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#based off the actual cthonic god
tinygayproductions · 1 year
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making an oc for hades to be a silly disaster lesbian?
yes actually
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Some ways I involve witchcraft in my daily life: 
Charge the water in my watter bottle (sun water for my daytime water & moon water for my bedside glass. You can also use minerals to charge it or use distilled rainwater)
Put intentions into tea or make tea potions (if I need an extra focus boost bc #/adhd I’ll put a bit of basil & lemon into some tea or have basil lemonade. Then stir it clockwise while thinking of your intention)
Write sigils on your schoolwork (for focus maybe. I wrote one on my math note package that meant “I understand math”)
Put glamour sigils on makeup (esp good if you have a femininity sigil for trans women or a glamour sigil/spell. You can write it on the back of makeup or carve it in. If you carve it in eyeshadow: the sigil loses its charge once you work the makeup until it’s been ground away. In Lipstick: carve it on the side & once you use the lipstick past the base of the sigil, it has lost its power & you need to make a new one. You can also do this with soap!)
Sew sigils onto your clothes (sew a masculinity sigil onto your binder, or one for good health & breathing)
Hold minerals in your bra/binder (I’m heavy chested so I can hold them in my binder but if you’re small chested you can only hold them in your bra once you take off your binder for the day. They can encourage health, fertility, masculinity, whatever)
Write the names of saints into sigils to ask them to intercede for you (If you are like me & you get travel anxiety, write “saint christopher” into a sigil & charge it with safe travels. St Christopher will help charge that sigil & he will always be present with you when you bring your sigil on your travels. If you’re trans, gnc, or any queer subtype, you can write st joan of arc into a sigil & charge it with intentions she can help with. St Dymphnea I think is how you spell it but yeah st dmphnia is the patron saint of mental illness if you want her help with that. (edit: also patron for victims of !nc*st, anxiety, & sleep issues I think. Spelled dymphna?) St michael the archangel can help you fight your battles (spiritual or otherwise), st kateri tekakwitha is the patron saint of north american indigenous ppl & ecology... you can find a ton of patron saints)
Say grace before (& after) eating (this can be a prayer or you can bless your food. If you’re not christian like me & you don’t have any other deities then you can thank the universe maybe, or thank the food itself. You might also offer to share it with a deity if you’re a hellenist & not with a cthonic deity)
Meditate on your walk (I have adhd so I like to do a walking meditation. It’s much better than a sitting meditation. You can meditate on/about the walk, or you can meditate while walking)
When you say “thank god” you should mean it (I was walking the other day & didn’t know there were stairs. I somehow didn’t fall. Some ppl would say “thank god” but I actually made the sign of the cross & thanked him/them)
Bless your medication (you can do this every time you take it/every day or you can do it when you get your prescription filled. You can also charge it.)
EDIT: I JUST FOUND OUT YOU CAN ADD INTENTION TO BRUSHING YOUR TEETH AS A SPELL/RITUAL???????
PS: Reminder that sage in an herb. There is a difference b/w culinary sage & sage sage. A stick/bundle of sage is a sage stick or a sage bundle. Smudge is a practice/ceremony. Smudge often has music, sweetgrass & other medicines, & sage, & Smudge is our way of praying. Smoke cleansing with sage is not smudge. A bundle of sage is not a smudge stick. If you are invited to join someone for smudge, I highly recommend you go: it’s awesome. I have lineage in many Metis families, & I’ve been going to the native centres in my schools & listening to the indigenous ppl & the guy who leads us through smudge to reconnect with my lost culture. edit: success. Apparently I wasn’t nearly as disconnected as I thought, I just had to look for it. I was taught the Metis way, it just wasn’t called that bc ~racism~ 
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c-is-for-circinate · 3 years
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So as close as I am to fully escaping Hades for the first time, I figure I might take this opportunity to write down a couple of things I'm scared of from this ending. The story is so good so far! But I have seen good stories before! And there are patterns, right, patterns it's so easy for even good stories to fall into, so yeah, I have fears, and they mostly come down to Hades himself.
(Yep, this one got long again! People seem to be enjoying my game-reaction rambles, so, for your enjoyment under the cut: themes of separation and reunion, predictions for what Zagreus is the god of, and a whole lot of discussion of familial abuse dynamics, how they're depicted in fiction, and the work it takes to change them in real life. Stay warned! Stay safe!)
(ALSO, I still haven't made it past the first couple of chambers in the Temple of Styx, so no spoilers in the reblogs/comments please! Yes, even though the whole post is me going on about predictions and hopes and concerns about the path the story might take. I WILL GET THERE SOON.)
It has been really interesting watching some of the stuff the game is doing with themes of parting and reunion, and how that corresponds to life and death. So many of our social links are about reuniting estranged loved ones: Chaos and Nyx, Eurydice and Orpheus, Patroclus and Achilles. Hades is estranged from Olympus, Persephone left. And every time we leave, or try to leave, it is both an attempt at a parting (and Meg and Than are so hurt by that goodbye, or lack thereof) and an attempt at a reunion with our mother. Every time we die it's a reunion, every time we die it's fun, it's great, we get to go back home and check in with all of our friends and be impressed by whoever made Employee Of The [Timeperiod] and sell fish to the cook and put down yet more rugs. (My Zagreus has something of a rug addiction. What can you do.)
It's at the point where I feel pretty secure in stating that Zagreus is going to discover eventually that he is both life/death/rebirth god, and god of partings and reunions. Both halves of both of those things. People leave each other when they die and re-find their loved ones in death; you go away from one group of people to come back to another; you have to depart to return, and I really think that's where we're going to end up with Zagreus. He's going to reunite his various friends with their loved ones, he's probably going to restore communications between Hades and Olympus and even Persephone, he's going to reunite with his mom, and he's going to come back to the Underworld before he leaves to see everyone up top all over again. And of course the vehicle for all of this coming and going is death, because death is the ultimate departure and reuniter. (This is absolutely a religious concept containing a whole bunch of "oh hey our culture has a lot of Christian influence, doesn't it", Greek trappings aside, but that's fine, it's a game made in 2018 not 300 BC, these things happen. They keep calling the Underworld 'hell' and 'infernal'. It's all good.) Of course he's a cthonic god. Of course he bleeds, because you have to bleed in order to die, and Zagreus has to die again and again and again. That's his whole thing.
Thing is, though, looking at those themes, I am also continually aware of the fact that some partings are for a really good reason. Some partings should not end in reunion.
Yes, of course this is about Hades the abusive dad. I have been talking about Hades the abusive dad basically non-stop since I started playing this game, where did you think this post was going.
There are a few things I'm nervous about, separate but related, and at the core it all comes down to, I'm not okay with it if we learn why Hades got to be this way, and Zagreus forgives him as we-the-audience are meant to do, and Hades promises to do better, and nothing concrete about the situation is forced to change. Actual, meaningful, practical, logistical, non-hypothetical non-metaphorical change, not just for Zagreus but for Hades himself.
Because I know how this story tends to go, in fiction. Fictional abusive parents (especially in fantasy/sci-fi stories) tend to come in two types: 'coerced their offspring into actual murder with a side of physical abuse and optional unethical lab experimentation', or 'this was here to create character conflict, we didn't mean for it to read as actually abusive, this parent just has flaws to make them a good character, we swear!' Hades isn't the first type--we have never once seen Hades strike his son, or anybody, or even come out from behind his desk--which means that the fear is, always, always, in every piece of fiction, that he's the second. That the writers are going to decide that the right response to his abuses is remorse, forgiveness, and one really good conversation. That they don't realize it's abuse in the first place.
And, like. They have to know, right? They have to. They can't have done this by accident. (Sometimes, writers get so close by accident.) They can't have done so well at drawing out this situation simply by going, 'well, people are meant to fear this god, so they'd probably react like this, and I guess based on what I've seen in other stories or vague acquaintances they'd then do this,' and never put the name on the situation. Every single time we leave to the tune of a Hades word-flash, he's being dismissive, insulting, and sometimes downright cruel. He is cruel. They have to know!!!
But oh boy have I been consuming media for a lot of years, and oh boy have I run into a lot of writers who don't know.
Reconciliation is such a loaded word, but stories about dysfunctional families really do love it. Stories based around themes of reunion are primed for it. And of course, it's nice, it ties a happy ending off with a sweet little bow, everyone gets to be with the people they love and the family is safe and nobody gets hurt, but so rarely have I seen stories that show the actual work required to rebuild those relationships in a realistic or meaningful way. So rarely do stories trying to build that happy ending actually let the victim of abuse set and maintain boundaries. The character never gets to actually just cut the damn ties to the thing that hurt them. The character so rarely even gets to be safe.
And it's so hard in this game specifically, because "THERE IS NO ESCAPE", because every single thing about this game says that the story's not over when Zagreus gets to the surface, that no matter what he's going to have to come back. It's so hard, because this is a game about reunions. I am not going to get an ending where the abused kid trying to flee his toxic home and abusive dad actually gets to leave and stay gone, not in this one. And that hurts (I have watched and supported and done my best to help multiple real-life friends get the fuck out of homes like that, and stay gone, I have seen how hard it is, how complicated, how awful, and there are never stories for that), but I can live with it, if I get an ending where Zagreus is at least safe. Where things change. Where they really change.
Which is why I need actual, concrete, material changes in the logistics and power structure of the Underworld for this ending to be okay. Understanding why Hades is Like That doesn't cut it. Remorse doesn't cut it! Because look, even if Hades wants to do better, even if he admits he's at fault and tries to be better, he is still set up in a position as an all-powerful tyrant, and trying to become a better person is hard. There is nobody around who can keep him in check when he starts backsliding, which he will. Even if he doesn't want to, he will.
Because people are people, and it's really difficult to break patterns! Especially if everything around them stays the same. Hades is going to slip at some point, be cruel, be callous, be tyrannical, no matter how much of an effort he's making. Not to mention, it is STRESSFUL to face your own crimes and improve, it sucks, it feels bad. And what do habitual abusers do when they feel bad? What's the only coping mechanism Hades appears to have established for dealing with his own shit? That's right, it's inflicting suffering on everyone else around him. (This is why it doesn't really matter what circumstances drove Hades to act this way, why it can't matter--I believe that he is suffering, but he copes with that suffering by inflicting additional suffering on everyone around him, everyone who relies on him, and that's still true no matter what made him feel bad to begin with.) So then we just get a great old guilt-->lashing out-->more guilt-->more lashing out merry-go-round of abuse even as Hades is trying to change. That's how these things work. And yes, change is possible, improvement is absolutely possible, but the environment needs to change first. The system that enables and rewards Hades for acting this way can't stay in place. Things need to actually change, with people who are around to support Hades in his growth and also check his power, people who have power of their own to stop him. And however it happens, for this story with this protagonist with these goals to feel like a happy ending, Zagreus needs to be safe.
It would be okay, though a little disappointing, if those changes were mostly based in magic and fate and, idk, divine mind-control. (This story has been so grounded in actual human dynamics that a fantastical solution to a realistic problem would feel like a letdown, but if it actually solved the problem I'd be okay with it, more or less.) It would be okay, though a little disappointing, if the responsibility for bringing Hades to heel fell upon Zagreus and Persephone, if the two family members who he hurt badly enough that they felt the need to run away from him entirely now had to shoulder the burden of helping him fix himself. (There are definitely ways to write that dynamic better and ways to write it worse, and I think I trust these writers to land on the 'better' side of the scale, but I still don't love the implications.) I think I'd be pretty into it if Hades took a vacation off to Olympus to Work Out His Shit with his own family, while a coalition of Meg, Nyx, Thanatos, Zagreus, and Queen Persephone took over running the Underworld in his absence. I think we might end up getting some combination of those things. I'm hopeful. I think these writers might know what they've written. I think they might have a sense for what it'll take to fix.
But yeah, I'm nervous. (Nervous enough that I might switch to God Mode just to get through, combat has started getting really tedious instead of fun, I want to know what happens next, and this is a game and there is no shame in making it more fun for myself by making the boring parts a little quicker and easier.) I've seen so many stories go wrong. This one has done so much to earn my trust. We'll see if it breaks.
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onionjulius · 5 years
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Do you have any thoughts on Catelyn Stark as Demeter? I've seen the Sansa/Littlefinger Persephone/Hades comparison going around for a while but as someone who low key hates the reinterpretation of the myth as like a female empowerment tale that cuts out the importance of Demeter, the mother that moves heaven and earth to get her daughter back and is constantly thwarted by men, I was reminded a lot of Catelyn in the show and even in the books to a point.
Demeter is my favorite greek godess pick for Catelyn. I’ve seen Hera, Hestia, and Athena, and I understand them all to different extents, but as you note, the Demeter/Persephone story already gets play in the ASOIAF/myth comparison and it’s probably Demeter’s most famous myth. 
I can see the Hera/Heracles thing with Cat and Jon, and in Hera’s role as the goddess of marriage, she might relate in that function to Catelyn making arranged marriages for her children. But I don’t think the queen part fits, even though Catelyn is a high aristocrat her story is so much about struggling as her power base shrinks. And most of Hera’s stories is about her jealousies, while Jon actually has fairly little to do with Cat’s plot.
Hestia, in addition to being goddess of hearth and home, is goddess of family, community and the state. I do think of Catelyn as a ... civic-minded person. But Hestia is also famously virginal, swearing to Zeus that she would never marry and have kids. Of course being a wife and mother is a big part of Cat’s identity and story. Hestia is also missing from lots of stories because she didn’t take part in the other gods’ shenanigans, whereas Cat doesn’t sit things out (even though fandom thinks she should?), so that’s a contrast.
Athena has a lot of traits that feature in Cat’s story -- yes, the warfare and strategy, but also she is thewiser counterpart to Ares’ bloodlusty war god. She’s very pro-human, her olive tree/branch represents peace, she even patronizes arts and crafts like spinning and weaving. And she’s daddy’s favorite. Still she would probably better fit a Catelyn who never had a little brother, grew fully as heir of her country and had to see to its constantly precarious state of defenses. Athena also comes off to me as someone who gets her way far more often than Cat is able to, unfortunately.
Some less known facts about Demeter are that, in addition to fertility (5 kids and no miscarriages that we know of, had Robb after one night of sex) and the harvest (spends a fair amount of ACOK worrying about being prepared for winter), she is also associated with the life and death cycle and with sacred law, the latter coming from the order she imposed. Her gift to humans is teaching them how to grow things (not destroy things). As noted she is famous for searching for her daughter, and is often seen with a torch, to me that’s prime Catelyn imagery. For me it comes down to the part of Cat that I like most, which is being very, for lack of a better term and I don’t mean this in the abortion debate sense, pro life. She’s all about letting people grow old, until you take her kids away and then she feels all the ungracious things everyone else feels.
There is also this series of posts at the very cool Mythological weave of Ice and Fire that touches on Hades/Persephone/Demeter some, might be of interest: The Cthonic Cycle.
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myfriendpokey · 6 years
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clearance sale
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clearing out some of my backlog of opinions before the new year so i can start anew. in this post I have accumulated some writing scraps on the only three topics: 1. finance 2. mystery 3. location
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FINANCE
i enjoyed these recent-ish posts against the idea of indie sustainability, although as someone who already works a day job i always feel a bit ambivalent about the advice to just work a day job to pay for this stuff - - like yes, absolutely, do it, BUT sell your shit too in the knowledge that the type of precarity we associate w/ creative work is already in the process of being implemented everywhere else as well (or has already been - zero hour contracts, sub-living wages etc). like i am fortunate to still have a day job which pays a living wage and leaves me time to work on my own things on the side - but this feels like an anachronism rather than an inevitability right now.. maybe my unsustainable games will help keep me afloat when my job gets automated and i have to go work in an amazon warehouse, unsustainable games for an unsustainable job, ha ha ha. video games are an exploitative bubble but so is the rest of "the market".
it is true that this is a political problem rather than one in the narrow remit of things that can be fixed with the right 10-point sales plan- -  nevertheless i think the issue of trying to make even small money off these things will remain kind of pressing as, in turn, regular employment comes more and more to resemble irregularly compensated hobbyist labour.
anyway one point i found really interesting, which i think all the above posts kind of grapple with - - the idea that it's not necessarily more "realistic" to aim at selling 1000 copies rather than 100,000. i think while we make fun of the aspiring millionaires a lot of people have just been banking on the idea of a fertile middle ground between the two extremes of tiny and ludicrous amounts of sales, between boom and bust. i'm sure there are still people working in that space but it seems like it's shrinking.
one question brendan keogh asks in his piece is "why should game makers be any different  [from the norm of artists, musicians etc not really making any money]?" i think this can actually be answered a little - because hobbyist game development sort of exploded in tandem with the internet itself becoming more naturalized within everyday life, because the economic basis for indie games was always centered around the internet, which means people working in indie games were always in the vicinity of the massive, startling movements of capital that the internet rendered more visible and immediate. no more were the weird vicissitudes of the market hidden behind closed doors, in boardrooms or stock quotations - now you could log onto any site and see just bewildering amounts of money suddenly funnel into the pockets of this or that individual in real time, frequently to their own surprise as well. and i think this connected to something more general - a sort of ambient awareness of financialization, the way "the financial sector" cannibalized things like industry, the greater visibility of capital not as something embedded in some specific product or set of individual practices but as a kind of weird free-floating aura arbitrarily descending or departing. enormous reservesof "general" wealth became more visible just as the benefits and stability of waged employment became yet more desolate and i think you need to see the draw of one in part as a consequence of the other. 
gacha-capitalism, permanent artificial scarcity coupled with the vague, insistent prospect of fantastic gains, as long as you keep playing. which is a rhythm already enshrined in many areas of working life - broke college students and unpaid graduates hustling for eventual employment, waged workers grinding through until  retirement. but it's one the enhanced immediacy and swiftness of capital on the internet intensified and extended. fabulous payouts can strike anyone at any time, in exchange for slowly bleeding out the prospect of any other kind of livelihood. much like the austerity following the financial crash which levelled so many basic social services for no particular purpose other than the hope that doing so for long enough would please the gods of prosperity to start tossing money around again. all dues, no pay.
i do think it's worth being cynical about the efforts to domesticate this process, building a fair and sustainable biome within capitalism, by using the tools of that same capitalism etc.  but if the format can't be seperated from the wider world then that's something which swings both ways. for me the most interesting critical work around vgames right now is in the effort to move outside of the constant, numbing boom-and-bust cycles of capital, the idiot repetition of exhilaration and depression and exhilaration and it'll all be okay as long as we can hold out one more cycle, particularly when that's a rhythm which has been central to the development of the format from the beginning. i think anyone involved with developing videogames has probably seen multiple generations of cool shit emerge, get abruptly killed off and written out of history in accordance with market diktats, and then replaced with a new wave of cool shit whenever the investors shift gears into "expansion" mode again. a mode of thinking about and preserving what people do that stands in opposition to this is something i can easily imagine being more generally useful in the culture, as ever more areas of life and culture start becoming subject to the same questions.
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MYSTERY
there's a mystery in depth and a mystery in shallowness. with depth the habitual glance of recognition goes out and falls through - you can place roughly where something is in relation to the world, but not what it's doing, not where it goes. as a presence it seems to require a new mode of attention to be recognized, which i guess is why it sometimes makes me uneasy - that challenge, the way that challenge can be moralized. are you a bad enough dude to engage with art?? if there are 100 black obelisks in a field which one do you decide to look at? and will it really turn out to be deep, or just dense?
videogames can feel like depth-worship, like the embodiment of an essentially cthonic system of values. how deep did you go and what did you see there? did  you find the gold bars in pac-man? (www.mikesarcade.com/cgi-bin/spies.cgi?action=url&type=info&page=pmgoldbar.info.txt) did you see the secret ending? how far did you get into the game mechanics, into the lore? this marks the top 10 deepest players on this game. surpass  them... if you dare. an ethos of diligent attention, hierarchial levels of  understanding and initiate-dom, a sub-culture. and at best a maguslike  dedication to altered states of consciousness that i can respect, an interest in shifting through mangled pieces of debris in search of secret mysteries. at worst the authority cults and tests of true belonging that spring up around those mysteries, whose value is in being hidden and whose guarantee is in the strenuous effort with which they must be located. paranoia about true spiritual meanings being plundered by opportunistic interlopers. stay out. get good.
the videogame has the basic opacity of the computer system and the act of engaging with this curious abyss is allegorized into dungeons, castles, mazes. trapdoors and secret corridors. one pleasure in looking up older games for me is in seeing them recognize and learn how to thematize this basic sense of mystery. in bubble bobble the obscure scoring mechanics and secret endings are cheekily perverse, arcade challenge by another means - another system to game. in king's quest there's something like a crossfertilization between the strange causal voids of the fairy tale and the adventure game: "Exit the gingerbread house and go east and east. There is a large walnut tree here. Take walnut and then open walnut to discover a gold nut. Head east and take bowl . Look bowl  to see the words “fill” at the bottom. Fill and the bowl will fill up with a delicious stew." the wizardry games took the connection between mysterious game systems and occult knowledge much further - the "true" ending of wizardry iv means finding a secret chamber and answering a series of riddles based on your knowledge of the kaballah (or at least, kaballah-derived tarot interpretations).
it's easy to moralize depth - lotus eaters, magic islands. you wander through a strange land and then return to find it's 5 hours later and you forgot to eat. there's something creepy to me about depth on an industrial scale, about building huge tunnels with massive teams on forced overtime, and then a team of professional tunnel reviewers cautiously start descending on ropes and come back every so often and say, well, 20 hours in and it all looks ok, and meanwhile everybody else is jumping en masse. maybe that's more of an issue with consumer culture in general. but sometimes it feels like a way to avoid dealing with certain inherent limitations of that culture, or even limitations of art in general, by projecting those limits out to the end of ever-deeper tunnels that fewer and fewer people will ever see, the rest of them straggling back, exhausted, getting jobs. well, i can't tell you if red dead 2 is good or not. i only got 60 hours in, and i never even found all the falcons.
if the mystery of depth is having too much space for speculation to operate coherently within, the mystery of shallowness is having not enough space for speculation to operate at all: something is too manifestly there, limited, closed-off, it's hard to push it away to get some metaphorical breathing room. 
i feel this way sometimes reading writers like tove jansson, flannery o'connor - SOMETHING happened, the stories are short and clear and describe some definite event without too much uncertainty, they even have "broader themes" raised - but somehow the themes feel embarrassingly outsize for the stories, and the stories remain too clearly defined to sink back into the murk of a generalized moral or experience. they feel like moral stories when you can't work out what the moral might be.
robbe-grillet on raymond roussel: "Now these chains of elucidations,  extraordinarily precise, ingenious, and farfetched, appear so derisory, so disappointing, that it is as if the mystery remained intact. But it  is henceforth a mystery that has been washed, emptied out, that has become  unnameable. The opacity no longer hides anything. One has the impression of  having found a locked drawer, then a key; and this key opens the drawer impeccably... and the drawer is empty."
there's a famous shallowness to videogames as well that's most often caught by people outside the culture - when you see the fake videogames in a comicbook, or on tv, and they're named something like "washing machine simulator 3000" or "municipal tax assailants". and part of this also stems from the computer, the history of the computer as it insinuated its way into everyday life, as a mysteriously elaborate and convoluted way of doing just impossibly banal things, like balancing chequebooks or printing text. the stubborn thingliness of not-quite-functional machines, the way the thingliness glosses and corrodes their own internal fantasies, mirrors of the basic weirdness that is human consciousness as a material fact within the world. 
with my friend i used to joke  about "e3" just being the dumpster behind an abandoned gamestop - all those needy longform experiences frozen into evocative trinkets. find a nonfunctional disk copy of mario odyssey and it gives you all the same delight as playing mario odyssey, only without having to. i think there's something beautiful about that flatness, that directionless object-hostility, the rejection of the grandoise hero's journey fantasies that it implies – as well as something baleful, a rejection of consciousess in general, the idea that it could take you anywhere not inside your own head.
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LOCATION
why are there so many videogames about going outside? every time i've played a videogame it's been inside a room, usually a dark one, mostly while still wearing my pajamas. for me it is an internal activity. but not only do all these games take place in fields and plains, they always talk about the wonders of going on a voyage, the beauty of the great outdoors, the superiority of the wandering main characters to the slugs and layabouts who sit at home all day.... it's weird to me, i demand we move past these cloying pseudo-critiques. raymond williams once pointed out that the first pastoral was written from the perspective of a rentier daydreaming of cashing out and moving to a country home. i demand more games with the courage of their implict convictions and that if they require you to sit motionless indoors  for hours they should explicitly establish and argue for a value system in which this is the best possible thing that you can do. imagine if movies were all set in dark chambers full of people sitting down - i think i can say they would be much less insipid as an artform. "all of man's problems stem from an inability to stay in his room".
(images: Gakken No O Benkyou Soft Kazu Suuji, Legend of Legaia, a Chinese bootleg cart, and ...Iru!)
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