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Milo James Thatch
The belly flop champ of Camp Runamuck
Created on 2008-10-04 05:06:18 (#16745834), last updated 2009-01-26
62 comments received, 75 comments posted
Plus Account [Gift]
8 Journal Entries, 15 Tags, 0 Memories, 0 Virtual Gifts, 15 Userpics
| Name: | Milo Thatch |
|---|---|
| Birthdate: | 01-11 |
This is a character journal for the multifandom sky pirate RPG
theskytides.
"Milo Thatch" is from the awesome steampunk Disney movie Atlantis: The Lost Empire.
-----------------------------------------------------------
PLAYER INFORMATION-
Name/Nickname: Genevieve
AIM/E-mail/Contact: AIM: genevievedeedot/email: callmedot@gmail.com
LJ: sweetpea_grubb
CHARACTER INFORMATION-
Canon Character and Series: Milo James Thatch/Atlantis: The Lost Empire
In-Game Name: Milo James Thatch (goes by Milo or Mr. Thatch)
Age: 23
Gender: Male
Position & Ship: Navigator on the Silvana
Appearance: There is nothing special whatsoever about Milo Thatch's appearance. Unless of course you consider particularly skinny, mousy, bespectacled people to be special. Still, some find his boyish, innocent face endearing. His facial features are long, narrow and just refined enough to make him look even skinnier than he already is. He's of moderate height (around 5'10") with neat, bowl-shape cut light brown hair, brown eyes, with a pair of wire-rimmed round-lensed glasses perched on his nose that appear to be too big for his face. He dresses neatly and modestly with neutral colors and nothing too fancy, even if it's a formal occasion. His usual attire is a pair of trousers, a simple button-up shirt and a vest if it's warm, a sweater if it's cold. If he's feeling the need to dress up or look professional he'll add a bow tie or a cravat.
Personality: Milo is the kid that had his lunch money stolen, his glasses thrown on the ground so he had to crawl on his hands and knees squinting to find them, and the last one picked for every team that required any sort of athletic prowess. This is his lot in life and despite it being a challenging and not exactly glamorous one, he has learned to accept it with grace and maturity.
Despite his failings in instances of popularity or "fitting in", Milo excels in many others. He's extremely intelligent and usually has things figured out long before everyone else. His logic, common sense, and fair judgment make him wise beyond his years and he's quite the scholar. Even though he possesses brainpower far beyond the average populace, he doesn't often get asked for advice. See, Milo is an extremely passionate and dedicated person when it comes to his interests and goals and though he doesn't always realize it, this oftentimes scares people away.
Though he is generally kind and understanding, Milo can get a little pushy and overbearing when his he thinks his beliefs are being questioned. He has a hard time discerning when people are joking or when it's serious business (though usually it's the former and Milo himself is the brunt of the joke) and his sense of humor could use a little work. Still, he enjoys spending time with friends and possesses a true and loyal heart. One thing he hates is letting people down so he tries extra hard to finish what he begins and never give up when people are depending on him.
He is deeply interested in history and geography and has a strong sense of adventure. Despite this he's been cooped up and caged which has made him desperate for any kind of excitement or advancement in life. Milo possesses bravery and hardiness of a unique kind. At first glance people don't see it in him but when it's needed it shows itself in spades. Because he has very little experience of the world beyond his own backyard so to speak, he can often come off as naïve. This combined with his stubbornness and tenacity can make him a difficult and frustrating person to deal with, but if you find some way to show him appreciation for his hard work and ambition he'll be your best friend for life.
Abilities/Weapons: Milo's had no training whatsoever in any sort of combat or martial art. However, being small and wiry does have its advantages. He also carries no weapons on him unless you consider a fountain pen a weapon. Milo's strong abilities focus on his speed of learning and his studies, particularly including cartography and linguistics. Reading old maps is a specialty of his, though he excels at plotting courses and even drawing out his own maps if the need arises. He can also translate any block of text in any language whatsoever if given enough time. He can read and vaguely understand most common languages and even speaks a few of them moderately well, but his passion lies in dead languages. Usually, anything others can't read, he can. One last thing: if your Humac model P54-814 boiler breaks, Milo can fix it.
How well can your character hack?: Milo's had to use difference engines at work for pretty much as long as they've been in existence so he's quite familiar with them. At the moment he could hack something that's very easy to hack. If given time to figure it out he could potentially do more but nothing that's more than medium-level security. Honestly, he probably wouldn't even try unless he had a good reason to be suspicious of someone, as he knows better than to go prying into peoples' personal business.
Weaknesses: If Milo were to get shoved into a battle of any kind he'd probably die in minutes if he didn't manage to flee to safety first. If he were given time to strategize and find his advantages he could potentially survive. Hand-to-hand combat is a bust unless the person he's fighting is just as string-beany as he is. As far as non-physical dilemmas go, Milo often has trouble letting go and moving on. He sometimes holds grudges, especially if they hold special meaning for him, and will fight to the death for what he believes in, even if it's really not worth it in the long run. As much as he tries, Milo's social skills could use work. He's just awkward at times and is good at making a fool of himself when he needs it the least. Milo also struggles with self-esteem. To him it appears that the world just didn't need someone like him. He feels like he's always in the way and that no one ever truly appreciates his hard work.
History: Born to a hard-working and adventurous couple in Melior, Milo started life in a loving home with much to stimulate his imagination and mental growth. He'd come from a long line of explorers, historians, and generally adventurous people who'd left behind many keepsakes and artifacts that decorated his childhood home. However, he didn't know this home for very long as both of his parents were tragically lost to a jungle disease they'd picked up during one of their travels when Milo was only four years old. Thaddeus Thatch, Milo's grandfather and hero, took him in and raised him like a son. Thaddeus had been a milestone in the Thatch history of great explorers and had made many grand discoveries. However, probably the greatest mission he ever embarked on was never finished. Thaddeus Thatch slaved endlessly to discover the location of the lost city of Atlantis. It was an ancient city that legends say once lay spread out on a massive island in one of Reial's largest lakes. It had gotten buried thousands of feet under the surface of Reial during a cataclysmic event of volcano eruptions and massive earthquakes. Of course now there remains no evidence of the existence of such a city and most believe it to be a myth. Thaddeus believed it was his destiny to prove them wrong.
Very early in life Milo became enthralled with his grandfather's work and soon ensnared a passion of his own for the lost city and its secrets. Thaddeus had made more progress on the discovery of Atlantis than any historian or archaeologist ever had. When Milo was a bit older Thaddeus would leave for months at a time on small, low-funded expeditions, most of them unsuccessful. Milo longed to go with his grandfather but was urged to remain diligent with his studies. Of course, Milo received a fine education at a prestigious college in Melior, his studies focusing mostly on cartography and linguistics. He'd learned of a book called the Shepherd's Journal. It supposedly had been written to secure the secrets to finding the lost city shortly after the city's concealment. Some clues had been left all over history giving evidence of the existence of this book, though none existed supporting the city itself. Milo soon discovered that his grandfather had been working most of his life to find the Shepherd's Journal and he himself started his own research to help the project along. The only problem was, once someone found this journal they would need to translate it from the dead language of Atlantean or else the information it held would be useless.
After years of Thaddeus' lack of success the financiers of his expeditions began to lose faith in him. He started proposing expeditions to anyone and everyone he thought may be interested. One of them (and the biggest one), the Melior Museum of History, wouldn't even listen to his proposals. They called him a quack and gave his reputation the last nail in the coffin. By this time, Milo had graduated with honors and was now working at the museum. He'd told his grandfather that he'd talk to the chairmen about the legitimacy of Atlantis. Unfortunately he wasn't exactly in a position of influence. He'd started at a hiring-level position but was promised many great opportunities and possibly a chairman seat in the near future. Three years later found him still in "the dungeon" (the basement of the museum), still maintaining the boiler and running any other little errands that the "real" chairmen of departments needed. His own research on Atlantis hadn't been enough convince the stuffy, close-minded chairmen and they had begun to patronize and belittle him, pushing him further and further into the dark abyss of his dead-end job.
Thaddeus Thatch died a broken man. He'd never succeeded in his quest and Milo, his only living relative was slowly realizing that the struggle for Atlantis was coming to an end. Out of the midst of this gloom that had settled over his life, Milo was approached by an employee of a multi-millionaire by the name of Preston Whitmore and was taken to his grand mansion to meet the man who had been Thaddeus Thatch's last hope. He had been a good friend of Thaddeus' but now also found himself on his deathbed. He handed Milo a gift from his grandfather who had told Mr. Whitmore to only give it to Milo when he was ready. It was a book which, upon closer inspection, turned out to be the one and only Shepherd's Journal! Whitmore had agreed to finance the expedition that finally unearthed the precious book. Before Mr. Whitmore died, Milo swore to him that he'd use every ounce of life he possessed to track down whatever remained of the lost city of Atlantis. Preston Whitmore's will left Milo with a nice chunk of change to start out with but there was much left to be done. He'd need a crew and a ship and then... he had some pitching to do.
SAMPLES-
Third Person (roleplay): This was it. He wouldn't spoil it this time. This time things would go right and Milo would impress everyone with the infallible proof he'd been working on for years. They could send him to Boston in the fall if they wanted to; NOTHING could keep Milo's hopes down. They would hear his proposal about Atlantis and they'd finally agree to fund his expedition. Closing the doors of the wooden display box that served as a little shrine in memory of his grandfather, Milo spoke to it in as confident a tone as he could muster, "Here we go. Wish me luck! ... I may need it."
Despite his assuredness Milo was nervous. Public speaking had never been one of his strongest points and today he would be making possibly the most important speech of his life. Rushing around the cluttered, dusty museum basement in which he worked, Milo gathered rolled-up maps, his notes that he'd scattered around, and any other little odds and ends he'd need for his presentation. With the maps tucked under one arm, Milo turned to retrieve his lucky fountain pen from its drawer when one of the rolls knocked an ink well off the desk.
"Agh! Gosh darnit! Just what I need." Stooping to pick up the little now-empty ink well he set it back on the desk and waved a hand at the ink mess on the floor distractedly. "I'll worry about you later."
Finally retrieving his pen he stuffed it in his breast pocket and gathered the last of the items he needed in his free arm. He walked carefully through the clutter to the staircase but as carefully as he stepped he couldn't see the miniature globe that he'd totally forgotten he'd dropped right next to the first step. His foot rolled on it and he stumbled forward onto the stairs, arms flailing and maps flying. He knew he heard a rip and felt his knee thud against the harsh edge of a stair. Picking himself up gingerly he looked down and there certainly was a tear in the right knee of his trousers. No blood yet but he knew there'd at least be a fine bruise forming in a couple of hours.
"Great. Just great," he muttered to himself, re-gathering the maps and other items he'd been carrying. He sighed heavily once his arms were loaded up again. Nothing to do but go for it, bruise or not.
Reaching the top of the stairs, Milo used his foot to open the slightly cracked door and he emerged into a quiet, back hallway in the museum near a janitor's closet. It seemed like an eternity before Milo had finally navigated the tall, echoing marble corridors to end up in front of the double doors of one of the board rooms. He double-checked the number on the wall next to the doorframe, making sure it was the correct one. Yup. It was time.
Squeezing the maps against his side with his arm he managed to free that hand and open one of the heavy oak doors. Shuffling in through the doorway backwards to keep from dropping any maps as he shut the door behind him, Milo immediately started addressing his audience.
"Gentlemen, I apologize for not arriving early to set up, I had to-" his heart sank as he turned around to face the rest of the room.
Placed in the center of the room was a long dark-wooded table with nearly two dozen chairs set along either side. Each and every chair was empty. Not a soul was in sight.
Frustrated, Milo threw his maps and notes to the ground. "Aw, you've got to be kidding me!"
First Person (journal): Right. Brand new journal, brand new thoughts. I'm heading a different route this time. No more pleading and kissing up to people who won't even listen to me. I'm going to find someone with a sense of adventure, who can take the risks and face the unknown without adding their own brand of bigotry. I'm on my own now but that just means I can make my own rules and set my own pace. I haven't had this kind of freedom since... well, ever.
Watch out, Reial! Milo Thatch has his own plans now. He's not going to let anyone or anything bring him down until he find what he's looking for!
Okay. Now, if I could just find the docks that'll be a start.
"Milo Thatch" is from the awesome steampunk Disney movie Atlantis: The Lost Empire.
-----------------------------------------------------------
PLAYER INFORMATION-
Name/Nickname: Genevieve
AIM/E-mail/Contact: AIM: genevievedeedot/email: callmedot@gmail.com
LJ: sweetpea_grubb
CHARACTER INFORMATION-
Canon Character and Series: Milo James Thatch/Atlantis: The Lost Empire
In-Game Name: Milo James Thatch (goes by Milo or Mr. Thatch)
Age: 23
Gender: Male
Position & Ship: Navigator on the Silvana
Appearance: There is nothing special whatsoever about Milo Thatch's appearance. Unless of course you consider particularly skinny, mousy, bespectacled people to be special. Still, some find his boyish, innocent face endearing. His facial features are long, narrow and just refined enough to make him look even skinnier than he already is. He's of moderate height (around 5'10") with neat, bowl-shape cut light brown hair, brown eyes, with a pair of wire-rimmed round-lensed glasses perched on his nose that appear to be too big for his face. He dresses neatly and modestly with neutral colors and nothing too fancy, even if it's a formal occasion. His usual attire is a pair of trousers, a simple button-up shirt and a vest if it's warm, a sweater if it's cold. If he's feeling the need to dress up or look professional he'll add a bow tie or a cravat.
Personality: Milo is the kid that had his lunch money stolen, his glasses thrown on the ground so he had to crawl on his hands and knees squinting to find them, and the last one picked for every team that required any sort of athletic prowess. This is his lot in life and despite it being a challenging and not exactly glamorous one, he has learned to accept it with grace and maturity.
Despite his failings in instances of popularity or "fitting in", Milo excels in many others. He's extremely intelligent and usually has things figured out long before everyone else. His logic, common sense, and fair judgment make him wise beyond his years and he's quite the scholar. Even though he possesses brainpower far beyond the average populace, he doesn't often get asked for advice. See, Milo is an extremely passionate and dedicated person when it comes to his interests and goals and though he doesn't always realize it, this oftentimes scares people away.
Though he is generally kind and understanding, Milo can get a little pushy and overbearing when his he thinks his beliefs are being questioned. He has a hard time discerning when people are joking or when it's serious business (though usually it's the former and Milo himself is the brunt of the joke) and his sense of humor could use a little work. Still, he enjoys spending time with friends and possesses a true and loyal heart. One thing he hates is letting people down so he tries extra hard to finish what he begins and never give up when people are depending on him.
He is deeply interested in history and geography and has a strong sense of adventure. Despite this he's been cooped up and caged which has made him desperate for any kind of excitement or advancement in life. Milo possesses bravery and hardiness of a unique kind. At first glance people don't see it in him but when it's needed it shows itself in spades. Because he has very little experience of the world beyond his own backyard so to speak, he can often come off as naïve. This combined with his stubbornness and tenacity can make him a difficult and frustrating person to deal with, but if you find some way to show him appreciation for his hard work and ambition he'll be your best friend for life.
Abilities/Weapons: Milo's had no training whatsoever in any sort of combat or martial art. However, being small and wiry does have its advantages. He also carries no weapons on him unless you consider a fountain pen a weapon. Milo's strong abilities focus on his speed of learning and his studies, particularly including cartography and linguistics. Reading old maps is a specialty of his, though he excels at plotting courses and even drawing out his own maps if the need arises. He can also translate any block of text in any language whatsoever if given enough time. He can read and vaguely understand most common languages and even speaks a few of them moderately well, but his passion lies in dead languages. Usually, anything others can't read, he can. One last thing: if your Humac model P54-814 boiler breaks, Milo can fix it.
How well can your character hack?: Milo's had to use difference engines at work for pretty much as long as they've been in existence so he's quite familiar with them. At the moment he could hack something that's very easy to hack. If given time to figure it out he could potentially do more but nothing that's more than medium-level security. Honestly, he probably wouldn't even try unless he had a good reason to be suspicious of someone, as he knows better than to go prying into peoples' personal business.
Weaknesses: If Milo were to get shoved into a battle of any kind he'd probably die in minutes if he didn't manage to flee to safety first. If he were given time to strategize and find his advantages he could potentially survive. Hand-to-hand combat is a bust unless the person he's fighting is just as string-beany as he is. As far as non-physical dilemmas go, Milo often has trouble letting go and moving on. He sometimes holds grudges, especially if they hold special meaning for him, and will fight to the death for what he believes in, even if it's really not worth it in the long run. As much as he tries, Milo's social skills could use work. He's just awkward at times and is good at making a fool of himself when he needs it the least. Milo also struggles with self-esteem. To him it appears that the world just didn't need someone like him. He feels like he's always in the way and that no one ever truly appreciates his hard work.
History: Born to a hard-working and adventurous couple in Melior, Milo started life in a loving home with much to stimulate his imagination and mental growth. He'd come from a long line of explorers, historians, and generally adventurous people who'd left behind many keepsakes and artifacts that decorated his childhood home. However, he didn't know this home for very long as both of his parents were tragically lost to a jungle disease they'd picked up during one of their travels when Milo was only four years old. Thaddeus Thatch, Milo's grandfather and hero, took him in and raised him like a son. Thaddeus had been a milestone in the Thatch history of great explorers and had made many grand discoveries. However, probably the greatest mission he ever embarked on was never finished. Thaddeus Thatch slaved endlessly to discover the location of the lost city of Atlantis. It was an ancient city that legends say once lay spread out on a massive island in one of Reial's largest lakes. It had gotten buried thousands of feet under the surface of Reial during a cataclysmic event of volcano eruptions and massive earthquakes. Of course now there remains no evidence of the existence of such a city and most believe it to be a myth. Thaddeus believed it was his destiny to prove them wrong.
Very early in life Milo became enthralled with his grandfather's work and soon ensnared a passion of his own for the lost city and its secrets. Thaddeus had made more progress on the discovery of Atlantis than any historian or archaeologist ever had. When Milo was a bit older Thaddeus would leave for months at a time on small, low-funded expeditions, most of them unsuccessful. Milo longed to go with his grandfather but was urged to remain diligent with his studies. Of course, Milo received a fine education at a prestigious college in Melior, his studies focusing mostly on cartography and linguistics. He'd learned of a book called the Shepherd's Journal. It supposedly had been written to secure the secrets to finding the lost city shortly after the city's concealment. Some clues had been left all over history giving evidence of the existence of this book, though none existed supporting the city itself. Milo soon discovered that his grandfather had been working most of his life to find the Shepherd's Journal and he himself started his own research to help the project along. The only problem was, once someone found this journal they would need to translate it from the dead language of Atlantean or else the information it held would be useless.
After years of Thaddeus' lack of success the financiers of his expeditions began to lose faith in him. He started proposing expeditions to anyone and everyone he thought may be interested. One of them (and the biggest one), the Melior Museum of History, wouldn't even listen to his proposals. They called him a quack and gave his reputation the last nail in the coffin. By this time, Milo had graduated with honors and was now working at the museum. He'd told his grandfather that he'd talk to the chairmen about the legitimacy of Atlantis. Unfortunately he wasn't exactly in a position of influence. He'd started at a hiring-level position but was promised many great opportunities and possibly a chairman seat in the near future. Three years later found him still in "the dungeon" (the basement of the museum), still maintaining the boiler and running any other little errands that the "real" chairmen of departments needed. His own research on Atlantis hadn't been enough convince the stuffy, close-minded chairmen and they had begun to patronize and belittle him, pushing him further and further into the dark abyss of his dead-end job.
Thaddeus Thatch died a broken man. He'd never succeeded in his quest and Milo, his only living relative was slowly realizing that the struggle for Atlantis was coming to an end. Out of the midst of this gloom that had settled over his life, Milo was approached by an employee of a multi-millionaire by the name of Preston Whitmore and was taken to his grand mansion to meet the man who had been Thaddeus Thatch's last hope. He had been a good friend of Thaddeus' but now also found himself on his deathbed. He handed Milo a gift from his grandfather who had told Mr. Whitmore to only give it to Milo when he was ready. It was a book which, upon closer inspection, turned out to be the one and only Shepherd's Journal! Whitmore had agreed to finance the expedition that finally unearthed the precious book. Before Mr. Whitmore died, Milo swore to him that he'd use every ounce of life he possessed to track down whatever remained of the lost city of Atlantis. Preston Whitmore's will left Milo with a nice chunk of change to start out with but there was much left to be done. He'd need a crew and a ship and then... he had some pitching to do.
SAMPLES-
Third Person (roleplay): This was it. He wouldn't spoil it this time. This time things would go right and Milo would impress everyone with the infallible proof he'd been working on for years. They could send him to Boston in the fall if they wanted to; NOTHING could keep Milo's hopes down. They would hear his proposal about Atlantis and they'd finally agree to fund his expedition. Closing the doors of the wooden display box that served as a little shrine in memory of his grandfather, Milo spoke to it in as confident a tone as he could muster, "Here we go. Wish me luck! ... I may need it."
Despite his assuredness Milo was nervous. Public speaking had never been one of his strongest points and today he would be making possibly the most important speech of his life. Rushing around the cluttered, dusty museum basement in which he worked, Milo gathered rolled-up maps, his notes that he'd scattered around, and any other little odds and ends he'd need for his presentation. With the maps tucked under one arm, Milo turned to retrieve his lucky fountain pen from its drawer when one of the rolls knocked an ink well off the desk.
"Agh! Gosh darnit! Just what I need." Stooping to pick up the little now-empty ink well he set it back on the desk and waved a hand at the ink mess on the floor distractedly. "I'll worry about you later."
Finally retrieving his pen he stuffed it in his breast pocket and gathered the last of the items he needed in his free arm. He walked carefully through the clutter to the staircase but as carefully as he stepped he couldn't see the miniature globe that he'd totally forgotten he'd dropped right next to the first step. His foot rolled on it and he stumbled forward onto the stairs, arms flailing and maps flying. He knew he heard a rip and felt his knee thud against the harsh edge of a stair. Picking himself up gingerly he looked down and there certainly was a tear in the right knee of his trousers. No blood yet but he knew there'd at least be a fine bruise forming in a couple of hours.
"Great. Just great," he muttered to himself, re-gathering the maps and other items he'd been carrying. He sighed heavily once his arms were loaded up again. Nothing to do but go for it, bruise or not.
Reaching the top of the stairs, Milo used his foot to open the slightly cracked door and he emerged into a quiet, back hallway in the museum near a janitor's closet. It seemed like an eternity before Milo had finally navigated the tall, echoing marble corridors to end up in front of the double doors of one of the board rooms. He double-checked the number on the wall next to the doorframe, making sure it was the correct one. Yup. It was time.
Squeezing the maps against his side with his arm he managed to free that hand and open one of the heavy oak doors. Shuffling in through the doorway backwards to keep from dropping any maps as he shut the door behind him, Milo immediately started addressing his audience.
"Gentlemen, I apologize for not arriving early to set up, I had to-" his heart sank as he turned around to face the rest of the room.
Placed in the center of the room was a long dark-wooded table with nearly two dozen chairs set along either side. Each and every chair was empty. Not a soul was in sight.
Frustrated, Milo threw his maps and notes to the ground. "Aw, you've got to be kidding me!"
First Person (journal): Right. Brand new journal, brand new thoughts. I'm heading a different route this time. No more pleading and kissing up to people who won't even listen to me. I'm going to find someone with a sense of adventure, who can take the risks and face the unknown without adding their own brand of bigotry. I'm on my own now but that just means I can make my own rules and set my own pace. I haven't had this kind of freedom since... well, ever.
Watch out, Reial! Milo Thatch has his own plans now. He's not going to let anyone or anything bring him down until he find what he's looking for!
Okay. Now, if I could just find the docks that'll be a start.
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