is exponentially growing! Recently, a game developer asked when was the best time to keep an eye out for job openings. And a harsh truth about the gaming industry is that it is extremely volatile--layoffs, downsizings and startups rise and fall. This is not meant to deter anyone from pursuing a career in narrative design, but rather I am including it for the sake of transparency. We cannot predict when a studio is going to layoff their employees, or when they cancel unannounced projects. Unlike most industries where we know for a fact that recruiters keep a sharp eye for candidates in Q1 and Q3, a piece of advice I received from a mentor of mine was to try to predict when projects are going to need more stories. There's the release of a game, and then there is the addition of additional narrative content--and for this, they will more than likely need associate/entry/junior level narrative designers, writers and quest designers. But--this is related to searching for a job as a narrative designer, and I can write a novel about that (and will edit this article to redirect folx into it.) So, keep an eye out for huge game announcements. Then, cater your resume to what the studio is looking for in a narrative designer. Now, to finish off this article: Who is a narrative designer? If you have a passion for storytelling and games, and have participated in game jams, congratulations you are a wonderful narrative designer! Make sure you always include that you are a narrative designer, and not an aspiring narrative designer--it makes you stand out amongst applicants. That's all I have for now--feel free to interact, comment and share! Let me know if I missed something and I will be sure to add it.

6 months ago

me: *writes fic*

me: great! time to post to ao3-

ao3 summary box: *exists*

me: 

ao3 summary box:

me:

ao3 summary box: 

me:

1 month ago
Create your own book cover - without generative 'AI' | Ruby Jones
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Get more from Ruby Jones on Patreon

Too many writers are using generative 'AI' to make their book covers, so I've written a guide on how to make your own cover for free or cheap without turning to a machine.

If you can't afford to pay an artist, you CAN make your own!

I hope this is a helpful overview that covers the basics and points to some free resources.

1 year ago

Hey! Are there blacksmiths in your story? I'm a hobbyist blacksmith and I'm here to help!

Blacksmithing is one of those things that a lot of people get wrong because they don't realize it stuck around past the advent of the assembly line. Here's a list of some common misconceptions I see and what to do instead!

Not all blacksmiths are gigantic terrifying muscly guys with beards and deep voices. I am 5'8, skinny as a twig, have the muscle mass of wet bread, and exist on Tumblr. Anybody who is strong enough to pick up a hammer and understands fire safety can be a blacksmith.

You can make more than just swords with blacksmithing. Though swords are undeniably practical, they're not the only things that can be made. I've made candle holders, wall hooks, kebab skewers, fire pokers, and more. Look up things other people have made, it's really amazing what can be done.

"Red-hot" is actually not that hot by blacksmith terms. when heated up, the metal goes from black, to red, to orange, to yellow, to white. (for temperature reference, I got a second degree burn from picking up a piece of metal on black heat) The ideal color to work with the metal is yellow. White is not ideal at all, because the metal starts sparking and gets all weird and lumpy when it cools. (At no point in this process does the metal get even close to melting. It gets soft enough to work with, but I have never once seen metal become a liquid.)

Blacksmithing takes fucking forever. Not even taking into account starting the forge, selecting and preparing metal, etc. etc. it takes me around an hour to make one (1) fancy skewer. The metals blacksmiths work with heat up and cool down incredibly fast. When the forge is going good, it only takes like 20 seconds to get your metal hot enough to work with, but it takes about the same time for it to cool down, sometimes even less.

As long as you are careful, it is actually stupidly easy to not get hurt while blacksmithing. When I picked up this hobby I was like "okay, cool! I'm gonna make stuff, and I'm gonna end up in the hospital at some point!" Thus far, the latter has yet to occur. I've been doing this for nearly a year. I have earned myself a new scar from the aforementioned second degree burn, and one singe mark on my jeans. I don't even wear gloves half the time. Literally just eye protection, common sense, and fast reflexes and you'll probably be fine. (Accidents still happen of course, but I have found adequate safety weirdly easy to achieve with this hobby)

A forge is not a fire. The forge is the thing blacksmiths put their metal in to heat it up. It starts as a small fire, usually with newspaper or something else that's relatively small and burns easily, which we then put in the forge itself, which is sort of a fireplace-esque thing (there's a lot of different types of forge, look into it and try to figure out what sort of forge would make the most sense for the context you're writing about) and we cover it with coal, which then catches fire and heats up. The forge gets really hot, and sometimes really bright. Sometimes when I stare at the forge for too long it's like staring into the sun. The forge is also not a waterfall of lava, Steven Universe. It doesn't work like that, Steven Universe.

Welding and blacksmithing are not the same thing. They often go hand-in-hand, but you cannot connected two pieces of metal with traditional blacksmithing alone. There is something called forge welding, where you heat your metal, sprinkle borax (or the in-universe equivalent) on it to prevent the metal from oxidizing/being non-weldable, and hammer the pieces together very quickly. Forge welding also sends sparks flying everywhere, and if you're working in a small space with other blacksmiths, you usually want to announce that you're welding before you do, so that everyone in a five-foot radius can get out of that five-foot radius. You also cannot just stuck some random pebbles into the forge and get a decent piece of metal that you can actually make something with, Steven Universe. It doesn't work like that, Steven Universe.

Anvils are really fucking heavy. Nothing else to add here.

Making jewelry is not a blacksmithing thing unless you want jewelry made of steel. And it will be very ugly if you try. Blacksmithing wasn't invented to make small things.

If there's anything here I didn't mention, just ask and I'll do my best to answer.

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