Avatar of TrippyNightmare

Status

Recent Statuses

2 hrs ago
Current Friend circle got too small, now it's just me
2 likes
3 days ago
Sativa got me uppity.
2 likes
4 days ago
It's bed time, Bimbo the Clown.
4 likes
1 yr ago
[@Punished GN] you taught me that lifting is important and you're the reason I'm jacked but what are you lifting...?
1 yr ago
The grass at Stockbridge academy.
1 like

Bio



♫~I be balling, bitch, I look like Eric Koston
At the center of every field like Kenny Lofton
Got a bitch and he built just like Ryan Gosling
Locked in, swiping cards, I don't care what it's costing
Spoil him on every single day, this neck is frosting
Keeping up with me, that shit exhausting
Looking in the mirror, every day I'm looking awesome
Winning every day like I don't got an option
I see y'all be losing like y'all paid for taking losses~♫


You read it right, whether it was in a discord channel a thread, or through word of mouth from a beloved.

I did it, I'm the bad guy. I admit it, I'm the problem all the rumors, words, gossip and legends about me are herein true.

Some facts about me, I named changed to improve my perceived inadequacies. I'm a terrible GM and writer deserving of the ultimate punishment, my life is just a Trippy Nightmare.

I'm a loser who is trying to write something meaningful on a site that is full of toxic boi cliques, drama, degenerates and more. I'm like the GN but just a highly unsuccessful writer with a huge heart.

Fuck with me.

Most Recent Posts

𝚆𝚎𝚕𝚌𝚘𝚖𝚎 𝚝𝚘 𝚝𝚑𝚎 𝚛𝚘𝚕𝚎𝚙𝚕𝚊𝚢.

𝙵𝚘𝚛 𝚝𝚑𝚘𝚜𝚎 𝚠𝚑𝚘 𝚠𝚎𝚛𝚎 𝚒𝚗𝚝𝚎𝚛𝚎𝚜𝚝𝚎𝚍, 𝚋𝚞𝚝 𝚜𝚎𝚎 𝚝𝚑𝚎 𝙾𝙾𝙲 𝚊𝚗𝚍 𝚊𝚛𝚎 𝚗𝚘 𝚕𝚘𝚗𝚐𝚎𝚛 𝚒𝚗𝚝𝚎𝚛𝚎𝚜𝚝 𝚙𝚕𝚎𝚊𝚜𝚎 𝚕𝚎𝚝 𝚖𝚎 𝚔𝚗𝚘𝚠. 𝙸 𝚍𝚘𝚗'𝚝 𝚠𝚊𝚗𝚝 𝚝𝚘 𝚔𝚎𝚎𝚙 𝚝𝚊𝚐𝚐𝚒𝚗𝚐 𝚊𝚗𝚍 𝚋𝚞𝚐𝚐𝚒𝚗𝚐 𝚙𝚎𝚘𝚙𝚕𝚎 𝚠𝚘𝚗𝚍𝚎𝚛𝚒𝚗𝚐 𝚠𝚑𝚎𝚛𝚎 𝚝𝚑𝚎𝚢 𝚠𝚎𝚗𝚝.

𝙵𝚘𝚛 𝚝𝚑𝚘𝚜𝚎 𝚑𝚎𝚛𝚎 𝚏𝚘𝚛 𝚝𝚑𝚎 𝚛𝚒𝚍𝚎, 𝚑𝚎𝚕𝚕𝚘 𝚊𝚗𝚍 𝚠𝚎𝚕𝚌𝚘𝚖𝚎. 𝚈𝚘𝚞'𝚕𝚕 𝚜𝚎𝚎 𝚖𝚎 𝚜𝚝𝚊𝚗𝚍𝚒𝚗𝚐 𝚋𝚎𝚜𝚒𝚍𝚎 𝚊 𝚌𝚘𝚖𝚒𝚌𝚊𝚕𝚕𝚢 𝚕𝚊𝚛𝚐𝚎 𝚜𝚝𝚊𝚔𝚎, 𝚛𝚎𝚊𝚍𝚢 𝚝𝚘 𝚊𝚗𝚜𝚠𝚎𝚛 𝚢𝚘𝚞𝚛 𝚚𝚞𝚎𝚜𝚝𝚒𝚘𝚗𝚜.

𝙵𝚘𝚛 𝚝𝚑𝚘𝚜𝚎 𝚕𝚞𝚛𝚔𝚒𝚗𝚐, 𝚊𝚕𝚜𝚘 - 𝚑𝚎𝚕𝚕𝚘. 𝚆𝚎'𝚛𝚎 𝚠𝚊𝚒𝚝𝚒𝚗𝚐 𝚝𝚘 𝚖𝚊𝚔𝚎 𝚢𝚘𝚞𝚛 𝚊𝚌𝚚𝚞𝚊𝚒𝚗𝚝𝚊𝚗𝚌𝚎.

-𝙳𝙳

Placeholder.


𝙰 𝚏𝚎𝚠 𝚒𝚖𝚙𝚘𝚛𝚝𝚊𝚗𝚝 𝚐𝚛𝚘𝚞𝚗𝚍 𝚛𝚞𝚕𝚎𝚜.

𝚒) 𝚃𝚛𝚢 𝚝𝚘 𝚙𝚘𝚜𝚝 𝚎𝚟𝚎𝚛𝚢 𝟸 𝚠𝚎𝚎𝚔𝚜, 𝚖𝚒𝚗𝚒𝚖𝚞𝚖. 𝚃𝚑𝚎𝚛𝚎'𝚜 𝚗𝚘 𝚙𝚘𝚜𝚝𝚒𝚗𝚐 𝚘𝚛𝚍𝚎𝚛, 𝚢𝚘𝚞 𝚌𝚊𝚗 𝚍𝚘𝚞𝚋𝚕𝚎 𝚙𝚘𝚜𝚝. 𝙸𝚏 𝚢𝚘𝚞 𝚊𝚛𝚎 𝚋𝚞𝚜𝚢 𝚕𝚎𝚝 𝚞𝚜 𝚔𝚗𝚘𝚠 𝚜𝚘 𝚠𝚎 𝚔𝚗𝚘𝚠 𝚢𝚘𝚞'𝚛𝚎 𝚗𝚘𝚝 𝚍𝚎𝚊𝚍, 𝚛𝚎𝚊𝚕 𝚕𝚒𝚏𝚎 𝚌𝚘𝚖𝚎𝚜 𝚏𝚒𝚛𝚜𝚝.

𝚒𝚒) 𝚁𝚎𝚊𝚍 𝚝𝚑𝚎 Lexicon.

𝚒𝚒𝚒) 𝙰𝚕𝚕 𝙸 𝚊𝚜𝚔 𝚏𝚘𝚛 𝚏𝚊𝚌𝚎 𝚌𝚕𝚊𝚒𝚖𝚜 𝚒𝚜 𝚛𝚎𝚊𝚕𝚒𝚜𝚝𝚒𝚌 𝚊𝚛𝚝 𝚘𝚛 𝙸𝚁𝙻 𝚏𝚊𝚌𝚎 𝚌𝚕𝚊𝚒𝚖, 𝚜𝚘𝚛𝚛𝚢 𝚗𝚘 𝚊𝚗𝚒𝚖𝚎.

𝚒𝚟) 𝚆𝚑𝚒𝚕𝚎 𝙷𝚞𝚗𝚝𝚎𝚛: 𝚃𝚑𝚎 𝚁𝚎𝚌𝚔𝚘𝚗𝚒𝚗𝚐 𝚒𝚜 𝚞𝚜𝚞𝚊𝚕𝚕𝚢 𝚊 𝚍𝚒𝚌𝚎 𝚛𝚘𝚕𝚕𝚎𝚍, 𝚝𝚊𝚋𝚕𝚎𝚝𝚘𝚙 𝚁𝙿. 𝚃𝚑𝚒𝚜 𝚁𝙿 𝚑𝚊𝚜 𝚋𝚎𝚎𝚗 𝚊𝚍𝚓𝚞𝚜𝚝𝚎𝚍 𝚏𝚘𝚛 𝚖𝚘𝚛𝚎 𝚘𝚏 𝚊𝚗 𝚁𝙿 𝚏𝚘𝚌𝚞𝚜, 𝚛𝚘𝚕𝚕𝚒𝚗𝚐 𝚍𝚒𝚌𝚎, 𝚜𝚙𝚎𝚗𝚍𝚒𝚗𝚐 𝚠𝚒𝚕𝚕𝚙𝚘𝚠𝚎𝚛, 𝚊𝚗𝚍 𝚛𝚘𝚕𝚕𝚒𝚗𝚐 𝚗𝚊𝚝-𝚌𝚛𝚒𝚝𝚜. 𝙸𝚜𝚗'𝚝 𝚐𝚘𝚒𝚗𝚐 𝚝𝚘 𝚑𝚊𝚙𝚙𝚎𝚗 𝚑𝚎𝚛𝚎, 𝚝𝚑𝚎𝚛𝚎 𝚊𝚛𝚎 𝚜𝚘𝚖𝚎 𝚊𝚜𝚙𝚎𝚌𝚝𝚜 𝚘𝚏 𝚝𝚑𝚎 𝚋𝚘𝚘𝚔/𝚜𝚢𝚜𝚝𝚎𝚖 𝚒𝚗 𝚝𝚑𝚎 𝚛𝚘𝚕𝚎𝚙𝚕𝚊𝚢, 𝚑𝚘𝚠𝚎𝚟𝚎𝚛, 𝚒𝚝 𝚠𝚒𝚕𝚕 𝚋𝚎 𝚊𝚝 𝚊 𝚖𝚒𝚗𝚒𝚖𝚞𝚖 𝚝𝚘 𝚑𝚎𝚕𝚙 𝚙𝚛𝚘𝚖𝚘𝚝𝚎 𝚛𝚘𝚕𝚎𝚙𝚕𝚊𝚢.

𝚟) 𝚃𝚑𝚎𝚛𝚎 𝚊𝚛𝚎 𝚊𝚗𝚝𝚒-𝚐𝚘𝚍 𝚖𝚘𝚍𝚍𝚒𝚗𝚐 𝚖𝚎𝚊𝚜𝚞𝚛𝚎𝚜 𝚒𝚗 𝚑𝚎𝚛𝚎, 𝚠𝚑𝚎𝚗 𝚌𝚘𝚖𝚋𝚊𝚝 𝚘𝚛 𝚕𝚒𝚔𝚎𝚠𝚒𝚜𝚎 𝚜𝚑𝚘𝚠𝚜 𝚞𝚙 𝚝𝚑𝚒𝚗𝚐𝚜 𝚠𝚒𝚕𝚕 𝚋𝚎 𝚎𝚡𝚙𝚕𝚊𝚒𝚗𝚎𝚍 𝚒𝚗 𝚖𝚘𝚛𝚎 𝚍𝚎𝚙𝚝𝚑.

𝚟𝚒) 𝚈𝚘𝚞 𝚍𝚘𝚗'𝚝 𝚗𝚎𝚎𝚍 𝚝𝚘 𝚔𝚗𝚘𝚠 𝚝𝚑𝚎 𝚕𝚘𝚛𝚎 𝚝𝚘 𝚙𝚕𝚊𝚢, 𝚏𝚎𝚎𝚕 𝚏𝚛𝚎𝚎 𝚝𝚘 𝚊𝚜𝚔 𝚚𝚞𝚎𝚜𝚝𝚒𝚘𝚗𝚜. 𝚃𝚑𝚒𝚜 𝚁𝙿 𝚒𝚜 𝚊𝚕𝚜𝚘 𝚏𝚘𝚛 𝚋𝚎𝚐𝚒𝚗𝚗𝚎𝚛𝚜, 𝚜𝚘 𝚏𝚎𝚎𝚕 𝚏𝚛𝚎𝚎 𝚝𝚘 𝚛𝚎𝚊𝚌𝚑 𝚘𝚞𝚝.



𝚃𝚑𝚎 𝚆𝚘𝚛𝚕𝚍 𝚒𝚜 𝚌𝚊𝚜𝚝 𝚒𝚗 𝚍𝚊𝚛𝚔 𝚊𝚗𝚍 𝚗𝚞𝚊𝚗𝚌𝚎𝚍 𝚜𝚒𝚕𝚎𝚗𝚌𝚎, 𝚊 𝚐𝚘𝚝𝚑𝚒𝚌 𝚙𝚞𝚗𝚔 𝚘𝚏 𝚟𝚊𝚛𝚒𝚎𝚝𝚢 𝚠𝚑𝚎𝚛𝚎 𝚝𝚑𝚎 𝚑𝚘𝚛𝚛𝚘𝚛𝚜 𝚘𝚏 𝚝𝚑𝚎 𝚎𝚟𝚎𝚛𝚢𝚖𝚊𝚗 𝚊𝚛𝚎 𝚑𝚒𝚍𝚍𝚎𝚗 𝚋𝚢 𝚝𝚑𝚎 𝚗𝚒𝚐𝚑𝚝 𝚊𝚗𝚍 𝚜𝚑𝚛𝚘𝚞𝚍𝚎𝚍 𝚋𝚢 𝚖𝚊𝚐𝚒𝚌 𝚊𝚗𝚍 𝚜𝚎𝚌𝚛𝚎𝚌𝚢.

𝙵𝚘𝚛 𝚌𝚎𝚗𝚝𝚞𝚛𝚒𝚎𝚜, 𝚑𝚞𝚖𝚊𝚗𝚜 𝚑𝚊𝚟𝚎 𝚏𝚘𝚞𝚐𝚑𝚝 𝚊𝚐𝚊𝚒𝚗𝚜𝚝 𝚟𝚊𝚖𝚙𝚒𝚛𝚎𝚜 𝚋𝚢 𝚗𝚒𝚐𝚑𝚝. 𝚆𝚎𝚛𝚎𝚠𝚘𝚕𝚟𝚎𝚜 𝚑𝚊𝚟𝚎 𝚜𝚝𝚊𝚕𝚔𝚎𝚍 𝚝𝚑𝚎 𝚙𝚛𝚒𝚖𝚊𝚛𝚒𝚎𝚜 𝚊𝚗𝚍 𝚛𝚞𝚛𝚊𝚕 𝚊𝚛𝚎𝚊𝚜 𝚕𝚘𝚘𝚔𝚒𝚗𝚐 𝚏𝚘𝚛 𝚝𝚑𝚎𝚒𝚛 𝚗𝚎𝚡𝚝 𝚖𝚎𝚊𝚕.

𝙼𝚊𝚐𝚎𝚜 𝚙𝚕𝚊𝚢 𝚠𝚒𝚝𝚑 𝚠𝚑𝚊𝚝'𝚜 𝚛𝚎𝚊𝚕, 𝚊𝚗𝚍 𝚝𝚑𝚎 𝚛𝚎𝚊𝚕𝚒𝚝𝚢 𝚒𝚜 𝚋𝚎𝚗𝚝 𝚊𝚝 𝚝𝚑𝚎𝚒𝚛 𝚠𝚒𝚕𝚕 𝚠𝚒𝚝𝚑 𝚒𝚕𝚕 𝚛𝚎𝚐𝚊𝚛𝚍, 𝚕𝚎𝚊𝚟𝚒𝚗𝚐 𝚝𝚛𝚊𝚐𝚎𝚍𝚢 𝚋𝚎𝚑𝚒𝚗𝚍.

𝙲𝚑𝚊𝚗𝚐𝚕𝚒𝚗𝚐𝚜 𝚊𝚛𝚎 𝚝𝚠𝚒𝚜𝚝𝚎𝚍 𝚌𝚛𝚎𝚊𝚝𝚞𝚛𝚎𝚜 𝚏𝚛𝚘𝚖 𝚊𝚗𝚘𝚝𝚑𝚎𝚛 𝚍𝚒𝚖𝚎𝚗𝚜𝚒𝚘𝚗, 𝚑𝚞𝚗𝚝𝚒𝚗𝚐 𝚊𝚗𝚍 𝚌𝚊𝚞𝚜𝚒𝚗𝚐 𝚌𝚑𝚊𝚘𝚜 𝚠𝚑𝚎𝚛𝚎𝚟𝚎𝚛 𝚝𝚑𝚎𝚢 𝚕𝚊𝚢 𝚠𝚊𝚜𝚝𝚎.

𝙰𝚗𝚍 𝚖𝚞𝚌𝚑 𝚖𝚘𝚛𝚎 𝚕𝚊𝚢𝚜 𝚋𝚎𝚑𝚒𝚗𝚍 𝚝𝚑𝚎 𝚌𝚞𝚛𝚝𝚊𝚒𝚗 𝚘𝚏 𝚝𝚑𝚎 𝚟𝚎𝚒𝚕, 𝚑𝚞𝚖𝚊𝚗𝚒𝚝𝚢 𝚑𝚊𝚜 𝚘𝚗𝚕𝚢 𝚜𝚌𝚛𝚊𝚝𝚌𝚑𝚎𝚍 𝚝𝚑𝚎 𝚜𝚞𝚛𝚏𝚊𝚌𝚎 𝚘𝚏 𝚠𝚑𝚊𝚝'𝚜 𝚝𝚑𝚎𝚛𝚎 𝚊𝚗𝚍 𝚠𝚑𝚊𝚝'𝚜 𝚝𝚘 𝚌𝚘𝚖𝚎. 𝚈𝚘𝚞 𝚊𝚛𝚎 𝚊𝚙𝚊𝚛𝚝 𝚘𝚏 𝚝𝚑𝚊𝚝, 𝚊 𝙷𝚞𝚗𝚝𝚎𝚛 - 𝚊𝚠𝚊𝚔𝚎𝚗𝚎𝚍 𝚏𝚛𝚘𝚖 𝚋𝚎𝚊𝚛𝚒𝚗𝚐 𝚠𝚒𝚝𝚗𝚎𝚜𝚜 𝚝𝚘 𝚝𝚑𝚎 𝚝𝚛𝚊𝚐𝚎𝚍𝚢 𝚒𝚝𝚜𝚎𝚕𝚏 𝚘𝚛 𝚋𝚎𝚌𝚘𝚖𝚒𝚗𝚐 𝚊𝚙𝚊𝚛𝚝 𝚘𝚏 𝚒𝚝. 𝚈𝚘𝚞'𝚛𝚎 𝚗𝚘𝚠 𝚒𝚗𝚟𝚘𝚕𝚟𝚎𝚍, 𝚏𝚘𝚕𝚕𝚘𝚠𝚒𝚗𝚐 𝚊 𝚌𝚛𝚎𝚎𝚍 𝚊𝚗𝚍 𝚊 𝚍𝚎𝚜𝚒𝚛𝚎 𝚝𝚘 𝚎𝚡𝚎𝚛𝚌𝚒𝚜𝚎 𝚊 𝚁𝚎𝚌𝚔𝚘𝚗𝚒𝚗𝚐 𝚝𝚑𝚊𝚝 𝚠𝚒𝚕𝚕 𝚜𝚑𝚊𝚔𝚎 𝙴𝚊𝚛𝚝𝚑 𝚝𝚘 𝚒𝚝'𝚜 𝚟𝚎𝚛𝚢 𝚌𝚘𝚛𝚎.

𝚃𝚑𝚎 𝚆𝚘𝚛𝚕𝚍 𝚘𝚏 𝙳𝚊𝚛𝚔𝚗𝚎𝚜𝚜 𝚒𝚜 𝚊 𝚜𝚑𝚊𝚛𝚎𝚍 𝚝𝚊𝚕𝚎, 𝚠𝚑𝚎𝚛𝚎 𝚝𝚑𝚎 𝚎𝚗𝚍 𝚘𝚏 𝚝𝚑𝚎 𝚠𝚘𝚛𝚕𝚍 𝚒𝚜 𝚝𝚒𝚙-𝚝𝚘𝚎𝚒𝚗𝚐 𝚎𝚟𝚎𝚛 𝚌𝚕𝚘𝚜𝚎𝚛 𝚝𝚘 𝚝𝚑𝚎 𝚖𝚘𝚍𝚎𝚛𝚗 𝚍𝚊𝚢. 𝙾𝚗𝚕𝚢 𝚜𝚝𝚊𝚟𝚎𝚍 𝚘𝚏𝚏 𝚋𝚢 𝚝𝚑𝚎 𝚊𝚝𝚝𝚎𝚖𝚙𝚝𝚜 𝚘𝚏 𝚜𝚘𝚖𝚎 𝚒𝚗 𝚝𝚑𝚎 𝚗𝚒𝚐𝚑𝚝 𝚝𝚘 𝚙𝚛𝚎𝚟𝚎𝚗𝚝 𝚝𝚑𝚎 𝚙𝚎𝚛𝚟𝚎𝚛𝚜𝚒𝚘𝚗 𝚘𝚏 𝚝𝚑𝚎 𝚒𝚗𝚑𝚞𝚖𝚊𝚗𝚒𝚝𝚢 𝚒𝚝 𝚏𝚊𝚌𝚎𝚜, 𝚝𝚘 𝚐𝚘 𝚙𝚞𝚋𝚕𝚒𝚌. 𝙸𝚏 𝚝𝚑𝚎 𝚠𝚘𝚛𝚕𝚍 𝚠𝚎𝚛𝚎 𝚝𝚘 𝚏𝚒𝚗𝚍 𝚘𝚞𝚝 𝚠𝚑𝚊𝚝 𝚢𝚘𝚞 𝚔𝚗𝚘𝚠, 𝚜𝚘𝚌𝚒𝚎𝚝𝚢 𝚊𝚜 𝚢𝚘𝚞 𝚔𝚗𝚘𝚠 𝚒𝚝 𝚠𝚘𝚞𝚕𝚍 𝚌𝚘𝚕𝚕𝚊𝚙𝚜𝚎.

𝙿𝚕𝚊𝚢𝚒𝚗𝚐 𝚒𝚗 𝚜𝚞𝚌𝚑 𝚊 𝚠𝚘𝚛𝚕𝚍, 𝚢𝚘𝚞 𝚍𝚒𝚎 𝚊 𝚑𝚎𝚛𝚘 𝚘𝚛 𝚕𝚒𝚟𝚎 𝚕𝚘𝚗𝚐 𝚎𝚗𝚘𝚞𝚐𝚑 𝚝𝚘 𝚋𝚎𝚌𝚘𝚖𝚎 𝚝𝚑𝚎 𝚖𝚘𝚗𝚜𝚝𝚎𝚛 𝚢𝚘𝚞 𝚜𝚘 𝚍𝚎𝚜𝚙𝚎𝚛𝚊𝚝𝚎𝚕𝚢 𝚠𝚊𝚗𝚝𝚎𝚍 𝚝𝚘 𝚜𝚕𝚊𝚢. 𝙸𝚝'𝚜 𝚊 𝚏𝚒𝚌𝚔𝚕𝚎 𝚌𝚑𝚘𝚒𝚌𝚎, 𝚊𝚗𝚍 𝚊 𝚍𝚒𝚏𝚏𝚒𝚌𝚞𝚕𝚝 𝚕𝚒𝚏𝚎 𝚋𝚞𝚝 𝚢𝚘𝚞 𝚍𝚒𝚍𝚗'𝚝 𝚜𝚒𝚐𝚗 𝚞𝚙 𝚏𝚘𝚛 𝚝𝚑𝚒𝚜 𝚗𝚘𝚝 𝚔𝚗𝚘𝚠𝚒𝚗𝚐 𝚠𝚑𝚊𝚝 𝚢𝚘𝚞 𝚖𝚒𝚐𝚑𝚝 𝚐𝚎𝚝 𝚒𝚗𝚝𝚘, 𝚘𝚛 𝚋𝚎𝚌𝚘𝚖𝚎.

𝙰𝚗𝚍 𝚜𝚞𝚌𝚑, 𝚘𝚗𝚎 𝚘𝚏 𝚝𝚑𝚎𝚜𝚎 𝚝𝚊𝚕𝚎𝚜 𝚙𝚕𝚊𝚢𝚜 𝚘𝚞𝚝 𝚒𝚗 𝚝𝚑𝚎 𝚋𝚕𝚎𝚊𝚔, 𝚋𝚊𝚛𝚎𝚕𝚢 𝚋𝚛𝚎𝚊𝚝𝚑𝚒𝚗𝚐 𝚌𝚒𝚝𝚢 𝚘𝚏 𝙱𝚊𝚕𝚝𝚒𝚖𝚘𝚛𝚎.

𝙷𝚘𝚠 𝚠𝚒𝚕𝚕 𝚢𝚘𝚞𝚛 𝚌𝚑𝚛𝚘𝚗𝚒𝚌𝚕𝚎 𝚌𝚘𝚖𝚎 𝚝𝚘 𝚙𝚊𝚜𝚜?




𝙰 𝚐𝚛𝚘𝚞𝚙 𝚘𝚏 𝚛𝚘𝚘𝚔𝚒𝚎 𝚑𝚞𝚗𝚝𝚎𝚛𝚜 𝚌𝚘𝚗𝚟𝚎𝚗𝚎 𝚒𝚗 𝙱𝚊𝚕𝚝𝚒𝚖𝚘𝚛𝚎, 𝚏𝚘𝚛𝚖𝚒𝚗𝚐 𝚊 𝚌𝚎𝚕𝚕 𝚝𝚘 𝚌𝚘𝚖𝚋𝚊𝚝 𝚝𝚑𝚎 𝚞𝚗𝚍𝚎𝚊𝚍 - 𝚊𝚗𝚍 𝚝𝚑𝚘𝚜𝚎 𝚠𝚑𝚘 𝚊𝚒𝚖 𝚝𝚘 𝚎𝚡𝚙𝚕𝚘𝚒𝚝 𝚝𝚑𝚎𝚖



𝙱𝚊𝚕𝚝𝚒𝚖𝚘𝚛𝚎, 𝚝𝚑𝚎 𝚌𝚒𝚝𝚢 𝚘𝚏 𝚍𝚛𝚎𝚊𝚖𝚜.

𝙸𝚝 𝚠𝚊𝚜 𝚊 𝚜𝚑𝚒𝚝 𝚑𝚘𝚕𝚎, 𝚋𝚊𝚍 𝚌𝚘𝚙𝚜, 𝚏𝚘𝚘𝚍, 𝚊𝚗𝚍 𝚙𝚎𝚘𝚙𝚕𝚎.

𝚃𝚑𝚎 𝚙𝚎𝚛𝚏𝚎𝚌𝚝 𝚋𝚛𝚎𝚎𝚍𝚒𝚗𝚐 𝚐𝚛𝚘𝚞𝚗𝚍 𝚏𝚘𝚛 𝚝𝚑𝚎 𝚞𝚗𝚍𝚎𝚊𝚍, 𝚝𝚑𝚎 𝚞𝚗𝚛𝚞𝚕𝚢, 𝚊𝚗𝚍 𝚝𝚑𝚎 𝚍𝚊𝚖𝚗𝚎𝚍. 𝙶𝚛𝚘𝚞𝚙𝚜 𝚘𝚏 𝚖𝚎𝚗 𝚊𝚗𝚍 𝚠𝚘𝚖𝚎𝚗 𝚊𝚌𝚛𝚘𝚜𝚜 𝚝𝚑𝚎 𝚐𝚕𝚘𝚋𝚎 𝚏𝚒𝚐𝚑𝚝 𝚒𝚗 𝚍𝚎𝚍𝚒𝚌𝚊𝚝𝚎𝚍 '𝚌𝚎𝚕𝚕𝚜' 𝚝𝚘 𝚎𝚛𝚊𝚍𝚒𝚌𝚊𝚝𝚎 𝚝𝚑𝚎 𝚝𝚑𝚛𝚎𝚊𝚝 𝚏𝚛𝚘𝚖 𝚜𝚘𝚌𝚒𝚎𝚝𝚢. 𝚂𝚘𝚖𝚎 𝚊𝚝 𝚟𝚎𝚝𝚎𝚛𝚊𝚗𝚜 𝚘𝚏 𝚝𝚑𝚎𝚒𝚛 𝚜𝚝𝚊𝚝𝚞𝚛𝚎 𝚊𝚗𝚍 𝚜𝚘𝚖𝚎 𝚊𝚛𝚎 𝚗𝚎𝚠 𝚝𝚘 𝚝𝚑𝚎 𝚐𝚊𝚖𝚎, 𝚊𝚕𝚕 𝚜𝚑𝚊𝚛𝚎 𝚘𝚗𝚎 𝚝𝚑𝚒𝚗𝚐 𝚒𝚗 𝚌𝚘𝚖𝚖𝚘𝚗. 𝚆𝚒𝚝𝚗𝚎𝚜𝚜𝚒𝚗𝚐 𝚘𝚛 𝚋𝚎𝚒𝚗𝚐 𝚊 𝚟𝚒𝚌𝚝𝚒𝚖 𝚘𝚏 𝚝𝚑𝚎 𝚜𝚞𝚙𝚎𝚛𝚗𝚊𝚝𝚞𝚛𝚊𝚕 - 𝚅𝚊𝚖𝚙𝚒𝚛𝚎𝚜, 𝚆𝚎𝚛𝚎𝚠𝚘𝚕𝚟𝚎𝚜, 𝙲𝚑𝚊𝚗𝚐𝚎𝚕𝚒𝚗𝚐𝚜, 𝙼𝚊𝚐𝚎𝚜 - 𝚝𝚑𝚎 𝚕𝚒𝚜𝚝 𝚐𝚘𝚎𝚜 𝚘𝚗. 𝚃𝚑𝚎𝚜𝚎 𝚒𝚗𝚌𝚒𝚍𝚎𝚗𝚝𝚜 𝚒𝚖𝚙𝚊𝚌𝚝𝚎𝚍 𝚙𝚎𝚛𝚜𝚙𝚎𝚌𝚝𝚒𝚟𝚎𝚜 𝚏𝚘𝚛 𝚊 𝚕𝚒𝚏𝚎𝚝𝚒𝚖𝚎. 𝙾𝚙𝚎𝚗𝚒𝚗𝚐 𝚊 𝚌𝚊𝚗 𝚘𝚏 𝚠𝚘𝚛𝚖𝚜 𝚒𝚗 𝚊 𝚆𝚘𝚛𝚕𝚍 𝚘𝚏 𝙳𝚊𝚛𝚔𝚗𝚎𝚜𝚜, 𝚎𝚟𝚎𝚛𝚢𝚘𝚗𝚎 𝚎𝚟𝚎𝚗𝚝𝚞𝚊𝚕𝚕𝚢 𝚑𝚎𝚎𝚍𝚎𝚍 𝚝𝚑𝚊𝚝 𝚗𝚊𝚝𝚞𝚛𝚊𝚕 𝚌𝚊𝚕𝚕 𝚝𝚘 𝚊𝚛𝚖𝚜, 𝚝𝚘 𝚏𝚒𝚐𝚑𝚝 𝚊𝚐𝚊𝚒𝚗𝚜𝚝 𝚝𝚑𝚎 𝚎𝚟𝚒𝚕𝚜 𝚝𝚑𝚊𝚝 𝚒𝚗𝚏𝚎𝚜𝚝𝚎𝚍 𝚘𝚞𝚛 𝚠𝚘𝚛𝚕𝚍.

𝙵𝚘𝚛 𝚝𝚑𝚎𝚛𝚎 𝚠𝚘𝚞𝚕𝚍 𝚋𝚎 𝚊 𝚁𝚎𝚌𝚔𝚘𝚗𝚒𝚗𝚐, 𝚘𝚗𝚎 𝚖𝚊𝚗𝚢 𝚊 𝚌𝚛𝚎𝚊𝚝𝚞𝚛𝚎 𝚠𝚘𝚞𝚕𝚍 𝚛𝚞𝚎 - 𝚊𝚗𝚍 𝚒𝚝 𝚠𝚘𝚞𝚕𝚍 𝚋𝚎 𝚋𝚛𝚘𝚞𝚐𝚑𝚝 𝚞𝚙𝚘𝚗 𝚋𝚢 𝙷𝚞𝚗𝚝𝚎𝚛𝚜.
Dinner.

𝙲 𝚁 𝙴 𝙴 𝙳 𝚂


𝙴𝚗𝚝𝚛𝚎𝚙𝚛𝚎𝚗𝚎𝚞𝚛𝚒𝚊𝚕: 𝙱𝚘𝚕𝚍 𝚒𝚗𝚗𝚘𝚟𝚊𝚝𝚒𝚘𝚗𝚜 𝚊𝚗𝚍 𝚎𝚡𝚙𝚎𝚛𝚒𝚖𝚎𝚗𝚝𝚊𝚕 𝚊𝚙𝚙𝚛𝚘𝚊𝚌𝚑𝚎𝚜

𝙵𝚊𝚒𝚝𝚑𝚏𝚞𝚕: 𝙱𝚎𝚕𝚒𝚎𝚏 𝚒𝚗 𝚑𝚒𝚐𝚑𝚎𝚛 𝚙𝚘𝚠𝚎𝚛𝚜 𝚊𝚗𝚍 𝚊 𝚍𝚒𝚟𝚒𝚗𝚎𝚕𝚢 𝚒𝚗𝚏𝚘𝚛𝚖𝚎𝚍 𝚠𝚘𝚛𝚕𝚍𝚟𝚒𝚎𝚠

𝙸𝚗𝚚𝚞𝚒𝚜𝚒𝚝𝚒𝚟𝚎: 𝙶𝚊𝚝𝚑𝚎𝚛𝚒𝚗𝚐 𝚒𝚗𝚝𝚎𝚕 𝚊𝚗𝚍 𝚞𝚗𝚍𝚎𝚛𝚜𝚝𝚊𝚗𝚍𝚒𝚗𝚐 𝚝𝚑𝚎 𝚚𝚞𝚊𝚛𝚛𝚢

𝙼𝚊𝚛𝚝𝚒𝚊𝚕: 𝙰𝚝𝚝𝚊𝚌𝚔𝚒𝚗𝚐 𝚝𝚑𝚎 𝚜𝚞𝚙𝚎𝚛𝚗𝚊𝚝𝚞𝚛𝚊𝚕 𝚟𝚒𝚊 𝚊𝚛𝚖𝚜 𝚊𝚗𝚍 𝚝𝚊𝚌𝚝𝚒𝚌𝚜

𝚄𝚗𝚍𝚎𝚛𝚐𝚛𝚘𝚞𝚗𝚍: 𝙶𝚞𝚒𝚕𝚎, 𝚜𝚞𝚋𝚝𝚎𝚛𝚏𝚞𝚐𝚎, 𝚊𝚗𝚍 𝚔𝚗𝚘𝚠𝚒𝚗𝚐 𝚝𝚑𝚎 𝚛𝚒𝚐𝚑𝚝 𝚙𝚎𝚘𝚙𝚕𝚎

𝙳 𝚁 𝙸 𝚅 𝙴

𝙲𝚞𝚛𝚒𝚘𝚜𝚒𝚝𝚢 𝚆𝚑𝚊𝚝 𝚍𝚘 𝚖𝚘𝚗𝚜𝚝𝚎𝚛𝚜 𝚍𝚘, 𝚊𝚗𝚍 𝚠𝚑𝚢?

𝚅𝚎𝚗𝚐𝚎𝚊𝚗𝚌𝚎: 𝚂𝚎𝚝𝚝𝚕𝚎 𝚊 𝚜𝚌𝚘𝚛𝚎 𝚠𝚒𝚝𝚑 𝚝𝚑𝚎 𝚜𝚞𝚙𝚎𝚛𝚗𝚊𝚝𝚞𝚛𝚊𝚕

𝙾𝚊𝚝𝚑: 𝙰 𝚙𝚛𝚘𝚖𝚒𝚜𝚎 𝚖𝚊𝚍𝚎 𝚋𝚒𝚗𝚍𝚜 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚝𝚘 𝚑𝚘𝚗𝚘𝚛 𝚒𝚝

𝙶𝚛𝚎𝚎𝚍:𝚃𝚊𝚔𝚎 𝚝𝚑𝚎 𝚒𝚕𝚕-𝚐𝚘𝚝𝚝𝚎𝚗 𝚐𝚊𝚒𝚗𝚜 𝚝𝚑𝚎 𝚖𝚘𝚗𝚜𝚝𝚎𝚛𝚜 𝚑𝚊𝚟𝚎 𝚜𝚝𝚘𝚕𝚎𝚗

𝙿𝚛𝚒𝚍𝚎: 𝚃𝚑𝚎 𝚠𝚘𝚛𝚕𝚍 𝚋𝚎𝚕𝚘𝚗𝚐𝚜 𝚝𝚘 𝚑𝚞𝚖𝚊𝚗𝚜, 𝚗𝚘𝚝 𝚝𝚑𝚎 𝚜𝚞𝚙𝚎𝚛𝚗𝚊𝚝𝚞𝚛𝚊𝚕

𝙴𝚗𝚟𝚢: 𝙹𝚘𝚒𝚗 𝚝𝚑𝚎 𝚗𝚒𝚐𝚑𝚝 𝚘𝚛 𝚍𝚒𝚎 𝚝𝚛𝚢𝚒𝚗𝚐

𝙰𝚝𝚘𝚗𝚎𝚖𝚎𝚗𝚝: 𝙼𝚊𝚔𝚎 𝚞𝚙 𝚏𝚘𝚛 𝚊𝚒𝚍𝚒𝚗𝚐 𝚝𝚑𝚎 𝚜𝚞𝚙𝚎𝚛𝚗𝚊𝚝𝚞𝚛𝚊𝚕 𝚒𝚗 𝚝𝚑𝚎 𝚙𝚊𝚜𝚝

E D G E S


𝙰𝚛𝚜𝚎𝚗𝚊𝚕
𝚃𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚑𝚊𝚜 𝚊𝚌𝚌𝚎𝚜𝚜 𝚝𝚘, 𝚘𝚛 𝚌𝚊𝚗 𝚓𝚎𝚛𝚛𝚢𝚛𝚒𝚐, 𝚊 𝚠𝚒𝚍𝚎 𝚟𝚊𝚛𝚒𝚎𝚝𝚢 𝚘𝚏 𝚠𝚎𝚊𝚙𝚘𝚗𝚜 𝚗𝚘𝚝 𝚞𝚜𝚞𝚊𝚕𝚕𝚢 𝚊𝚟𝚊𝚒𝚕𝚊𝚋𝚕𝚎 𝚝𝚘 𝚝𝚑𝚎 𝚙𝚞𝚋𝚕𝚒𝚌. 𝚃𝚑𝚎𝚜𝚎 𝚒𝚗𝚌𝚕𝚞𝚍𝚎 𝚋𝚘𝚝𝚑 𝚏𝚒𝚛𝚎𝚊𝚛𝚖𝚜 𝚊𝚗𝚍 𝚖𝚎𝚕𝚎𝚎 𝚠𝚎𝚊𝚙𝚘𝚗𝚜, 𝚋𝚞𝚝 𝚗𝚘𝚝 𝚋𝚘𝚖𝚋𝚜, 𝚖𝚒𝚗𝚎𝚜, 𝚘𝚛 𝚘𝚝𝚑𝚎𝚛 𝚖𝚞𝚗𝚒𝚝𝚒𝚘𝚗𝚜. 𝚆𝚑𝚎𝚝𝚑𝚎𝚛 𝚋𝚘𝚛𝚛𝚘𝚠𝚎𝚍 𝚏𝚛𝚘𝚖 𝚊𝚗 𝚘𝚕𝚍 𝚌𝚘𝚗𝚝𝚊𝚌𝚝 𝚘𝚛 𝚜𝚕𝚊𝚙𝚙𝚎𝚍 𝚝𝚘𝚐𝚎𝚝𝚑𝚎𝚛 𝚒𝚗 𝚊 𝚐𝚊𝚛𝚊𝚐𝚎, 𝚝𝚑𝚎 𝚠𝚎𝚊𝚙𝚘𝚗𝚜 𝚊𝚛𝚎 𝚘𝚝𝚑𝚎𝚛𝚠𝚒𝚜𝚎 𝚖𝚞𝚗𝚍𝚊𝚗𝚎 𝚊𝚗𝚍 𝚘𝚗𝚕𝚢 𝚊𝚟𝚊𝚒𝚕𝚊𝚋𝚕𝚎 𝚏𝚘𝚛 𝚊 𝚕𝚒𝚖𝚒𝚝𝚎𝚍 𝚝𝚒𝚖𝚎.

𝙵𝚕𝚎𝚎𝚝
𝚆𝚘𝚛𝚔𝚒𝚗𝚐 𝚎𝚒𝚝𝚑𝚎𝚛 𝚏𝚛𝚘𝚖 𝚝𝚑𝚎𝚒𝚛 𝚘𝚠𝚗 𝚐𝚊𝚛𝚊𝚐𝚎 𝚘𝚛 𝚞𝚝𝚒𝚕𝚒𝚣𝚒𝚗𝚐 𝚕𝚘𝚢𝚊𝚕 𝚊𝚗𝚍 𝚛𝚎𝚕𝚒𝚊𝚋𝚕𝚎 𝚌𝚘𝚗𝚝𝚊𝚌𝚝𝚜 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚒𝚜 𝚊𝚋𝚕𝚎 𝚝𝚘 𝚙𝚛𝚘𝚟𝚒𝚍𝚎 𝚊 𝚠𝚒𝚍𝚎 𝚟𝚊𝚛𝚒𝚎𝚝𝚢 𝚘𝚏 𝚙𝚎𝚛𝚜𝚘𝚗𝚊𝚕 𝚘𝚛 𝚌𝚘𝚖𝚖𝚎𝚛𝚌𝚒𝚊𝚕 𝚟𝚎𝚑𝚒𝚌𝚕𝚎𝚜 𝚘𝚗 𝚜𝚑𝚘𝚛𝚝 𝚗𝚘𝚝𝚒𝚌𝚎. 𝚃𝚑𝚒𝚜 𝚌𝚊𝚗 𝚋𝚎 𝚊𝚗𝚢𝚝𝚑𝚒𝚗𝚐 𝚏𝚛𝚘𝚖 𝚊 𝚛𝚞𝚗-𝚍𝚘𝚠𝚗 ‘𝟽𝟶𝚜 𝚅𝚘𝚕𝚟𝚘 𝟸𝟺𝟸 𝚝𝚘 𝚊 𝚂𝚒𝚔𝚘𝚛𝚜𝚔𝚢 𝚑𝚎𝚕𝚒𝚌𝚘𝚙𝚝𝚎𝚛, 𝚋𝚞𝚝 𝚗𝚘𝚝 𝚖𝚒𝚕𝚒𝚝𝚊𝚛𝚢 𝚟𝚎𝚑𝚒𝚌𝚕𝚎𝚜 𝚜𝚞𝚌𝚑 𝚊𝚜 𝚝𝚊𝚗𝚔𝚜 𝚘𝚛 𝚊𝚝𝚝𝚊𝚌𝚔 𝚊𝚒𝚛𝚌𝚛𝚊𝚏𝚝.

𝙾𝚛𝚍𝚗𝚊𝚗𝚌𝚎
𝚃𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚌𝚊𝚗 𝚋𝚞𝚒𝚕𝚍 𝚘𝚛 𝚘𝚝𝚑𝚎𝚛𝚠𝚒𝚜𝚎 𝚐𝚎𝚝 𝚝𝚑𝚎𝚒𝚛 𝚑𝚊𝚗𝚍𝚜 𝚘𝚗 𝚟𝚊𝚛𝚒𝚘𝚞𝚜 𝚝𝚢𝚙𝚎𝚜 𝚘𝚏 𝚝𝚒𝚖𝚎𝚍 𝚘𝚛 𝚛𝚎𝚖𝚘𝚝𝚎𝚕𝚢 𝚍𝚎𝚝𝚘𝚗𝚊𝚝𝚎𝚍 𝚖𝚞𝚗𝚒𝚝𝚒𝚘𝚗𝚜, 𝚜𝚞𝚌𝚑 𝚊𝚜 𝚊𝚗𝚝𝚒-𝚟𝚎𝚑𝚒𝚌𝚕𝚎 𝚖𝚒𝚗𝚎𝚜, 𝙲𝟺 𝚎𝚡𝚙𝚕𝚘𝚜𝚒𝚟𝚎𝚜, 𝚘𝚛 𝚍𝚎𝚖𝚘𝚕𝚒𝚝𝚒𝚘𝚗 𝚌𝚑𝚊𝚛𝚐𝚎𝚜. 𝚃𝚑𝚎𝚜𝚎 𝚝𝚘𝚘𝚕𝚜 𝚊𝚛𝚎 𝚎𝚒𝚝𝚑𝚎𝚛 𝚋𝚞𝚒𝚕𝚝 𝚋𝚢 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚘𝚛 𝚊𝚟𝚊𝚒𝚕𝚊𝚋𝚕𝚎 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚘𝚗𝚎 𝚘𝚛 𝚖𝚊𝚗𝚢 𝚌𝚘𝚗𝚗𝚎𝚌𝚝𝚒𝚘𝚗𝚜 𝚜𝚞𝚌𝚑 𝚊𝚜 𝚘𝚕𝚍 𝚌𝚘𝚕𝚕𝚎𝚊𝚐𝚞𝚎𝚜 𝚘𝚛 𝚊𝚗 𝚊𝚛𝚖𝚜 𝚜𝚖𝚞𝚐𝚐𝚕𝚎𝚛 𝚠𝚒𝚝𝚑 𝚊 𝚕𝚒𝚏𝚎𝚝𝚒𝚖𝚎 𝚍𝚎𝚋𝚝.

𝙻𝚒𝚋𝚛𝚊𝚛𝚢
𝚆𝚑𝚎𝚝𝚑𝚎𝚛 𝚒𝚗 𝚝𝚑𝚎 𝚏𝚘𝚛𝚖 𝚘𝚏 𝚊 𝚖𝚞𝚜𝚝𝚢 𝚕𝚒𝚋𝚛𝚊𝚛𝚢 𝚏𝚒𝚕𝚕𝚎𝚍 𝚠𝚒𝚝𝚑 𝚌𝚎𝚗𝚝𝚞𝚛𝚒𝚎𝚜-𝚘𝚕𝚍 𝚝𝚎𝚡𝚝𝚜 𝚘𝚛 𝚊 𝚠𝚎𝚕𝚕-𝚎𝚗𝚌𝚛𝚢𝚙𝚝𝚎𝚍 𝚍𝚊𝚝𝚊𝚋𝚊𝚜𝚎 𝚎𝚗𝚌𝚘𝚖𝚙𝚊𝚜𝚜𝚒𝚗𝚐 𝚝𝚑𝚎 𝚕𝚊𝚝𝚎𝚜𝚝 𝚛𝚎𝚜𝚎𝚊𝚛𝚌𝚑 𝚘𝚗 𝚙𝚊𝚛𝚊𝚗𝚘𝚛𝚖𝚊𝚕 𝚎𝚗𝚝𝚒𝚝𝚒𝚎𝚜, 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚑𝚊𝚜 𝚊𝚌𝚌𝚎𝚜𝚜 𝚝𝚘 𝚊 𝚠𝚎𝚊𝚕𝚝𝚑 𝚘𝚏 𝚒𝚗𝚏𝚘𝚛𝚖𝚊𝚝𝚒𝚘𝚗 𝚘𝚗 𝚊 𝚠𝚒𝚍𝚎 𝚟𝚊𝚛𝚒𝚎𝚝𝚢 𝚘𝚏 𝚝𝚘𝚙𝚒𝚌𝚜 𝚊𝚗𝚍 𝚌𝚛𝚎𝚊𝚝𝚞𝚛𝚎𝚜. 𝙶𝚒𝚟𝚎𝚗 𝚝𝚒𝚖𝚎, 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚌𝚊𝚗 𝚞𝚜𝚎 𝚝𝚑𝚒𝚜 𝚝𝚘 𝚐𝚕𝚎𝚊𝚗 𝚒𝚖𝚙𝚘𝚛𝚝𝚊𝚗𝚝 𝚌𝚕𝚞𝚎𝚜 𝚘𝚗 𝚝𝚑𝚎 𝚋𝚎𝚑𝚊𝚟𝚒𝚘𝚛𝚜, 𝚜𝚝𝚛𝚎𝚗𝚐𝚝𝚑𝚜, 𝚊𝚗𝚍 𝚠𝚎𝚊𝚔𝚗𝚎𝚜𝚜𝚎𝚜 𝚘𝚏 𝚝𝚑𝚎𝚒𝚛 𝚚𝚞𝚊𝚛𝚛𝚢.

𝙿𝚎𝚛𝚔𝚜

𝚆𝚑𝚘 𝚃𝚑𝚎𝚢 𝙰𝚛𝚎 - 𝙰𝚜𝚜𝚒𝚜𝚝𝚊𝚗𝚌𝚎 𝚒𝚗 𝚝𝚑𝚎 𝚊𝚋𝚒𝚕𝚒𝚝𝚢 𝚝𝚘 𝚒𝚍𝚎𝚗𝚝𝚒𝚏𝚢 𝚝𝚑𝚎 𝚀𝚞𝚊𝚛𝚛𝚢.
𝚆𝚑𝚎𝚛𝚎 𝚃𝚑𝚎𝚢 𝙷𝚒𝚍𝚎 - 𝙰𝚜𝚜𝚒𝚜𝚝𝚊𝚗𝚌𝚎 𝚒𝚗 𝚝𝚑𝚎 𝚊𝚋𝚒𝚕𝚒𝚝𝚢 𝚝𝚘 𝚝𝚛𝚊𝚌𝚔 𝚝𝚑𝚎 𝚀𝚞𝚊𝚛𝚛𝚢'𝚜 𝙷𝚊𝚟𝚎𝚗.
𝙷𝚘𝚠 𝚝𝚘 𝙷𝚊𝚕𝚝 𝚃𝚑𝚎𝚖 - 𝙰𝚜𝚜𝚒𝚜𝚝𝚊𝚗𝚌𝚎 𝚒𝚗 𝚝𝚑𝚎 𝚊𝚋𝚒𝚕𝚒𝚝𝚢 𝚝𝚘 𝚒𝚍𝚎𝚗𝚝𝚒𝚏𝚢 𝚠𝚑𝚊𝚝 𝚜𝚝𝚞𝚗𝚜 𝚘𝚛 𝚜𝚝𝚘𝚙𝚜 𝚝𝚑𝚎𝚖.
𝙷𝚘𝚠 𝚝𝚘 𝙷𝚊𝚛𝚖 𝚃𝚑𝚎𝚖 - 𝙰𝚜𝚜𝚒𝚜𝚝𝚊𝚗𝚌𝚎 𝚒𝚗 𝚝𝚑𝚎 𝚋𝚛𝚒𝚗𝚐𝚒𝚗𝚐 𝙵𝚒𝚗𝚊𝚕 𝙳𝚎𝚊𝚝𝚑 𝚝𝚘 𝚝𝚑𝚎 𝚀𝚞𝚊𝚛𝚛𝚢, 𝚠𝚑𝚊𝚝 𝚛𝚎𝚊𝚕𝚕𝚢 𝚑𝚊𝚛𝚖𝚜 𝚝𝚑𝚎𝚖?

𝙶𝚕𝚘𝚋𝚊𝚕 𝙰𝚌𝚌𝚎𝚜𝚜
𝚃𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚒𝚜 𝚜𝚘𝚖𝚎𝚑𝚘𝚠 𝚊𝚋𝚕𝚎 𝚝𝚘 𝚌𝚒𝚛𝚌𝚞𝚖𝚟𝚎𝚗𝚝 𝚝𝚑𝚎 𝚗𝚘𝚛𝚖𝚊𝚕 𝚋𝚊𝚛𝚛𝚒𝚎𝚛𝚜 𝚝𝚘 𝚜𝚢𝚜𝚝𝚎𝚖 𝚒𝚗𝚝𝚛𝚞𝚜𝚒𝚘𝚗 𝚊𝚗𝚍 𝚙𝚎𝚗𝚎𝚝𝚛𝚊𝚝𝚎 𝚎𝚟𝚎𝚗 𝚝𝚑𝚎 𝚖𝚘𝚜𝚝 𝚜𝚎𝚌𝚞𝚛𝚎 𝚍𝚒𝚐𝚒𝚝𝚊𝚕 𝚜𝚢𝚜𝚝𝚎𝚖𝚜. 𝚃𝚑𝚎𝚢 𝚖𝚒𝚐𝚑𝚝 𝚑𝚊𝚟𝚎 𝚠𝚘𝚛𝚔𝚎𝚍𝚏𝚘𝚛 𝚝𝚑𝚎 𝚐𝚘𝚟𝚎𝚛𝚗𝚖𝚎𝚗𝚝, 𝚖𝚎𝚖𝚘𝚛𝚒𝚣𝚒𝚗𝚐 𝚋𝚊𝚌𝚔𝚍𝚘𝚘𝚛 𝚊𝚌𝚌𝚎𝚜𝚜 𝚌𝚘𝚍𝚎𝚜 𝚋𝚞𝚒𝚕𝚝 𝚒𝚗𝚝𝚘 𝚘𝚙𝚎𝚛𝚊𝚝𝚒𝚗𝚐 𝚜𝚢𝚜𝚝𝚎𝚖𝚜, 𝚘𝚛 𝚝𝚑𝚎𝚢’𝚟𝚎 𝚙𝚎𝚛𝚏𝚎𝚌𝚝𝚎𝚍 𝚊 𝚋𝚛𝚞𝚝𝚎-𝚏𝚘𝚛𝚌𝚎 𝚌𝚘𝚍𝚎 𝚋𝚛𝚎𝚊𝚔𝚒𝚗𝚐 𝚌𝚑𝚒𝚙𝚜𝚎𝚝, 𝚘𝚛 𝚕𝚊𝚞𝚗𝚌𝚑𝚎𝚍 𝚊 𝚙𝚛𝚘𝚝𝚘𝚝𝚢𝚙𝚎 𝚠𝚘𝚛𝚖 𝚝𝚑𝚊𝚝 𝚗𝚘𝚠 𝚕𝚒𝚎𝚜 𝚕𝚊𝚝𝚎𝚗𝚝 𝚒𝚗 𝚎𝚟𝚎𝚛𝚢 𝚗𝚎𝚝𝚠𝚘𝚛𝚔𝚎𝚍 𝚌𝚘𝚖𝚙𝚞𝚝𝚎𝚛 𝚒𝚗 𝚝𝚑𝚎 𝚠𝚎𝚜𝚝𝚎𝚛𝚗 𝚑𝚎𝚖𝚒𝚜𝚙𝚑𝚎𝚛𝚎. 𝚆𝚑𝚊𝚝𝚎𝚟𝚎𝚛 𝚝𝚑𝚎 𝚛𝚎𝚊𝚜𝚘𝚗, 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚒𝚜 𝚊𝚋𝚕𝚎 𝚝𝚘 𝚊𝚌𝚌𝚘𝚖𝚙𝚕𝚒𝚜𝚑 𝚏𝚎𝚊𝚝𝚜 𝚘𝚏 𝚍𝚒𝚐𝚒𝚝𝚊𝚕 𝚕𝚊𝚛𝚌𝚎𝚗𝚢 𝚠𝚎𝚕𝚕 𝚋𝚎𝚢𝚘𝚗𝚍 𝚗𝚘𝚛𝚖𝚊𝚕 “𝚑𝚊𝚌𝚔𝚒𝚗𝚐.”

𝙿𝚎𝚛𝚔𝚜

𝚆𝚊𝚝𝚌𝚑𝚒𝚗𝚐 𝙱𝚒𝚐 𝙱𝚛𝚘𝚝𝚑𝚎𝚛 - 𝙶𝚎𝚝𝚝𝚒𝚗𝚐 𝚊𝚌𝚌𝚎𝚜𝚜 𝚝𝚘 𝙾𝚛𝚐 𝚒𝚗𝚏𝚘𝚛𝚖𝚊𝚝𝚒𝚘𝚗 𝚊𝚗𝚍 𝚐𝚊𝚒𝚗𝚒𝚗𝚐 𝚊 𝚒𝚗𝚜𝚒𝚍𝚎 𝚘𝚗 𝚜𝚘𝚖𝚎 𝚘𝚙𝚜 𝚊𝚗𝚍 𝚒𝚗𝚏𝚘.
𝙰𝚕𝚕-𝙰𝚌𝚌𝚎𝚜𝚜 𝙿𝚊𝚜𝚜 - 𝙰 𝚔𝚗𝚊𝚌𝚔 𝚏𝚘𝚛 𝚋𝚢𝚙𝚊𝚜𝚜𝚒𝚗𝚐 𝚑𝚒𝚐𝚑 𝚕𝚎𝚟𝚎𝚕 𝚌𝚕𝚎𝚊𝚛𝚊𝚗𝚌𝚎𝚜 𝚊𝚗𝚍 𝚜𝚎𝚌𝚞𝚛𝚒𝚝𝚢 𝚖𝚎𝚌𝚑𝚊𝚗𝚒𝚜𝚖𝚜.
𝙼𝚘𝚗𝚎𝚢 𝚃𝚊𝚙 - 𝙼𝚘𝚗𝚎𝚢 𝚘𝚗 𝚍𝚎𝚖𝚊𝚗𝚍 𝚊𝚝 𝚝𝚑𝚎 𝚙𝚛𝚎𝚜𝚜 𝚘𝚏 𝚊 𝚋𝚞𝚝𝚝𝚘𝚗, 𝚒𝚗 𝚊 𝚙𝚒𝚗𝚌𝚑.
𝚃𝚑𝚎 𝙻𝚎𝚝𝚝𝚎𝚛 𝚘𝚏 𝚃𝚑𝚎 𝙻𝚊𝚠 - 𝙰𝚌𝚝 𝚠𝚒𝚝𝚑 𝚒𝚖𝚙𝚞𝚗𝚒𝚝𝚢 𝚘𝚗𝚎 𝚓𝚞𝚛𝚒𝚜𝚍𝚒𝚌𝚝𝚒𝚘𝚗 𝚊𝚝 𝚊 𝚝𝚒𝚖𝚎.

𝙳𝚛𝚘𝚗𝚎 𝙹𝚘𝚌𝚔𝚎𝚢
𝙽𝚘𝚝 𝚘𝚗𝚕𝚢 𝚒𝚜 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚊𝚗 𝚎𝚡𝚙𝚎𝚛𝚝 𝚒𝚗 𝚝𝚑𝚎 𝚌𝚘𝚗𝚝𝚛𝚘𝚕 𝚊𝚗𝚍 𝚖𝚊𝚒𝚗𝚝𝚎𝚗𝚊𝚗𝚌𝚎 𝚘𝚏 𝚛𝚎𝚖𝚘𝚝𝚎-𝚌𝚘𝚗𝚝𝚛𝚘𝚕𝚕𝚎𝚍 𝚖𝚘𝚋𝚒𝚕𝚎 𝚜𝚞𝚛𝚟𝚎𝚒𝚕𝚕𝚊𝚗𝚌𝚎 𝚊𝚗𝚍 𝚜𝚎𝚌𝚞𝚛𝚒𝚝𝚢 𝚍𝚎𝚟𝚒𝚌𝚎𝚜, 𝚝𝚑𝚎𝚢 𝚊𝚛𝚎 𝚊𝚕𝚜𝚘 𝚒𝚗 𝚙𝚘𝚜𝚜𝚎𝚜𝚜𝚒𝚘𝚗 𝚘𝚏 𝚘𝚗𝚎 𝚝𝚑𝚊𝚝 𝚎𝚡𝚌𝚎𝚎𝚍𝚜 𝚝𝚑𝚎 𝚙𝚎𝚛𝚏𝚘𝚛𝚖𝚊𝚗𝚌𝚎 𝚘𝚏 𝚖𝚘𝚜𝚝 𝚌𝚘𝚖𝚖𝚎𝚛𝚌𝚒𝚊𝚕 𝚍𝚎𝚟𝚒𝚌𝚎𝚜 𝚒𝚗 𝚝𝚑𝚎 𝚏𝚒𝚎𝚕𝚍, 𝚊𝚗𝚍 𝚝𝚑𝚎𝚢 𝚑𝚊𝚟𝚎 𝚝𝚑𝚎 𝚛𝚎𝚜𝚘𝚞𝚛𝚌𝚎𝚜 𝚝𝚘 𝚛𝚎𝚙𝚊𝚒𝚛 𝚊𝚗𝚍 𝚛𝚎𝚋𝚞𝚒𝚕𝚍 𝚒𝚝 𝚜𝚑𝚘𝚞𝚕𝚍 𝚒𝚝 𝚜𝚞𝚏𝚏𝚎𝚛 𝚍𝚊𝚖𝚊𝚐𝚎. 𝚃𝚑𝚎 𝚝𝚢𝚙𝚎 𝚘𝚏 𝚍𝚛𝚘𝚗𝚎 𝚟𝚊𝚛𝚒𝚎𝚜 𝚏𝚛𝚘𝚖 𝚞𝚕𝚝𝚛𝚊-𝚏𝚊𝚜𝚝 𝚏𝚕𝚢𝚒𝚗𝚐 𝚜𝚞𝚛𝚟𝚎𝚒𝚕𝚕𝚊𝚗𝚌𝚎 𝚖𝚘𝚍𝚎𝚕𝚜 𝚝𝚘 𝚋𝚞𝚛𝚕𝚢 𝚚𝚞𝚊𝚍𝚛𝚞𝚙𝚎𝚍𝚜 𝚌𝚊𝚙𝚊𝚋𝚕𝚎 𝚘𝚏 𝚑𝚘𝚕𝚍𝚒𝚗𝚐 𝚝𝚑𝚎𝚒𝚛 𝚘𝚠𝚗 𝚒𝚗 𝚊 𝚏𝚒𝚐𝚑𝚝 𝚝𝚘 𝚜𝚠𝚊𝚛𝚖𝚜 𝚘𝚏 𝚖𝚒𝚌𝚛𝚘𝚍𝚛𝚘𝚗𝚎𝚜 𝚊𝚕𝚖𝚘𝚜𝚝 𝚒𝚗𝚟𝚒𝚜𝚒𝚋𝚕𝚎 𝚝𝚘 𝚝𝚑𝚎 𝚗𝚊𝚔𝚎𝚍 𝚎𝚢𝚎.

𝙿𝚎𝚛𝚔𝚜

𝙰𝚛𝚖𝚊𝚖𝚎𝚗𝚝𝚜 - 𝙶𝚞𝚗𝚜, 𝙺𝚗𝚒𝚟𝚎𝚜 𝚠𝚑𝚊𝚝𝚎𝚟𝚎𝚛 𝚢𝚘𝚞 𝚌𝚊𝚗 𝚜𝚝𝚒𝚌𝚔 𝚘𝚗 𝚊 𝚍𝚛𝚘𝚗𝚎 𝚊𝚗𝚍 𝚐𝚎𝚝 𝚊𝚠𝚊𝚢 𝚠𝚒𝚝𝚑.
𝚅𝚊𝚛𝚒𝚊𝚗𝚝𝚜 - 𝙳𝚛𝚘𝚗𝚎𝚜 𝚞𝚜𝚞𝚊𝚕𝚕𝚢 𝚑𝚊𝚟𝚎 𝚍𝚒𝚏𝚏𝚎𝚛𝚎𝚗𝚝 𝚙𝚞𝚛𝚙𝚘𝚜𝚎𝚜, 𝚌𝚘𝚖𝚖𝚎𝚛𝚌𝚒𝚊𝚕 𝚊𝚗𝚍 𝚏𝚕𝚢𝚎𝚛𝚜 𝚟𝚊𝚛𝚒𝚊𝚗𝚝𝚜. 𝙽𝚘 𝚄𝙰𝚅𝚜 𝚘𝚋𝚟𝚒𝚘𝚞𝚜𝚕𝚢...
𝚂𝚙𝚎𝚌𝚒𝚊𝚕𝚒𝚜𝚝 𝚂𝚔𝚒𝚕𝚕 - 𝙳𝚘 𝚢𝚘𝚞 𝚑𝚊𝚟𝚎 𝚝𝚑𝚊𝚝 𝚒𝚗𝚗𝚊𝚝𝚎 𝚙𝚒𝚕𝚘𝚝 𝚙𝚘𝚠𝚎𝚛 𝚝𝚘 𝚜𝚞𝚛𝚟𝚒𝚟𝚎 𝚞𝚗𝚗𝚊𝚝𝚞𝚛𝚊𝚕 𝚌𝚒𝚛𝚌𝚞𝚖𝚜𝚝𝚊𝚗𝚌𝚎𝚜?
𝙿𝚊𝚢𝚕𝚘𝚊𝚍 - 𝚆𝚑𝚊𝚝 𝚌𝚊𝚗 𝚒𝚝 𝚌𝚊𝚛𝚛𝚢? 𝙳𝚘𝚗'𝚝 𝚜𝚊𝚢 𝚋𝚘𝚖𝚋𝚜.

𝙱𝚎𝚊𝚜𝚝 𝚆𝚑𝚒𝚜𝚙𝚎𝚛𝚎𝚛
𝚃𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚑𝚊𝚜 𝚊 𝚠𝚊𝚢 𝚠𝚒𝚝𝚑 𝚋𝚎𝚊𝚜𝚝𝚜 𝚝𝚑𝚊𝚝’𝚜 𝚝𝚑𝚎 𝚎𝚗𝚟𝚢 𝚘𝚏 𝚟𝚎𝚝𝚎𝚛𝚒𝚗𝚊𝚛𝚒𝚊𝚗𝚜 𝚊𝚗𝚍 𝚊𝚗𝚒𝚖𝚊𝚕 𝚑𝚊𝚗𝚍𝚕𝚎𝚛𝚜. 𝚃𝚑𝚎𝚢 𝚌𝚊𝚗 𝚞𝚗𝚍𝚎𝚛𝚜𝚝𝚊𝚗𝚍, 𝚜𝚙𝚎𝚊𝚔 𝚝𝚘, 𝚊𝚗𝚍 𝚒𝚗𝚜𝚙𝚒𝚛𝚎 𝚕𝚘𝚢𝚊𝚕𝚝𝚢 𝚒𝚗 𝚌𝚎𝚛𝚝𝚊𝚒𝚗 𝚝𝚢𝚙𝚎𝚜 𝚘𝚏 𝚊𝚗𝚒𝚖𝚊𝚕𝚜, 𝚎𝚖𝚙𝚕𝚘𝚢𝚒𝚗𝚐 𝚝𝚑𝚎𝚖 𝚊𝚜 𝚛𝚎𝚕𝚒𝚊𝚋𝚕𝚎 𝚌𝚘𝚖𝚙𝚊𝚗𝚒𝚘𝚗𝚜 𝚊𝚗𝚍 𝚙𝚘𝚜𝚜𝚒𝚋𝚕𝚢 𝚎𝚟𝚎𝚗 𝚏𝚛𝚒𝚎𝚗𝚍𝚜. 𝙳𝚘𝚐𝚜 𝚊𝚛𝚎 𝚌𝚘𝚖𝚖𝚘𝚗, 𝚝𝚑𝚘𝚞𝚐𝚑 𝚜𝚘𝚖𝚎 𝙷𝚞𝚗𝚝𝚎𝚛𝚜 𝚠𝚘𝚛𝚔 𝚠𝚒𝚝𝚑 𝚋𝚒𝚛𝚍𝚜 𝚘𝚛 𝚎𝚟𝚎𝚗 𝚊𝚗𝚒𝚖𝚊𝚕𝚜 𝚜𝚎𝚕𝚍𝚘𝚖 𝚜𝚎𝚎𝚗 𝚍𝚘𝚖𝚎𝚜𝚝𝚒𝚌𝚊𝚝𝚎𝚍, 𝚜𝚞𝚌𝚑 𝚊𝚜 𝚊𝚙𝚎𝚜, 𝚍𝚎𝚙𝚎𝚗𝚍𝚒𝚗𝚐 𝚘𝚗 𝚊𝚟𝚊𝚒𝚕𝚊𝚋𝚒𝚕𝚒𝚝𝚢 𝚒𝚗 𝚝𝚑𝚎𝚒𝚛 𝚙𝚊𝚛𝚝 𝚘𝚏 𝚝𝚑𝚎 𝚠𝚘𝚛𝚕𝚍.

𝙿𝚎𝚛𝚔𝚜

𝙸𝚗𝚌𝚘𝚛𝚛𝚞𝚙𝚝𝚒𝚋𝚕𝚎 - 𝚈𝚘𝚞𝚛 𝚌𝚘𝚗𝚗𝚎𝚌𝚝𝚒𝚘𝚗 𝚌𝚊𝚗'𝚝 𝚋𝚎 𝚒𝚗𝚝𝚎𝚛𝚙𝚛𝚎𝚝𝚎𝚍 𝚠𝚑𝚒𝚕𝚎 𝚙𝚎𝚛𝚏𝚘𝚛𝚖𝚒𝚗𝚐.
𝙼𝚎𝚗𝚊𝚐𝚎𝚛𝚒𝚎 - 𝚃𝚠𝚘 𝚒𝚜 𝚊 𝚙𝚊𝚒𝚛, 𝚝𝚑𝚛𝚎𝚎 𝚒𝚜 𝚊 𝚌𝚛𝚘𝚠𝚍. 𝙷𝚘𝚠 𝚖𝚊𝚗𝚢 𝚌𝚊𝚗 𝚢𝚘𝚞 𝚑𝚘𝚕𝚍 𝚍𝚘𝚠𝚗?
𝙲𝚘𝚖𝚙𝚕𝚎𝚡 𝙲𝚘𝚖𝚖𝚊𝚗𝚍𝚜 - 𝚂𝚘𝚖𝚎𝚝𝚑𝚒𝚗𝚐 𝚖𝚘𝚛𝚎 𝚝𝚑𝚊𝚗 𝚓𝚞𝚜𝚝 '𝚏𝚎𝚝𝚌𝚑.'
𝙸𝚗𝚌𝚘𝚐𝚗𝚒𝚝𝚘 - 𝚂𝚝𝚎𝚊𝚕𝚝𝚑𝚢 - 𝚂𝚒𝚕𝚎𝚗𝚝, 𝚝𝚑𝚎𝚜𝚎 𝚊𝚗𝚒𝚖𝚊𝚕𝚜 𝚑𝚊𝚟𝚎 𝚜𝚘𝚖𝚎 𝚐𝚛𝚊𝚌𝚎.

𝚂𝚎𝚗𝚜𝚎 𝚝𝚑𝚎 𝚄𝚗𝚗𝚊𝚝𝚞𝚛𝚊𝚕
𝙱𝚢 𝚑𝚘𝚕𝚍𝚒𝚗𝚐 𝚊𝚗 𝚘𝚋𝚓𝚎𝚌𝚝 𝚘𝚏 𝚏𝚘𝚌𝚞𝚜, 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚒𝚜 𝚊𝚋𝚕𝚎 𝚝𝚘 𝚜𝚎𝚗𝚜𝚎 𝚝𝚑𝚎 𝚙𝚛𝚎𝚜𝚎𝚗𝚌𝚎 𝚘𝚏 𝚜𝚞𝚙𝚎𝚛𝚗𝚊𝚝𝚞𝚛𝚊𝚕 𝚌𝚛𝚎𝚊𝚝𝚞𝚛𝚎𝚜 𝚠𝚒𝚝𝚑𝚒𝚗 𝚌𝚕𝚘𝚜𝚎 𝚟𝚒𝚌𝚒𝚗𝚒𝚝𝚢, 𝚜𝚞𝚌𝚑 𝚊𝚜 𝚒𝚗 𝚝𝚑𝚎 𝚜𝚊𝚖𝚎 𝚛𝚘𝚘𝚖. 𝙴𝚟𝚎𝚛𝚢 𝙷𝚞𝚗𝚝𝚎𝚛 𝚎𝚡𝚙𝚎𝚛𝚒𝚎𝚗𝚌𝚎𝚜 𝚝𝚑𝚒𝚜 𝚍𝚒𝚏𝚏𝚎𝚛𝚎𝚗𝚝𝚕𝚢, 𝚛𝚊𝚗𝚐𝚒𝚗𝚐 𝚏𝚛𝚘𝚖 𝚊 𝚜𝚖𝚎𝚕𝚕 𝚘𝚏 𝚜𝚞𝚕𝚙𝚑𝚞𝚛 𝚝𝚘 𝚊 𝚙𝚘𝚜𝚒𝚝𝚒𝚟𝚎 𝚛𝚎𝚊𝚍𝚒𝚗𝚐 𝚘𝚗 𝚝𝚑𝚎𝚒𝚛 𝙳𝚘𝚞𝚋𝚕𝚎-𝚅 𝚖𝚎𝚝𝚎𝚛. 𝚃𝚑𝚎 𝚊𝚋𝚒𝚕𝚒𝚝𝚢 𝚍𝚘𝚎𝚜𝚗’𝚝 𝚒𝚗𝚍𝚒𝚌𝚊𝚝𝚎 𝚠𝚑𝚘 𝚘𝚛 𝚠𝚑𝚊𝚝 𝚝𝚑𝚎 𝚌𝚛𝚎𝚊𝚝𝚞𝚛𝚎 𝚒𝚜, 𝚘𝚗𝚕𝚢 𝚝𝚑𝚊𝚝 𝚒𝚝 𝚒𝚜 𝚌𝚕𝚘𝚜𝚎, 𝚊𝚗𝚍 𝚠𝚑𝚒𝚕𝚎 𝚒𝚝 𝚒𝚜 𝚙𝚘𝚜𝚜𝚒𝚋𝚕𝚎 𝚝𝚘 𝚎𝚟𝚎𝚗𝚝𝚞𝚊𝚕𝚕𝚢 𝚙𝚒𝚗𝚙𝚘𝚒𝚗𝚝 𝚝𝚑𝚎 𝚜𝚘𝚞𝚛𝚌𝚎 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚜𝚞𝚌𝚌𝚎𝚜𝚜𝚒𝚟𝚎 𝚛𝚎𝚊𝚍𝚒𝚗𝚐𝚜, 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚒𝚜 𝚕𝚒𝚔𝚎𝚕𝚢 𝚝𝚘 𝚊𝚝𝚝𝚛𝚊𝚌𝚝 𝚊𝚝𝚝𝚎𝚗𝚝𝚒𝚘𝚗 𝚠𝚑𝚒𝚕𝚎 𝚍𝚘𝚒𝚗𝚐 𝚜𝚘.

𝚁𝚎𝚙𝚎𝚕 𝚝𝚑𝚎 𝚄𝚗𝚗𝚊𝚝𝚞𝚛𝚊𝚕
𝚃𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚒𝚜 𝚊𝚋𝚕𝚎 𝚝𝚘 𝚞𝚜𝚎 𝚝𝚑𝚎𝚒𝚛 𝚘𝚋𝚓𝚎𝚌𝚝 𝚘𝚏 𝚏𝚘𝚌𝚞𝚜 𝚝𝚘 𝚛𝚎𝚙𝚎𝚕 𝚊𝚗𝚍 𝚝𝚎𝚛𝚛𝚒𝚏𝚢 𝚜𝚞𝚙𝚎𝚛𝚗𝚊𝚝𝚞𝚛𝚊𝚕 𝚌𝚛𝚎𝚊𝚝𝚞𝚛𝚎𝚜. 𝙱𝚢 𝚋𝚛𝚊𝚗𝚍𝚒𝚜𝚑𝚒𝚗𝚐 𝚘𝚛 𝚘𝚝𝚑𝚎𝚛𝚠𝚒𝚜𝚎 𝚊𝚌𝚝𝚒𝚟𝚊𝚝𝚒𝚗𝚐 𝚝𝚑𝚎𝚒𝚛 𝚘𝚋𝚓𝚎𝚌𝚝 𝚘𝚏 𝚏𝚘𝚌𝚞𝚜, 𝚝𝚑𝚎𝚢 𝚌𝚊𝚗 𝚍𝚛𝚒𝚟𝚎 𝚌𝚛𝚎𝚊𝚝𝚞𝚛𝚎𝚜 𝚖𝚊𝚗𝚢 𝚝𝚒𝚖𝚎𝚜 𝚝𝚑𝚎𝚒𝚛 𝚖𝚊𝚝𝚌𝚑 𝚊𝚠𝚊𝚢, 𝚞𝚜𝚒𝚗𝚐 𝚗𝚘𝚝𝚑𝚒𝚗𝚐 𝚋𝚞𝚝 𝚝𝚑𝚎 𝚙𝚘𝚠𝚎𝚛 𝚘𝚏 𝚏𝚊𝚒𝚝𝚑 𝚘𝚛 𝚜𝚌𝚒𝚎𝚗𝚌𝚎.

𝚃𝚑𝚠𝚊𝚛𝚝 𝚝𝚑𝚎 𝚄𝚗𝚗𝚊𝚝𝚞𝚛𝚊𝚕
𝚆𝚒𝚝𝚑 𝚝𝚑𝚒𝚜 𝙴𝚍𝚐𝚎 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚒𝚜 𝚊𝚋𝚕𝚎 𝚝𝚘 𝚛𝚎𝚜𝚒𝚜𝚝 𝚊𝚕𝚕 𝚖𝚊𝚗𝚗𝚎𝚛 𝚘𝚏 𝚜𝚞𝚙𝚎𝚛𝚗𝚊𝚝𝚞𝚛𝚊𝚕 𝚊𝚋𝚒𝚕𝚒𝚝𝚒𝚎𝚜, 𝚕𝚎𝚊𝚟𝚒𝚗𝚐 𝚝𝚑𝚎𝚖 𝚒𝚖𝚖𝚞𝚗𝚎 𝚝𝚘 𝚊 𝚠𝚒𝚍𝚎 𝚟𝚊𝚛𝚒𝚎𝚝𝚢 𝚘𝚏 𝚑𝚊𝚛𝚖𝚏𝚞𝚕 𝚖𝚎𝚗𝚝𝚊𝚕 𝚎𝚏𝚏𝚎𝚌𝚝𝚜. 𝚂𝚘 𝚕𝚘𝚗𝚐 𝚊𝚜 𝚝𝚑𝚎𝚢 𝚜𝚑𝚒𝚎𝚕𝚍 𝚝𝚑𝚎𝚖𝚜𝚎𝚕𝚟𝚎𝚜 𝚠𝚒𝚝𝚑 𝚝𝚑𝚎𝚒𝚛 𝚘𝚋𝚓𝚎𝚌𝚝 𝚘𝚏 𝚏𝚘𝚌𝚞𝚜 𝚝𝚑𝚎𝚢 𝚊𝚛𝚎 𝚑𝚒𝚐𝚑𝚕𝚢 𝚛𝚎𝚜𝚒𝚜𝚝𝚊𝚗𝚝, 𝚒𝚏 𝚗𝚘𝚝 𝚘𝚞𝚝𝚛𝚒𝚐𝚑𝚝 𝚒𝚖𝚖𝚞𝚗𝚎, 𝚝𝚘 𝚞𝚗𝚗𝚊𝚝𝚞𝚛𝚊𝚕 𝚒𝚗𝚏𝚕𝚞𝚎𝚗𝚌𝚎.

𝙰𝚛𝚝𝚒𝚏𝚊𝚌𝚝
𝚂𝚘𝚖𝚎 𝚛𝚊𝚛𝚎 𝙷𝚞𝚗𝚝𝚎𝚛𝚜 𝚙𝚘𝚜𝚜𝚎𝚜𝚜 𝚊 𝚝𝚘𝚘𝚕 𝚝𝚑𝚊𝚝 𝚏𝚘𝚛 𝚜𝚘𝚖𝚎 𝚛𝚎𝚊𝚜𝚘𝚗 — 𝚜𝚌𝚒𝚎𝚗𝚝𝚒𝚏𝚒𝚌, 𝚜𝚞𝚙𝚎𝚛𝚗𝚊𝚝𝚞𝚛𝚊𝚕, 𝚜𝚙𝚒𝚛𝚒𝚝𝚞𝚊𝚕, 𝚠𝚑𝚊𝚝𝚎𝚟𝚎𝚛 — 𝚑𝚊𝚜 𝚙𝚛𝚘𝚙𝚎𝚛𝚝𝚒𝚎𝚜 𝚝𝚑𝚊𝚝 𝚎𝚕𝚎𝚟𝚊𝚝𝚎 𝚒𝚝 𝚋𝚎𝚢𝚘𝚗𝚍 𝚒𝚝𝚎𝚖𝚜 𝚘𝚏 𝚜𝚒𝚖𝚒𝚕𝚊𝚛 𝚒𝚕𝚔. 𝙾𝚏𝚝𝚎𝚗, 𝚝𝚑𝚎𝚜𝚎 𝚊𝚛𝚎 𝚒𝚝𝚎𝚖𝚜 𝚏𝚛𝚘𝚖 𝚏𝚘𝚕𝚔𝚕𝚘𝚛𝚎 𝚘𝚛 𝚕𝚎𝚐𝚎𝚗𝚍, 𝚒𝚗𝚑𝚎𝚛𝚒𝚝𝚎𝚍 𝚏𝚛𝚘𝚖 𝚐𝚎𝚗𝚎𝚛𝚊𝚝𝚒𝚘𝚗 𝚝𝚘 𝚐𝚎𝚗𝚎𝚛𝚊𝚝𝚒𝚘𝚗 𝚘𝚛 𝚞𝚗𝚎𝚊𝚛𝚝𝚑𝚎𝚍 𝚝𝚑𝚛𝚘𝚞𝚐𝚑 𝚜𝚑𝚎𝚎𝚛 𝚊𝚌𝚌𝚒𝚍𝚎𝚗𝚝. 𝚂𝚘𝚖𝚎𝚝𝚒𝚖𝚎𝚜 𝚝𝚑𝚎𝚢’𝚛𝚎 𝚎𝚟𝚎𝚗 𝚌𝚘𝚗𝚜𝚝𝚛𝚞𝚌𝚝𝚎𝚍 𝚋𝚢 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛 𝚝𝚑𝚎𝚖𝚜𝚎𝚕𝚟𝚎𝚜, 𝚎𝚖𝚙𝚕𝚘𝚢𝚒𝚗𝚐 𝚏𝚘𝚛𝚋𝚒𝚍𝚍𝚎𝚗 𝚔𝚗𝚘𝚠𝚕𝚎𝚍𝚐𝚎 𝚘𝚛 𝚘𝚗𝚎-𝚘𝚏-𝚊-𝚔𝚒𝚗𝚍 𝚌𝚘𝚖𝚙𝚘𝚗𝚎𝚗𝚝𝚜 𝚝𝚑𝚊𝚝 𝚛𝚎𝚜𝚒𝚜𝚝 𝚛𝚎𝚙𝚕𝚒𝚌𝚊𝚝𝚒𝚘𝚗. 𝚆𝚑𝚎𝚝𝚑𝚎𝚛 𝚊𝚗 𝟷𝟷𝚝𝚑-𝚌𝚎𝚗𝚝𝚞𝚛𝚢 𝚝𝚊𝚕𝚠𝚊𝚛 𝚚𝚞𝚎𝚗𝚌𝚑𝚎𝚍 𝚒𝚗 𝚝𝚑𝚎 𝚋𝚕𝚘𝚘𝚍 𝚘𝚏 𝚊 𝚑𝚘𝚕𝚢 𝚖𝚊𝚗, 𝚊𝚗 𝚞𝚛𝚗 𝚌𝚘𝚗𝚝𝚊𝚒𝚗𝚒𝚗𝚐 𝚊𝚗 𝚎𝚟𝚎𝚛- 𝚋𝚕𝚘𝚘𝚖𝚒𝚗𝚐 𝚘𝚛𝚌𝚑𝚒𝚍, 𝚘𝚛 𝚊 𝚛𝚒𝚏𝚕𝚎 𝚙𝚘𝚜𝚜𝚎𝚜𝚜𝚎𝚍 𝚋𝚢 𝚝𝚑𝚎 𝙷𝚞𝚗𝚝𝚎𝚛’𝚜 𝚍𝚎𝚊𝚍 𝚝𝚠𝚒𝚗, 𝚝𝚑𝚎 𝙰𝚛𝚝𝚒𝚏𝚊𝚌𝚝 𝚒𝚜 𝚊 𝚙𝚘𝚠𝚎𝚛 𝚒𝚗 𝚒𝚝𝚜𝚎𝚕𝚏, 𝚖𝚊𝚔𝚒𝚗𝚐 𝚒𝚝𝚜 𝚠𝚒𝚎𝚕𝚍𝚎𝚛 𝚊 𝚏𝚘𝚛𝚌𝚎 𝚝𝚘 𝚋𝚎 𝚛𝚎𝚌𝚔𝚘𝚗𝚎𝚍 𝚠𝚒𝚝𝚑.

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