Entry tags:
- * intro,
- da: myrobalan shivana,
- death note: l lawliet,
- death note: mello,
- fe: azura,
- fe: caspar von bergliez,
- fe: edelgard von hresvelg,
- fe: hubert von vestra,
- fe: lorenz hellman gloucester,
- fe: marianne von edmund,
- ffvii: zack fair,
- ffxiii: lightning farron,
- ffxiii: oerba yun fang,
- ffxiv: k'rihnn tia,
- ffxiv: mira chambers,
- fgo: cu chulainn,
- fgo: cu chulainn alter,
- fha: caren ortensia,
- food fantasy: steak,
- fruits basket: kyo sohma,
- fsf: flat escardos,
- harry potter: theseus scamander,
- iris zero: asahi yuki,
- kamen rider: wataru kurenai,
- lwa: ursula callistis,
- original: gwenaelle wynne-york,
- original: sokie undertown,
- p5: akira kurusu,
- rwby: emerald sustrai,
- ssss: emil vasterstrom,
- the witcher: geralt of rivia,
- trails: crow armbrust,
- trails: jusis albarea,
- trails: rean schwarzer,
- undertale: mettaton,
- voltron: allura
Intro Log: October
I. ARRIVAL
A moment later, you feel a tug, and you find yourself stumbling into a dark, musty room. Behind you, a mirror stands ornately decorated with reminders of home wrought in brass and wood: the faces of people you know, and symbols important to you; all things that send a pang through your chest with the desire to return to them. Touching the mirror's surface does nothing but leave the stain of your fingerprints. When you turn to survey the room, you find there are hundreds of other mirrors. None of them are as decorated as yours - they're plain and dusty, speckled with age. Then you realize a second thing: You're not alone. Distantly, the ringing bell of a clocktower can be heard. But no matter its distance, the time is clear to make out: it chimes three times, stark, resonating like a pulse of something in this mirrored hall that you and many others have found yourselves in. For those familiar with magic, they might feel the power of the witching hour upon them, though it will feel different from what they're used to - in fact, everything does. You're certainly not the only ones here, however. On the first floor, with the doors wide open behind them in the foyer, is a small group headed by two individuals. As people begin to arrive, to come from the higher floor, they're waiting - and they're waiting for you, and your questions. Explore the rest of the mirrored halls you've now found yourselves in, or proceed to the foyer? Leaving the Looking-Glass House makes it obvious that the clock striking three was for 3 AM - the night sky is faintly cloudy, but the stars are dim in the face of two moons, even so close to the new moon as it is. The Looking-Glass House is rather nondescript two-story cottage made of grey brick, sitting at the edge of The Coven's courtyard; stones which glow as you step on them mark the path to and from the two buildings. While fairly small and plain on the outside, the inside has been enchanted to be the size of a large library, with hundreds upon hundreds of mirrors hanging, standing, and resting inside its walls. Some are broken, some are cracked, and some seem completely uninjured - but all of them are just as plain as the cottage itself, showing age in the silver beneath their glass and in the greening of their metals... Well, all except a character's personal mirror; to characters, one mirror - the one they came through - will be decorated lavishly with metal-and-wood-wrought reminders of home, and the surface will be as clear as a brand-new mirror. |
II. THE WELCOME PARTY
"There's always a right lot of you coming in, aren't there." The woman sets her hands on her hips, with her Bonded casting a glance at those looking confused - newly arrived - and those who may have followed them in to talk to the newest addition of their mirrorbound bunch. "About time for introductions though- this here's Mhairi Ainsley, ambassador to the Parliament and my Bonded, and I'm Nerissa Bell, Head Witch of the Coven - but you can just call me Miss Nessie, you can," she adds, winking. "The lot of you must be as tired and confused as the last batch - hullo to those who've joined us, too! - so just a moment, dearests, I'll set all you right up—" With nothing more than a wave of her hand, rows of seats are summoned; despite their wooden nature, they're all sturdy and comfortable, filling the foyer and spreading out a ways into the lawn behind them, making room for all of the new arrivals as well as the previous batch. After all, they'll find this just as interesting. The Witches and Monsters that accompanied Nessie and Mhairi move to make room, and some disperse into the building itself to see if there's anyone who needs tending to. Mhairi steps forward as the chairs materialize. "Please, those who are able, join us for a moment. There are many questions that I'm sure you have - we will do our utmost best to answer them, and you may take any that we can't as a promise to find some sort of solution or answer." NOTE: If you wish to interact with Nessie and Mhairi, please comment here. You have the option of handwaving the IC interaction to OOCly ask what questions your character might have for them, for us to summarize an answer for, or you can request an IC thread. Simply specify in your comment's subject and we'll respond accordingly. For those that'd like a more player-based interaction, Aefenglom has its own Welcome Wagon under the same header! These are players who've volunteered for the role, and those that didn't sign up may assist as well if they'd feel their character would -- have fun, and make friends. Additionally, those with notable injuries or sickness will be attended to ASAP by Coven-based witches, and should anyone be curious about what they are - if they have magic potential, or if they swing a different way - then this can be done during this and the general hour or so the new arrivals are within the Coven's grounds. There are ongoing classes on magic, monsters, and Bonding as well, though they take place more during the day than at night - feel free to have your characters attend them at any time! |
III. THE HAVEN
As you're leaving with a few Bonded for guides, peculiar-looking devices - watches, the native Witches explain, compliments of Parliament - are passed around to all the new arrivals; they're given a quick rundown on their functions and bid to test them out when they can. They can even do it as they make their way out of the Coven's courtyard and to the Haven. Formerly part of the Aristocratic District, The Haven is just as well-kept and brightly-lit as the district it hails from. The houses err on the tall and ornamental-side, large enough to fit several families (or, according to the upper class, their one family, several dozen servants, and guests), especially closest to the Aristocratic District. They become a little more modest and smaller as one gets away from the realm of high society and nearer to the Residential District proper. Newcomers are shuffled here and invited to find somewhere to live - the Coven is currently handling expenses for the houses themselves in a program implemented by the Parliament, though if your character wishes to have anything extra - like maids, chefs, and so on - they'll have to pay for them themselves with their own earned money. Much of the landscape and fixtures are the same as in the Aristocratic Districts, though it lacks formal emergency services due to its roots as part of a district that already did. Much of the housing already has furnishing due to the speed at which homeowners were relocated; they were given enough time to collect their valuables, but standard furniture such as kitchenware, couches, beds, etc. were left behind for those moving in. Other houses appear the same, but the dust on the floors suggest these houses were left before the new arrivals even showed up - a reminder that the Cwyld can strike just about anyone, regardless of standing. Another portion of this district has been opened up to the new arrivals: the barracks, the row of buildings pressed against the very edge of the Bright Wall. As the city's military force no longer has the same presence it previously did, the barracks have gone into disuse, and a cleanup effort has been in place since before the new arrivals came through the Looking-Glass House. For those who desire something a little less opulent, the barracks might just be the answer. The barracks can also be used for business, for a welcome center, a communal space, for anything that the residents of the Haven see fit to use it for - so long as the legality isn't questionable, on the surface. To help with filling up the larger houses - and even some of the smaller ones, and the shared rooms in the barracks - the Witches put together a little roommate finding service, on a smaller scale from the grand opening of the Haven. For those who aren't entirely sure who they want to shack up with, they have a small survey for them to fill out and post on the board they've magicked up in the center of The Haven. The board also very helpfully reads aloud each form for everyone to hear in a cheerful, monotone voice. It isn't able to be shut up, nor is it easy to ignore, being imbued with a kind of amplification magic. It reads simply the information you've offered up yourself, or that someone might have written up for you, should that be their idea of fun. |
| IV. Samuin There's an odd sense of relief in the air, newly arrived may notice, and it's common talk to hear about the return of those from another city; Dorchacht, they gossip, must've been terrible for their dear Speaker, who'd felt to them more weathered than she'd been previously, not to mention to all the Mirrorbound that went with her. Right shame, it was, how they acted over on the west coast, those Dorchachtians. It'll be common talk for a while yet, with increasingly worse rumors spread about that city to the far northwest, but not all of them can be true... right? While the black market moves back beneath the city, weaker than they were coming up, the goblin market remains in their places in broad daylight, happy to parse their wares to newcomers and oldbies alike -- with Samuin coming up, there's all sorts of things necessary to have on one's person, they say, absolutely key to keep bad spirits at bay! They say the boundaries are weaker this time of year, after all, wouldn't want your new year to be cursed right off the bat! Though Samuin's still the month away (it's at the end of the month, anyone'd tell you), the people are eager to gather their parchment, write away their worries, and start Geardagas's year off right.
While the Coven is in higher spirits with their Speaker returned lately, Parliament seems to be taken a breather as well, and while their eyes have set on the city once more they seem a little more lenient with what constitutes as a performance -- at least during Samuin proper, though the building itself, for those who visit, is certainly less tense than it was previous. There's tight-lips as far as Dorchacht's concerned, for those who ask, so there won't be any information to be found about that here, but there's plenty of talk of "scum" found in their own city that have had judgement passed on them and found them guilty of immeasurable crimes, and also of finding the root of their operations so they won't end up having something akin to Dorchacht beneath their streets. The rich people who live still in the district, with their overly extra houses and colorful personalities, throw exuberant parties all across the month -- there's to be a grand fireworks display at the end of Samuin, but they're taking liberties as they do every year to put on their own, seeking Witches to entertain however they can and, surprisingly, offering the same to Monsters; they still look down on the lower born, there's nothing that can stop that or their stuffy attitudes in general, but it seems the city's in a bright mood thanks to one of the most important holidays of their year.
On the Eastern side, some artisans or hobbyists are even selling brand new pieces - this is a time for weavers and textile artists especially to shine, selling elaborate and cozy woolen blankets, to cuddle under as you watch the fireworks shows at the end of the month, or fancy clothes and costumes they've made. A few have even laid simple enchantments on their wares, resulting in tapestries that tell a story as the little thread figures move about, or dresses that shimmer like the night sky. On the Western side, the porch sales are simpler and full of more practical items, and don't seem as celebratory of the wares, but they make up for it by holding small bonfires outside at night, taking turns telling ghost stories and old legends, or tales of ancestors long past. If you have a story to share, true or made up, most circles will welcome you, offering you a hot drink and a piece of heavy, fruit-laden spice cake in return. (Get the piece with the coin in it, and you're guaranteed good luck, they say!) One tradition they both share is the airing of grievances and making amends with one another, to start the coming new year off on a good foot. The bridge over the River Temese that separates the Eastern and Western sides of the District is decorated with hanging lanterns and paper flowers, and here is where humans and Monsters, rich and poor, come together to get it all out and forgive. Mostly these are heated discussions that end in hand-shakes and smiles, but occasionally a scuffle breaks out; it's fine, they're getting it out of their systems.
'Ethically sourced' is a big trend this month for Goblin Market sellers, with similar phrases scrawled across stall signs and banners to indicate that their ingredients were sourced fairly, given freely. They carry a wide variety of Monster parts for re-sale, though most of it are parts that could have been obtained without harming the Monster, and Witch's blood, donated, they'll say. Potions and charms to temporarily mimic a Bond, talismans that supposedly keep a Monster from going feral, they offer all kinds of specialty items, though still none of it is sanctioned by the Coven. With Samuin coming up at the end of the month, the wares laid across tables become more colorful, and more... interesting. Talismans made of dyed Harpy feathers and papery shed Naga skin promise to ward off ill-intent going into the new year, and several vendors are hawking samples of a potion that, they claim, will allow you to speak to dead loved ones. To Mirrorbound, they may claim these magical concoctions will let them speak to loved ones beyond the glass - but these claims are patently false, and the potions have a wide array of side-effects, including hallucinations, paranoia, skin or hair changing colors, or a burning fever that only abates when the afflicted cuddles up to someone close. Luckily, these symptoms will wear off in just a few hours. You're liable to start a fight if you ask for your money back, though.
Even the children in the orphanges around the factories get in on the fun, in their own way, making paper masks of fanciful creatures, and going door to door, or even just from street to street, to ask for trinkets, money and food so that they can have a good Samuin at the end of the year. But if you don't give them anything, well. They consider a kick in the shins to be proper retribution. Children can be so mischievous. Despite having less than most, the people of the Harbor District and the sailors are quick to welcome new faces into their parties, happy to include any Mirrorbound, and the Monster refugees from Dorchacht, sharing drinks and conversation. "It's nuts, what's happening up there," the sailors say, eager to share the latest gossip from their trade routes. "It's not much in or out of Dorchacht right now, is it? After chaos broke out and all. Their Resistance seems to be holding strong, and good for them, aye! Maybe we'll see things improve up there yet!" They'll toast to good luck for the Resistance, and good luck for the refugees, and good luck for the Mirrorbound alike. |
Welcome to the intro log! While mingling on the log itself is highly encouraged, feel free to make your own logs; take the prompts offered and go wild, go crazy, go stupid, have fun. The network system is free to use once characters have their watches as well; information on that can be found at the bottom of the Setting page, while any extra questions about it can be found in the FAQ index. Quests can be picked up now as well! While new characters will have to get settled in, you can go ahead and put your name on some by replying to the October's Quest Pickup thread on the Quest Board. Finally, if your character is getting into any Shenanigans, let the mods know and if you have any questions about the log, ask them here!

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[The very first thing Irhya does upon encountering the porch sales is obtain a deep cloth bag to put her things in. It seems she's going to need it, because while her personal spending money is scant right now, she's consistently going for the most inexpensive, broken, worn-down items she can find. Maybe it's biting off too much at once, but the idea, at least in theory, is that she can fix them up and either keep them or sell them off. Stopped clocks, burned-out lanterns, knit sweaters with holes in them, dirty antiques... the list goes on and on.
Whatever you've just picked up in your hand, be it for serious inspection or incredulous once-over, she is now looking at it with a glint in her eye.]
Ooh, what's that you have there?
2) Dubious Gobbie Bags
[Irhya also stops by the Goblin Market, though her dealings here are no less bizarre than with the porch sales. In particular, she's collecting... the Witch blood, or at least asking after methods to keep it from coagulating over long periods before deciding to buy it or not.
At any rate, she does pick up a handful of vials, hoping to gods it doesn't look suspect. Perhaps having been guilty of taking the false potion claims at face value, she can't help but feel paranoid about collecting all this blood; she stops to glance over her shoulder periodically, and in so doing, ends up bumping into someone by not watching where she's going.]
Ah--
[There is the delicate sound of glass splintering, and then the bag sustains a red splotch on it, dripping with the contents.]
Shite, shiteshiteshite! I'm sorry, it-- you didn't get any on you, right?
[Well, there goes part of her grand plan of preparation.]
3) Tales from the Bonfire
[For the most part, Irhya listens raptly to others tell their stories, only piping up when she has something relevant to add. Eventually, she deigns to add hers to the table during a stretch of solemn silence.]
I would like to use this time to remember someone departed... if that's all right. A knight who lived to serve, right up until the end. It almost sounds like a faerie tale, thinking about it now...
[At which point she'll bite into a piece of cake... and look disappointed that she didn't crack her teeth on a coin.]
...Huh. Does that mean I'm unlucky?
4) "Remember us." (possible ShB spoilers)
Oh, that one's very nice. Is that a tiger? --Ah, careful not to glob the paint on too much, or you won't be able to see the light through it.
[Irhya seems popular with the kids, having immediately gotten herself in their good graces by offering to give them lessons on painting masks and lanterns. There's one lantern set off to the side that was clearly done by her, painted almost jack-o-lantern style with opaque silhouettes in the front and a scene painted like stained glass onto the back. The front depicts two nondescript people holding hands; the back appears to be a cityscape, long sprawling spires decorated with little lights of their own, as if in place of ones she can't go and place physically on the ocean floor... It makes it abundantly clear that not only is she quite good at delicate handiwork, but that it's intended to tell its own story, of sorts.
Her mask, on the other hand, is a halfmask, simple and white with kind of a beak to it, but she's bedazzling it with some spots of glitter and feathers adorning the sides, holding it taut while the glue dries.]
Hmm... should I paint this one too? I'm almost afraid I'll overdo it...
[Perhaps then she notices you lurking in the distance with those miqo'te ears, and waves you over.]
Come paint with us! There's no such thing as good or bad, if that's your concern.
5) Wildcard
[Leave me a prompt if you have any ideas! Alternatively, hit me up at
4, shadowbringers spoilers
...That she knew of Amaurot wasn't a surprise. The last time he'd seen the Warrior of Light on the First, he'd mentioned the name of the city, described its beauty. And while this miqo'te wasn't identical to the Warrior he remembered, it was clear they were the same, somehow.
But the rendition of the city was- eerily accurate. A lucky extrapolation from the cave paintings in the Qitana Ravel? And the mask- another coincidence, it wasn't as though it was an uncommon shape for one.
So he does approach, leaning in to get a better look at that lantern, as though it would suddenly become something different if he observed it long enough. In the end, Emet-Selch finally offers:]
...It's not too bad.
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[Still, she can't help but smile, figuring it's intended to be a compliment in some roundabout way.]
Thanks. This whole festival, beyond having arcane influences, strikes me as very similar to All Saints' Wake... and in the end, it is a season of remembrance at its heart.
[Irhya quickly fastens the mask to her face, and despite having a few extra bits and patches of color, it definitely still resembles that kind of mask. She grins and solicits another opinion.]
How about this?
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The mask, however, gets a shade more disapproval.]
Too gaudy. You were better off leaving it plain.
[The gossip it would've started in Amaurot, really. Standing out like that.]
I'd be surprised if there weren't similar festivals in many worlds. Wherever there's loss, remembrance follows.
['What do you even have to remember?']
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Hah. I'm afraid I'd be earning all sorts of odd questions if I left it plain.
[But she gets the feeling she knows why he would say that. The shades did react with mild, veiled disgust when noticing she was not in a full-body robe. Most were just too nice to insist she do much about it other than "make her own".]
Most likely, yes. Our Rising festivals, for example, though perhaps that is because the memory is fresh in our minds. It just seems a little sad to think there was something so important that simply fell from the face of history... I think about it a lot lately; but then again, the memory is fairly fresh in my mind.
[Reaching over the table, she grabs a fresh mask and then offers it to him.]
Just wear it if you don't want to do anything to it. It's still something.
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4
[ He isn't concerned about the fact if he'll be good or bad, really. Even if he does hold some expectations for himself. The thing is that he's actually a little surprised about one of the children's art. ]
I was just a little. . . surprised, though, that someone would want to depict a tiger.
[ Don't people think that's scary? ]
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[She glances over her shoulder to make the remark. Scary, yes, but only as much as any predator. Perhaps it's their striking beauty that makes them so symbolic in Doman culture, or their predatory grace... Really, there's just something about them.]
Something so deadly will surely scare the evil spirits away, right?
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[ He asks that single worded question with curiosity - half because he's wondering quite a bit, given what he is normally. Back home, anyway. ]
I don't know about scaring the evil spirits, though...
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[A pause as she assesses him, wondering about the interest in tigers specifically.]
You don't seem so sure, though. Have you a different experience, perhaps?
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3
[Marie smiles at the miqo'te. It is a sweet smile of someone who never realized just how crucial a stroke of good luck can be.]
Could you tell me more about that knight? They sound like someone who was important to you...
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[Though she has to wonder just how much fortune one needs to have to consider good luck a curse, of sorts...]
--Ah, of course. He was born in a society that reviled him for the circumstances of his birth, but despite his upbringing being as distant from his family as it was, he never reflected that hatred back onto anyone. Perhaps he simply didn't want anyone to feel like he did... I'm not sure. It seemed to be one of the reasons he desired so badly to be a knight, though.
Yes, he was... very important to me. He still is, to tell the truth. I still manage to draw inspiration from him every time I think of how he might've handled something, and all the things he ever said to me. We met as I was passing through on a search for a downed airship, and ended up embroiled in a little conspiracy involving a close friend of his. It's only because of that, perhaps, that his friend was spared a worse fate, and... I suppose he saw something in that, and everything that transpired afterward. In me, though I struggle to put words to it.
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That knight... He surely sounds like someone worth being an inspiration. There was someone I met during my lifetime, a knight as well. Someone as beautiful as they were dangerous, as skilled with the sword as they were in the ballrooms of the noblemen.
Say, are you a knight yourself? Or it is in other fields of life that you try to live the way he lived?
[She studies Irhya's expression for a bit. There is something else she would like to ask her, but it might not be the most appropriate question... She would ask it anyway.]
You started your story by mentioning that he is no longer with the living... Was it at the battlefield that he lost his life? Or was it due to unfortunate accident or a treacherous plot?
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[And quite enjoyed flirting with people, though not out of a desire to tease so much as a genuine appreciation of their company. She rubs the back of her head.]
I am a knight myself, yes, though I follow no one's moral code but my own. Not the same sort of knight as he, and certainly not one who uses a shield and shining armor, but I would follow his example anyway.
As for his death... [She pauses to glance at the fire, then back at Marie,] It was not quite so grand as a last stand on the battlefield, but we had just finished rescuing a friend from an unjust imprisonment at the hands of the archbishop, of whom we'd just gotten done uncovering the depths of his corruption. He had been about to depart on an airship, and Haurche--
[A hesitation; she realizes she has not actually said his name yet, but decides to roll with it anyway.]
...Haurchefant and I had a mind to pursue him. But one of the archbishop's personal guard had been waiting, perched atop a spire to aim an aetherially charged spear at us. At me, specifically. So he made a split second decision, and intercepted it with his shield... but it just couldn't withstand the force, and pierced right through. I'm sure he knew it was a possible outcome, even a likely one, but he still would have sooner given his life than see me meet that fate instead.
We'd won, we'd rescued our friend and were on track to setting things right, but we still lost anyway. It was the first time anything like that had ever really happened. Time has made the pain less fresh, but it is still a very formative experience for me.
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4
Might you be speaking to me?
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Irhya spends a moment staring, then smiles, pulling out a chair next to her.]
Yes, I suppose I am. Come play, won't you? I would ask you more of that blade upon your back while you're at it. And perhaps you can bring home something nice with you, too.
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[This miqo'te lass does seem rather nice and open but there's another question nagging at her; she wishes to know about her sword? Would she happen to know of dark knights like herself?]
Might you know something about this sword I carry? I'll admit that not many seem to ask questions.
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[If she really is a dark knight, she'll latch onto that last part quickly. Irhya smiles, watching her with rapt attention.]
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1
Some manner of latern, by weight and shape. You're interested in it, I take it?
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[She pauses, realizing that must sound a little pushy.]
I like fixing these things up, you see. I suppose if it's not working and you're in need of one, I could try refurbishing it for you...?
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[Ah, well. Aren't they all looking through for interesting things, really?]
I'd appreciate that. What would I owe you?
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[Her attention is caught at the question of cost, and she shakes her head.]
For you? Nothing. I'm not in it for the money in this case.
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Ah, looks like it's far too late for that.]
... [Words usually don't fail him, but he just feels slightly embarrassed for being caught like this. His eyes don't quite meet hers for a second, focused on the unpainted lantern, but Theseus eventually meets Irhya's friendly look with a small smile.]
I wouldn't to intrude on your lessons, you have a very enthusiastic group wanting to paint with you.
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No, no, not at all. There's plenty of seats for everyone. No excuse for not taking the time and having a little fun, right?
[She pulls the chair next to her out and leans coyly to one side.]
Come, sit. It's quite easy to get absorbed in this kind of work.
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There is that saying, 'All work and no play...'
[He admits, his smile growing, now getting more comfortable to let his normal confident persona take place. Taking the open chair next to her, he sits in an almost poised manner, but there's still something easygoing in his expression.] I haven't painted in quite a long while, but it's evident that I'm in good hands here.
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Well, I hope you're not too attached to your clothing, then.
[...Spoken blithely, as if that isn't a loaded statement.]
Have you done it before, or are you simply referring to childhood fancies? The first rule is not to worry about being good or bad, after all.
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