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Post by . on Jan 5, 2018 16:25:37 GMT -5
Open for help!
Directory: Post 1: Welcome Post 2: CHB, Locations Post 3: Cabins Post 4: Prophexies, Plots Post 5: Members Post 6: Characters Post 7: Save Post 8: Save
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Post by ƤαƖƖαѕ ✧ on Jan 5, 2018 16:27:42 GMT -5
Hey x)
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Post by . on Jan 5, 2018 16:30:53 GMT -5
Hey. I'm gonna copy everything over
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Post by . on Jan 5, 2018 16:31:30 GMT -5
Welcome You were always different than the other kids. From a young age, trouble seemed to follow you everywhere. Life only seemed to get harder as you aged.
Until, of course, the day you showed up at Camp Half Blood. Wether you were brought in by another camper or creature or found your way on your own, you now knew you were home.
For the first time in your life, you were where you belonged.
Camp Half Blood is the one place that's safe for demigods. Half human and half god, they're hunted down by all kinds of monsters and villains from Greek myths. At camp, these teenagers get to learn how to fight and control their powers.
Welcome to Camp Half Blood.
~
At the moment, we have no overarching plot, but that will be determined once we have more members. Besides that, we will create many subplots and prophecies together.
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Post by ƤαƖƖαѕ ✧ on Jan 5, 2018 16:31:46 GMT -5
Okay awesome)
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Post by . on Jan 5, 2018 16:32:39 GMT -5
Rules Literacy This is an advanced role play. That means I expect a minimum of four substantial paragraphs per post. I also expect correct grammar. I don't mind typos or imperfect grammar, but they shouldn't be happened every other word.
Activity Activity isn't the biggest rule, but it's still pretty important. I'm busy and know you can't be on 24/7, so I'm just gonna set the rule at a few times a week. If you don't come back, I will message you before deleting you.
Characters Characters cannot be perfect. That's the main rule when it comes to characters. Perfect is boring. We want realistic, flawed human like characters here. I want genders to stay somewhat even so keep that in mind when making one. Children of the Big Three (Zeus, Poseidon, Hades) are limited to three per cabin, and one per member.
Spamming This one should be pretty simple. I don't see this being a big problem, just don't spam the thread. Chatting is ecnouraged as long as people are still getting replies up.
Respect I want this to be fun for everyone involved. I need you to be respectful to one another, as well as me. No bullying will be tolerated at all. You must also respect and follow the forum rules. I don't want this deleted or anyone banned. So, try to keep stuff at a PG or PG-13 level.
Forum Rules don't want this deleted. Everyone should be familiar with forums rules, so just plan on following them and we won't have any issues. I trust you guys to use your own common sense for this one.
Plots We will have one overarching plot determined by members, and subplots/prophecies along the way. Anyone can suggest them, but they must be approved by me before it's put into action.
Have Fun I want this to be fun for everyone involved. It should be enjoyable and relaxed. I have no problem with chatting, but I do want to make sure we keep getting role play posts in too. But it really is important to me that everyone enjoys themselves.
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Post by . on Jan 5, 2018 16:33:16 GMT -5
Camp locations
Cabins The camp consists of cabins honoring the different Greek gods and goddesses. There is a cabin for Zeus, Hera, Poseidon, Hades, Demeter, Dionysus, Hermes, Ares, Athena, Apollo, Aphrodite, Hephaestus, Artemis, Hades, Iris, Hypnos, Nemesis, Nike, Hebe, Tyche, and Hecate Hera and Artemis have honorary cabins, though no campers. The Hunters of Artemis sometimes visit camp and they live in the Artemis cabin, but not permanently.
Big House The Big House acts as the main meeting place for the leaders of the cabins for major problems and ideas before any quests. Dionysus and Chiron live here.
Dining Pavilion The dining pavilion is where the campers eat their meals. Each god has their own table for campers. Before eating, the campers all burn a portion of their meal for the gods.
Armory This is where the campers get their weapons.
Rock Wall The climbing wall is a little trickier than most and includes lava to encourage the campers to move faster.
The Sword Arena This is where all sword fighting takes place, whether it's sparring or lessons.
The Archery Range This is where all archery takes place, whether it's training or for fun.
Stable All pegasi and a few normal horses are kept here. The Demeter and occasionally the Aphrodite cabin give campers lessons on how to ride.
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Post by ƤαƖƖαѕ ✧ on Jan 5, 2018 16:34:42 GMT -5
Okay well if that’s everything copied up just make a little list of what you’d like me to do and I’ll get right on it)
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Post by . on Jan 5, 2018 16:40:44 GMT -5
Maybe gods + descriptions? or kind of a mixture of god/description/cabin/demigod powers and then I can list the head counselor and campers underneath?
Also is there any spots you wanted to claim? Head counselor for any cabin or any of the big three?
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Post by ƤαƖƖαѕ ✧ on Jan 5, 2018 16:43:12 GMT -5
Um... sure. I’ll take a son of Zeus if I can. I think I might also have a daughter of Artemis and a daughter of Athena but they’re not kids of any of the big three.
I’ll do definitely the gods and descriptions and whatever extra I can. It’s getting late though so is it okay if I do it tomorrow?)
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Post by . on Jan 5, 2018 16:48:48 GMT -5
I'll get the Zeus spot reserved, but I don't think I'll be allowing children of Artemis or Hera. There's the Hunters of Artemis if you want one? We could maybe limit t but have a couple that are living at camp right now for some reason
And yeah that's cool I'm leaving for work soon anywya
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Post by ƤαƖƖαѕ ✧ on Jan 5, 2018 16:50:42 GMT -5
(Okay fair enough x Nah don’t worry about it x)
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Post by . on Jan 12, 2018 13:45:00 GMT -5
ƤαƖƖαѕ ✧ I'm working again tonight but I'll hopefully be on this weekend to continue this. If not, then I'll for sure be able to next week if you're still interested
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Post by Winona on Jan 12, 2018 13:48:37 GMT -5
I will help. XD
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Post by . on Jan 12, 2018 13:57:18 GMT -5
Hey Blaze!
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Post by ƤαƖƖαѕ ✧ on Jan 12, 2018 18:13:51 GMT -5
Yeah I’m totally interested, I’ll start some work tomorrow hopefully. I have to make notes on thirty pages of philosophy work, two pages of exam questions, some essay corrections and some revision too but hopefully I’ll be able to do some stuff this weekend for you)
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Post by . on Jan 12, 2018 20:17:03 GMT -5
Yeah I’m totally interested, I’ll start some work tomorrow hopefully. I have to make notes on thirty pages of philosophy work, two pages of exam questions, some essay corrections and some revision too but hopefully I’ll be able to do some stuff this weekend for you) that sounds really gross good luck I'm taking philosophy next semester and I really don't want to but I need the credit to graduate :/
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Post by . on Jan 13, 2018 17:23:00 GMT -5
List of gods - I'm gonna start working on this but keep it updated so that everyone knows who is done and who isn't. That way multiple people can work on it at once
Zeus - Cabin 1 - 3 Campers Cabin 1 is a large marble building with columns out front. The inside isn't designed for comfort and is rather bare. The only decorations are a large statue of Zeus and a holographic ceiling that shows lightning bolts streaking across the sky. Cots have been moved in to house campers as they arrive. Along with being stronger than other demigods and have the abilities of a natural leader, the demigod children of Zeus generally have the sky and weather related powers. These include aerokinesis (manipulation of air), electrokinesis (manipulation of electricity), and atmokinesis (manipulation of the atmosphere/weather).
Head Counselor: Name
Campers: Camper (Reserved) Camper (Open)
Hera - Cabin 2 - 0 Campers Cabin 2 is a small marble building with columns in front. It's designed with pomegranates and peacock feathers. The inside is designed like a temple with a large statue of Hera in the center. Being the goddess of marriage, Hera doesn't have any campers.
Poseidon - Cabin 3 - 3 Campers Cabin 3 is a long, low building with walls made of gray stone with chunks of seashell and coral. The windows face the sea and there's a fountain in the corner. The walls glow like abalone. The children of Poseidon are powerful demigods and their powers are hydrokinesis (manipulation of water), telepathic communication with horses, limited geokinesis (control of earth - they can cause earthquakes), and limited cryokinesis (manipulation of ice).
Head Counselor: Waffles
Campers: Camper Camper
Demeter - Cabin 4 Cabin 4 has a roof with grass growing on it and tomato vines growing up and down the walls. Wild flowers and roses grow on the porch and the cabin is a light shade of brown. Inside, the floor is made of grass and a large oak tree in the middle of the cabin holds up the roof. The powers of demigod children of Demeter are chlorokinesis (manipulation of plants), culinary arts (natural cooks), and plant teleportation (use plants to teleport).
Head Counselor: Name
Campers: Unlimited
Ares - Cabin 5 Cabin 5 is a messily painted bright red cabin with barbed wire lining the roof. There's a boar's head above the door, live land mines near the cabin, and there is often rock music coming from the cabin. These demigods have enhanced strength and swiftness, a gift for fighting and using weapons, war strategy, ability to curse their opponents' weapons, and arouse feelings of angers in others.
Head Counselor: Name
Campers: Unlimited
Athena - Cabin 6 Cabin 6 is a plain gray building with plain white curtains and an owl carved above the door. Inside, the beds are pushed messily to one side and the majority of the cabin is either a library (filled with books, scrolls, and tables) or a workshop (with tables and workbenches and tools). On the side of the cabin is the armory. The demigods in this cabin have great memories, war strategy skills, great expertise with weapons, are highly skilled in combat, are extremely intelligent, and naturally know how to weave.
Head Counselor: Name
Campers: Unlimited
Apollo - Cabin 7 Cabin 7 looks like a normal cabin until the sun shines on it and it glows bright gold. Bunk beds are arranged along the wall, with a cot in the middle for injured cabins. There aren't many decorations except for a few hooks on the wall and flowerpots in the windows. The campers in this cabin are experts in archery, the arts, music, and have vitakinesis (healing abilities).
Head Counselor: Name
Campers: Unlimited
Artemis - Cabin 8 - 0 Campers, limit 5 Hunters Cabin 8 is a plain silver building that glows at night. It is decorated with carvings of different animals (mostly the stag). No campers live in this cabin, but the Hunters of Artemis stay here when they're at camp. The Hunters have a silver aura, are stronger and faster than demigods, are immortal (unless they fall in love or die in battle), can make their bow and arrows appear whenever, and can talk to wild animals.
Hunters: Hunter Hunter Hunter Hunter Hunter
Hephaestus - Cabin 9 Cabin 9's door is like that of a bank vault. It's large and round and opens with gears turning and smoke hissing. The cabin is messy with junks and half finished projects laying around. The steel bunks are folded against the wall. There's a fire pole coming from the second floor and a circular staircase leading to the basement, which is filled with workbenches and power tools. The demigods in this cabin are mechanics and builders, have technokinesis (manipulation of machines), and very few have pyrokinesis (limited - ask if you want it).
Head Counselor: name
Campers: Unlimited
Aphrodite - Cabin 10 Cabin 10 is a pink Barbie like house with white lace curtains and carnations in the windows. It smells very heavily of perfume and the campers inside are all very good looking. The boys and girls are separated by a curtain and both sides are neat and give campers a chest with their name on it for belongings. Campers in this cabin have amokinesis (control over love), fluent French, high social abilities, the ability to put permanent makeup on, and Charmspeak (limited - ask before using it.)
Head Counselor: Name
Campers: Unlimited
Hermes - Cabin 11 Cabin 11 is plain with chipped brown paint and a Caduceus hanging over the door. It is the largest cabin and usually messy. The campers in here are very good thieves, athletic, persuasive, can pick locks, stealthy, and are naturally jacks of all trades.
Head Counselor: Name
Campers: Unlimited
Dionysus - Cabin 12 Cabin 12's roof and walls are lined with grapevines. The campers in this cabin can cause or cure madness and have chlorokinesis (control of plants).
Head Counselor: Name
Campers: Unlimited
Hades - Cabin 13 - 3 Campers Cabin 13 has walls made of solid obsidian and a skull hanging over the door. Torches burn green fire for 24 hours a day. The beds are coffin shaped with blood red sheets and pillows. There's also a shrine with bones and jewels. The campers in this cabin have necromancy (control of the dead), umbrakinesis (control of shadows and shadow travel), and geokinesis (control of the earth).
Head Counselor: Name
Campers: Camper (Reserved) Camper
Iris - Cabin 14 The appearance of cabin 14 is unknown but the campers in this cabin have photokinesis (manipulation of light), virtuakinesis (ability to create illusions), and good communication skills.
Head Counselor: Name
Campers: Unlimited
Hypnos - Cabin 15 Cabin 15 has mud walls and a rush roof. There's a wreath of red poppies on the door and a hearth inside. Above the mantel is the symbol of Hypnos: a poplar tree dripping water from the River Lethe into tin bowls. There's soft violin music and it smells like clean laundry. The cabin causes people to become sleepy. These campers have hypnokinesis (control of sleep and dreams).
Head Counselor: Name
Campers: Unlimited
Nemesis - Cabin 16 Cabin 16 has a broken wheel (like Pacman) over the door. The appearance of inside the cabin is unknown and the campers have standard demigod powers. They value justice and balance.
Head Counselor: Name
Campers: Unlimited
Nike - Cabin 17 Cabin 17 changes color with touch. Inside, there are four main sitting rooms with padded benches that double as beds. Each room can be customized into whatever's necessary - a gym, library, kitchen, commands center, etc. There's also a loft with more beds and storage. The campers in this cabin are the fastest demigods. They're extremely competitive and intense.
Head Counselor: Name
Campers: Unlimited
Hebe - Cabin 18 There isn't much known about the appearance of Cabin 18. The campers are very fast healers and always appear youthful throughout their lives.
Head Counselor: Name
Campers: Unlimited
Tyche - Cabin 19 Cabin 19 is designed to look like a miniature casino with flashing lights. These campers seem to manipulate luck and always have more luck than others. They love games of chance and are natural gamblers.
Head Counselor: Name
Campers: Unlimited
Hecate - Cabin 20 Cabin 20 is built of stones with magical writing carved in them. The demigods in this cabin can cast spells, control the Mist (and turn it into weapons/figures), more. Their magic is stronger at night and weaker during the day.
Head Counselor: Name
Campers: Unlimited
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Post by ƤαƖƖαѕ ✧ on Jan 14, 2018 12:03:52 GMT -5
Hey! This weekend has been hectic but I should hopefully find time to help you out a little bit. What would you like me to do first? Just so I know what to prioritise)
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Post by . on Jan 14, 2018 12:13:48 GMT -5
Don't worry about it if you're too busy! I'll be getting most of my work on it done during the week
Right now I'd say the priority is doing the gods (use Zeus as an example) just let me know which ones you're working on/planning on doing so I don't do those. The cabin descriptions and powers are pretty easy to find online. There was one good website I was using but I accidentally closed the tab :/
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Post by . on Jan 14, 2018 14:27:17 GMT -5
I might actually claim the Poseidon counselor instead of Zeus...
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Post by . on Jan 14, 2018 22:37:03 GMT -5
Form
[ Name ] - [ Age ] - [ Gender ] - [ Parent ] [ Description ] [ Personality ] [ Other ]
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Post by . on Jan 14, 2018 23:27:58 GMT -5
Cabins Zeus - Cabin 1 - 3 Campers Cabin 1 is a large marble building with columns out front. The inside isn't designed for comfort and is rather bare. The only decorations are a large statue of Zeus and a holographic ceiling that shows lightning bolts streaking across the sky. Cots have been moved in to house campers as they arrive. Along with being stronger than other demigods and have the abilities of a natural leader, the demigod children of Zeus generally have the sky and weather related powers. These include aerokinesis (manipulation of air), electrokinesis (manipulation of electricity), and atmokinesis (manipulation of the atmosphere/weather).
Head Counselor: Name
Campers: Camper (Reserved) Camper (Open)
Hera - Cabin 2 - 0 Campers Cabin 2 is a small marble building with columns in front. It's designed with pomegranates and peacock feathers. The inside is designed like a temple with a large statue of Hera in the center. Being the goddess of marriage, Hera doesn't have any campers.
Poseidon - Cabin 3 - 3 Campers Cabin 3 is a long, low building with walls made of gray stone with chunks of seashell and coral. The windows face the sea and there's a fountain in the corner. The walls glow like abalone. The children of Poseidon are powerful demigods and their powers are hydrokinesis (manipulation of water), telepathic communication with horses, limited geokinesis (control of earth - they can cause earthquakes), and limited cryokinesis (manipulation of ice).
Head Counselor: Waffles
Campers: Camper Camper
Demeter - Cabin 4 Cabin 4 has a roof with grass growing on it and tomato vines growing up and down the walls. Wild flowers and roses grow on the porch and the cabin is a light shade of brown. Inside, the floor is made of grass and a large oak tree in the middle of the cabin holds up the roof. The powers of demigod children of Demeter are chlorokinesis (manipulation of plants), culinary arts (natural cooks), and plant teleportation (use plants to teleport).
Head Counselor: Name
Campers: Unlimited
Ares - Cabin 5 Cabin 5 is a messily painted bright red cabin with barbed wire lining the roof. There's a boar's head above the door, live land mines near the cabin, and there is often rock music coming from the cabin. These demigods have enhanced strength and swiftness, a gift for fighting and using weapons, war strategy, ability to curse their opponents' weapons, and arouse feelings of angers in others.
Head Counselor: Name
Campers: Unlimited
Athena - Cabin 6 Cabin 6 is a plain gray building with plain white curtains and an owl carved above the door. Inside, the beds are pushed messily to one side and the majority of the cabin is either a library (filled with books, scrolls, and tables) or a workshop (with tables and workbenches and tools). On the side of the cabin is the armory. The demigods in this cabin have great memories, war strategy skills, great expertise with weapons, are highly skilled in combat, are extremely intelligent, and naturally know how to weave.
Head Counselor: Name
Campers: Unlimited
Apollo - Cabin 7 Cabin 7 looks like a normal cabin until the sun shines on it and it glows bright gold. Bunk beds are arranged along the wall, with a cot in the middle for injured cabins. There aren't many decorations except for a few hooks on the wall and flowerpots in the windows. The campers in this cabin are experts in archery, the arts, music, and have vitakinesis (healing abilities).
Head Counselor: Name
Campers: Unlimited
Artemis - Cabin 8 - 0 Campers, limit 5 Hunters Cabin 8 is a plain silver building that glows at night. It is decorated with carvings of different animals (mostly the stag). No campers live in this cabin, but the Hunters of Artemis stay here when they're at camp. The Hunters have a silver aura, are stronger and faster than demigods, are immortal (unless they fall in love or die in battle), can make their bow and arrows appear whenever, and can talk to wild animals.
Hunters: Hunter Hunter Hunter Hunter Hunter
Hephaestus - Cabin 9 Cabin 9's door is like that of a bank vault. It's large and round and opens with gears turning and smoke hissing. The cabin is messy with junks and half finished projects laying around. The steel bunks are folded against the wall. There's a fire pole coming from the second floor and a circular staircase leading to the basement, which is filled with workbenches and power tools. The demigods in this cabin are mechanics and builders, have technokinesis (manipulation of machines), and very few have pyrokinesis (limited - ask if you want it).
Head Counselor: name
Campers: Unlimited
Aphrodite - Cabin 10 Cabin 10 is a pink Barbie like house with white lace curtains and carnations in the windows. It smells very heavily of perfume and the campers inside are all very good looking. The boys and girls are separated by a curtain and both sides are neat and give campers a chest with their name on it for belongings. Campers in this cabin have amokinesis (control over love), fluent French, high social abilities, the ability to put permanent makeup on, and Charmspeak (limited - ask before using it.)
Head Counselor: Name
Campers: Unlimited
Hermes - Cabin 11 Cabin 11 is plain with chipped brown paint and a Caduceus hanging over the door. It is the largest cabin and usually messy. The campers in here are very good thieves, athletic, persuasive, can pick locks, stealthy, and are naturally jacks of all trades.
Head Counselor: Name
Campers: Unlimited
Dionysus - Cabin 12 Cabin 12's roof and walls are lined with grapevines. The campers in this cabin can cause or cure madness and have chlorokinesis (control of plants).
Head Counselor: Name
Campers: Unlimited
Hades - Cabin 13 - 3 Campers Cabin 13 has walls made of solid obsidian and a skull hanging over the door. Torches burn green fire for 24 hours a day. The beds are coffin shaped with blood red sheets and pillows. There's also a shrine with bones and jewels. The campers in this cabin have necromancy (control of the dead), umbrakinesis (control of shadows and shadow travel), and geokinesis (control of the earth).
Head Counselor: Name
Campers: Camper (Reserved) Camper
Iris - Cabin 14 The appearance of cabin 14 is unknown but the campers in this cabin have photokinesis (manipulation of light), virtuakinesis (ability to create illusions), and good communication skills.
Head Counselor: Name
Campers: Unlimited
Hypnos - Cabin 15 Cabin 15 has mud walls and a rush roof. There's a wreath of red poppies on the door and a hearth inside. Above the mantel is the symbol of Hypnos: a poplar tree dripping water from the River Lethe into tin bowls. There's soft violin music and it smells like clean laundry. The cabin causes people to become sleepy. These campers have hypnokinesis (control of sleep and dreams).
Head Counselor: Name
Campers: Unlimited
Nemesis - Cabin 16 Cabin 16 has a broken wheel (like Pacman) over the door. The appearance of inside the cabin is unknown and the campers have standard demigod powers. They value justice and balance.
Head Counselor: Name
Campers: Unlimited
Nike - Cabin 17 Cabin 17 changes color with touch. Inside, there are four main sitting rooms with padded benches that double as beds. Each room can be customized into whatever's necessary - a gym, library, kitchen, commands center, etc. There's also a loft with more beds and storage. The campers in this cabin are the fastest demigods. They're extremely competitive and intense.
Head Counselor: Name
Campers: Unlimited
Hebe - Cabin 18 There isn't much known about the appearance of Cabin 18. The campers are very fast healers and always appear youthful throughout their lives.
Head Counselor: Name
Campers: Unlimited
Tyche - Cabin 19 Cabin 19 is designed to look like a miniature casino with flashing lights. These campers seem to manipulate luck and always have more luck than others. They love games of chance and are natural gamblers.
Head Counselor: Name
Campers: Unlimited
Hecate - Cabin 20 Cabin 20 is built of stones with magical writing carved in them. The demigods in this cabin can cast spells, control the Mist (and turn it into weapons/figures), more. Their magic is stronger at night and weaker during the day.
Head Counselor: Name
Campers: Unlimited
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Post by . on Jan 14, 2018 23:30:02 GMT -5
Locations Cabins The camp consists of cabins honoring the different Greek gods and goddesses. There is a cabin for Zeus, Hera, Poseidon, Hades, Demeter, Dionysus, Hermes, Ares, Athena, Apollo, Aphrodite, Hephaestus, Artemis, Hades, Iris, Hypnos, Nemesis, Nike, Hebe, Tyche, and Hecate Hera and Artemis have honorary cabins, though no campers. The Hunters of Artemis sometimes visit camp and they live in the Artemis cabin, but not permanently.
Big House The Big House acts as the main meeting place for the leaders of the cabins for major problems and ideas before any quests. Dionysus and Chiron live here.
Dining Pavilion The dining pavilion is where the campers eat their meals. Each god has their own table for campers. Before eating, the campers all burn a portion of their meal for the gods.
Armory This is where the campers get their weapons.
Rock Wall The climbing wall is a little trickier than most and includes lava to encourage the campers to move faster.
The Sword Arena This is where all sword fighting takes place, whether it's sparring or lessons.
The Archery Range This is where all archery takes place, whether it's training or for fun.
Stable All pegasi and a few normal horses are kept here. The Demeter and occasionally the Aphrodite cabin give campers lessons on how to ride.
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Post by . on Jan 14, 2018 23:31:14 GMT -5
Form [ Name ] - [ Age ] - [ Gender ] - [ Parent ] [ Description ] [ Personality ] [ Other ]
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Post by . on Jan 14, 2018 23:33:22 GMT -5
Members Waffles - Active Characters Forms go here Plots Plots go here Prophecies Prophecies + Meaning goes here
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Post by . on Jan 14, 2018 23:37:53 GMT -5
My characters
- Poseidon head Counselor (Carly) - Athena (Emmett?) - Ares - Apollo - Hephaestus - Aphrodite (Sophia) - Hermes (Carter)
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Post by . on Jan 15, 2018 12:21:20 GMT -5
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Post by Salted Squid on Jan 15, 2018 12:35:48 GMT -5
I only ever read like half the first book but I might join this anyway xD
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Post by ƤαƖƖαѕ ✧ on Jan 15, 2018 12:56:54 GMT -5
(Sorry, I’m so sorry! Everything’s so busy. I’m still willing to help, whatever you need)
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