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That's......that's so sad.
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# ? Sep 14, 2012 10:05 |
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# ? Apr 28, 2024 03:53 |
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Amazing LP. Been following for a while and really enjoyed it.
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# ? Sep 14, 2012 16:04 |
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4th Limestone 241 One of the previous overseer had the canals that feed the reservoir nearly entirely blocked, making the reservoir permanently half-full. I've had that undone. That water is something we will need to sustain ourselves in our new home. 5th Limestone 241 Another baby. Ordinarily I'd be happy to hear the news, but seeing who the father is only means I'm looking at one more dwarf being manipulated. Then again, one more dwarf against me should be the least of my worries. 7th Limestone 241 Well I'll be! It only took them half a year, but the new bridge is ready. Well, it's built, now it needs to be hooked up to a lever so it can be raised, but we're making progress. 8th Limestone 241 We are still finding dead pets. At this point I'm less surprised by how many the goblins kill than I am with how many we had in the first place. Also we found another thief. I'm not sure what they're trying to steal here, to be honest. 9th Limestone 241 Godsdammit. The construction of the new trade depot is being delayed because it's taking ages to remove all the poo poo left around when the old one exploded. Screw this, I'm moving it somewhere else. It'll take a little longer to haul things to it, but as long as everything is in bins- hahahaha, of course it won't be. Humans are still waiting to trade, by the way. Maybe they really want to stock up on rotting ogre blubber? I don't know! 12th Limestone 241 Murk. Nobody close, but there are two wild ogres nearby. 13th Limestone 241 I don't... One of the ogres was caught in the murk. It emerged, well, transformed. Bigger. Stronger. It then attacked the other ogre. And slaughtered it. Should it head towards the fortress, it might be a dangerous foe. 15th Limestone 241 The ogre has been coming closer and closer to the fortress. I fear it's only a matter of time before it reaches the gates. I'll have the ranged squads deploy on the the walls, and The One Way-Outs as backups in case things turn ugly. 16th Limestone 241 The trade depot was completed, the merchants made their way there, and we even got a few bins of goods ready to be traded. Before the broker could get there, however... Thanks for nothing. I hope the ogre gets you. Actually, I'm curious to see if it can take on an entire caravan guard. If they win, we're rid of the thing, and if it wins, we get free stuff and it's already wounded. Win-win! 17th Limestone 241 The ogre left on its own. I guess at least one caravan is gonna make it out of this place alive. And speaking of unexpected things bordering on miracles happening: The bridge for the outter fortifications it done! 20th Limestone 241 Tag Plastic is now officially an adult! You get to work, and might be sent to fight horrible creatures that would love to tear you to pieces! Isn't that exciting? 21st Limestone 241 Another baby! This time it's the mayor. Well, the mayor had a baby, the baby isn't the mayor. Just figured I'd clarify that because we did have a child as overseer less than a year ago. 23rd Limestone 241 We ran out of bronze today. Most of it has gone into making bronze bolts for our ranged squads. I think we should have enough for the foreseeable future. 25th Limestone 241 More babies. Welcome to Bronzestabbed... A124!? What the hell kind of name is "A124!"? 17th Sandstone 241 Nearly a month has passed since my last entry, yet there is little to write. I can't say I'm unhappy about that. But I must confess that more and more often my thoughts are drawn back to the incident with the murk and the ogre. I can't help but ask myself if the increased aggressiveness of the ogre was really due to the murk alone, or if the violent nature of the ogre had something to do with it as well. If it's the latter, then couldn't tamer creatures emerge stronger, but still controllable? 25th Sandstone 241 OH GODS WE'RE ALL DOOMED! Nah just kidding, it's a bunch of migrants.
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# ? Sep 15, 2012 22:36 |
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So, why are random letters disappearing?
Pierzak fucked around with this message at 23:58 on Sep 15, 2012 |
# ? Sep 15, 2012 23:50 |
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It symbolizes my dwarf's slow descent towards paranoia, and eventually, madness. That or dwarf fortress' support for truetype fonts is kind of lovely, or so I heard from people in this thread. Apparently I could resize the window and maybe get one good screenshot out of it, but the problem is that I've locked the resolution so I can automate the removal of borders in the image. Now that I've got this stuff setup, well, let's just say the sunk cost fallacy is pretty powerful.
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# ? Sep 15, 2012 23:55 |
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Hmm. Maybe we should rename the place from Bronzestabbed to Bronzeshot. Is there that little / no iron around? Seems a bit harsh.
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# ? Sep 16, 2012 02:01 |
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YeOldeButchere posted:It symbolizes my dwarf's slow descent towards paranoia, and eventually, madness. If you hit the F12 button, it will turn truetype off. If you hit the F12 button again, it will turn truetype back on. That always fixes the problem for me. poo poo, my other post in this thread was saying the same thing. Hit F12 twice!
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# ? Sep 16, 2012 03:08 |
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GenericOverusedName posted:poo poo, my other post in this thread was saying the same thing. Hit F12 twice! Uh. Alright, thanks, that definitely works. I'm not sure how I managed to read the posts about why this was happening but somehow not notice the stuff about how to fix it. It makes no sense. EDIT: After further experimentation, it seems F12 doesn't work all the time. Still, better than nothing. Deep Dish Fuckfest fucked around with this message at 03:51 on Sep 16, 2012 |
# ? Sep 16, 2012 03:23 |
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Migrants Update 2 Viola the Mad Tax Refund Deceitful Penguin NepaleseRobot Lorrdernie MedievalMedic KANE Sybot Klokwurk Lord IronHat Tiny Turtle Mister Bates Note: Frozen Flame was skipped but will be added in the next regular update. This is due to a bunch of things happening at the same time in game.
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# ? Sep 16, 2012 04:22 |
Looks like we found a perfect new impartial atheist chief medical examiner. Lord Ironhat, MD. He should theoretically be able to stave off death until something unspeakable swallows the fort.
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# ? Sep 16, 2012 04:24 |
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YeOldeButchere posted:
Hooray! We have a decent gate area now! You still need to extend the ditch around the ballista house though, or the civilian siege operators will get scared and run away when enemies get close. Also, what's going on with the ramps in the lower right of the image? Looks like foes could get in from the higher ground there. Oh and you should build towers. Having the one tower makes it really easy for them to stay out of range. It's pretty easy to get towers up by digging a square ditch, then digging a tunnel out to it so you can start the walls without having to worry about traveling over land or leaving a vulnerable hatch during construction. Arglebargle III fucked around with this message at 05:32 on Sep 16, 2012 |
# ? Sep 16, 2012 05:29 |
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Thadius posted:Maybe we should rename the place from Bronzestabbed to Bronzeshot. Crossbows are literally guns that shoot knives. They're still getting stabbed.
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# ? Sep 16, 2012 09:02 |
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Well now I'm worried for the next update. Also, Medieval Medic has the best skillset.
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# ? Sep 16, 2012 09:16 |
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YeOldeButchere posted:23rd Limestone 241 drat FORBIDDEN BOLTS Where are those Forboding Beats!
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# ? Sep 16, 2012 11:55 |
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speaking of, quiver's carry capacity is by the stack not the bolt so if you tab to expand the stocks and melt down all the single bolt stacks you'll have less marksdwarves standing around with empty quivers because they shot their one bolt and can't be assed to get more
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# ? Sep 16, 2012 12:57 |
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Arglebargle III posted:Hooray! We have a decent gate area now! You still need to extend the ditch around the ballista house though, or the civilian siege operators will get scared and run away when enemies get close. Also, what's going on with the ramps in the lower right of the image? Looks like foes could get in from the higher ground there. The ramps in the lower right just go up to the plateau, which is itself walled off. As for towers, I did exactly that in Gemclod, but here I'll leave that to someone else. The masons are busy, anyway. Maldraedior posted:speaking of, quiver's carry capacity is by the stack not the bolt so if you tab to expand the stocks and melt down all the single bolt stacks you'll have less marksdwarves standing around with empty quivers because they shot their one bolt and can't be assed to get more That's a potential problem, but not what caused empty quivers last time. It's because the squads had like 100 metal bolts assigned to them, and there were 8 dwarves in them, and they typically take stacks of 25 bolts. Do the math. I've also seen at least one dwarf with a hodge podge of various 1 bolt stacks in their quiver. There were iron, steel, copper, bronze and silver bolts, and put together there must have been more than 25.
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# ? Sep 16, 2012 15:56 |
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Maldraedior posted:speaking of, quiver's carry capacity is by the stack not the bolt so if you tab to expand the stocks and melt down all the single bolt stacks you'll have less marksdwarves standing around with empty quivers because they shot their one bolt and can't be assed to get more That actually got fixed. Shocking, I know.
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# ? Sep 16, 2012 17:04 |
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26th Sandstone 241 Add another baby to the pile. Or list. Whatever. 2nd Timber 241 We've processed all of the adamantine that has been mined out so far. I hesitate to forge more weapons with it, however. We will need those weapons, in time, once the Tower is complete, but until then the possibility of them being stolen or otherwise falling in the wrong hands is not something I am willing to risk. The two swords I've had forged earlier this year will be the only ones. Timber 7th 241 The murk is back. Nothing was caught in it. I hate to admit it, but I was disappointed by that. I've seen what it does to ogres, but I want to know what effects it has on other things. Hmmm. We did capture a goblin during the last siege... 10th Timber 241 The mayor just asked me to make sure that figurines are not exported from Bronzestabbed. Yeah, with the way "trading" occurs around here, I'd say the odds of any figurine going away with a caravan are pretty slim. 14th Timber 241 Ok, let me fall back to paranoia for a second, because the dwarven caravan was just spotted. But I'm sure that export ban 4 days ago on one of our main export (stone crap) is just a coincidence, again, and there's no forces at work in the shadows. 19th Timber 241 The caravan has made it to the trade depot unharmed. Not only that, but the wagons have found a path to the fortress. Maybe I was being unnecessarily pessimistic about this. Third time's the charm, as the humans say. 20th Timber 241 That's a LOT of merchants. They've got five wagons! Is it bad I sort of wish they'd get killed so we could take all their stuff? I guess I could have it seized, but that just doesn't feel right. 23rd Timber 241 Brannock got her rear end to the depot, and we can finally trade. Unfortunately the goods that were brought to the depot are mostly old clothes. Like tattered shoes and shirts with holes in them. So, not exactly a whole lot of buying power here. I'd feel bad for the merchants, but their whole job is to find somebody who'll want to buy those, and it cleans up the fortress. Plus they like those goods enough that they are willing to part with all of the metal bars they've brought (including some iron and steel) and a good chunk of their gems. I even threw in a bunch of skull totems to close the deal on round one of trading. Not sure if there'll be a round two as we only have a few bins of crafts left to trade, but we'll see. There was a nice steel crossbow I had my eye on. 1st Moonstone 241 Winter is here. The river hasn't frozen yet, which is unfortunate. 2nd Moonstone 241 Tiny Turtle was found hunting near the river today. The rest of the dwarves warned her about the murk and told her not to go there anymore. I should have been the one warning new migrants about that, but I didn't. I think... I think I was hoping one of them would get caught in the murk. To see what it does to a dwarf. 6th Moonstone 241 Tiny Turtle did not listen. She went to the other side of the river, into the Fields of Vice, and shot a kestrel there. She was then seen fording the river to come back to the fortress with her kill. It's winter now, by the way. Something tell me she'll continue to do as she pleases. 7th Moonstone 241 It's raining now. Maybe we'll see snow before long. Tiny Turtle stumbled on a kobold thief near the outer gate. She dealt with it. Another thief is uncovered by the caravan's guards, which are apparently highly efficient at dealing with them. 13th Moonstone 241 Merchants left. I wasn't able to get the crossbow in the end. Oh well, our ranged squads still have a lot to learn before the difference between a bronze and a steel crossbow would have done much. Right now our strength lays in laying down a lot of firepower over entire goblin formations. You don't have to hit with every bolt if you've got 20 in the air at any moment. 20th Moonstone 241 The murk has returned! And a skunk was caught within it! As before, it emerged far more muscular than it was. I'm eager to see what it does. 22nd Moonstone 241 It's coming closer to the fortress! I've ordered some squads mobilized, but frankly it has more to do with making the dwarves feel safe. In all likelihood, the caravan guard will eliminate it for us, and we'll then be able to retrieve the corpse to dissect it. 23rd Moonstone 241 It's keeping its distances. Perhaps I was right! Perhaps the murk doesn't make things more aggressive than they are! Perhaps it only makes them more resilient. Hardier. If so... Oh, the possibilities! For a surgeon like me, for war, for all of dwarvenkind! 26th Moonstone 241 The skunk has been idling close to the fortress walls. It's acting just like a regular skunk would. Enough waiting, I want to study it. One-Way Outs? Go kill it. Rothon and Mr. Vile are the first to get there. I suppose this will also make for a nice field test for Mr. Vile's adamantine short sword. Or it would have, if the fighting had lasted longer than it did. Observing the fight from the guard tower, it's clear that the murk did make the skunk more aggressive. Normal skunks don't hiss and jump and bite that savagely. I will still examine the corpse. Well, the pieces of the corpse. 27th Moonstone 241 Curse the gods. There is no way that murk could be used for good. It changed that skunk beyond what I would have thought possible. Claws. Teeth. Muscles so large they tore the skin apart. Even the skunk's face was twisted into a grimace, a mix of agony and rage. All the cruelty you'd expect from the gods. And now murk has appeared to the southeast. Not a large cloud. But I don't think it's a coincidence it's close to the Tower to the Heavens, the weapon I'm building to strike at the gods.
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# ? Sep 16, 2012 22:32 |
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"Just because your are paranoid does not mean they are not out to get you." - girl dick energy fucked around with this message at 04:53 on Sep 17, 2012 |
# ? Sep 17, 2012 04:32 |
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Colon V posted:"Just because your are paranoid does not mean they are not out to get you." -Henry Kissinger Actually, that's by Joseph Heller in Catch-22.
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# ? Sep 17, 2012 04:50 |
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Colon V posted:
Never a more true statement.
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# ? Sep 17, 2012 05:17 |
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YeOldeButchere posted:the Tower to the Heavens, the weapon I'm building to strike at the gods. I can only guess that this will involve magma on some level
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# ? Sep 17, 2012 11:18 |
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Well technically we could get a big basin in which the murk would collect, and pump into stores under ground. Once a large seige happens we could vent the murk and let a partially zombified army fight the living half. This would allow us to fight an army of any size using GAS to tear itself apart with no strain on warriors or to the environment. Next to venting, you could also set cages to a murk lab close to the draw bridge, the murk would seep into the occupied cages turning the normal critters within into weaponized chaff. Samuel fucked around with this message at 12:24 on Sep 17, 2012 |
# ? Sep 17, 2012 12:21 |
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Are there volcanoes in DF? I.e. actual mountains made out of cold lava, which keep growing? That's the best way to build a tower to heaven.
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# ? Sep 17, 2012 12:58 |
Air is lava! posted:Are there volcanoes in DF? They're all just really tall magma vents with mountains made from igneous extrusive rock around them.
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# ? Sep 17, 2012 13:36 |
scamtank posted:They're all just really tall magma vents with mountains made from igneous extrusive rock around them.
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# ? Sep 17, 2012 15:06 |
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Pickled Tink posted:And the only way to grow them is with pumps, water, and hard work better spent on draining it into a massive dam-like reservoir for your magma cannons (Pumps, if you must know) Also I really need to finish my first journal entry.
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# ? Sep 18, 2012 06:35 |
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Does lava drain well? Say if you put bauxite hatch covers over a shallow pool of water? I'm having the urge to download DF and make a fortress with a massive killing plain/obsidian pit out front.
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# ? Sep 18, 2012 10:07 |
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It's a lot more viscous than water as I recall. So it drains slower than an equal sized body of water. I forget the exact mechanics of lava, ie whether pools of it will refill or not (I think pools not, but vents will refill themselves)
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# ? Sep 18, 2012 11:42 |
Veloxyll posted:It's a lot more viscous than water as I recall. So it drains slower than an equal sized body of water. Magma gets renamed Lava when it hits an "above ground" tile. Magma Pools refill to their default top, I believe. Magma naturally moves slower than a badly injured dwarf. Magma will flow like water if you pump it. By which I mean you can send huge streams of it headed out if you care to hook up the pumps and can filter out the magma men (I like doubled fortifications for my strainer.) Magma will destroy anything made of stuff that is not magma safe. Glass items melt, but constructed glass objects such as pumps do not (Thus, make all your magma pumps out of green glass). So... Arglebargle III posted:Does lava drain well? Say if you put bauxite hatch covers over a shallow pool of water? I'm having the urge to download DF and make a fortress with a massive killing plain/obsidian pit out front. My preferred version of this trap would basically be murk zombies in the pit, dug five tiles deep to break the enemies legs. Put the beloved of Ugath to work for the good of all dwarfkind.
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# ? Sep 18, 2012 12:56 |
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If we're making it properly dwarfy we don't need to dig down. We can build ramps to take the enemy up 5 levels, then have them step on the retractable bridge and drop them. Or. Better yet, can we make some sort of sweeper that pushes a bridge across the other bridge at right angles to sweep the enemies off the bridge into our pit? Which is filled with lava of course.
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# ? Sep 18, 2012 14:55 |
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Pickled Tink posted:Don't bother with bauxite hatch covers. Waste of time and effort. Instead dig a trench to a reservoir, stick retractable bauxite bridges inside it one tile down. Hook up with bauxite mechanisms to a lever, and you can basically dump the magma into the reservoir when you are done. But this is a bit more complex than it needs to be (Thus, dwarfy), but you could accomplish the same goal by just retracting the bridge from under the enemy and dropping him in the lava. A minor note, but bauxite is no longer unique in its magma safety. A large number of stones and metals are now magma safe. Odds are, every fortress will have SOMETHING that's magma safe with which to build things.
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# ? Sep 18, 2012 16:40 |
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Samuel posted:Well technically we could get a big basin in which the murk would collect, and pump into stores under ground. Well technically none of this would actually work. The murk would just dissipate after a while even if you somehow trapped it inside a room. Also caged creatures are pretty much immune to external influence. You'd have to release the creatures out of their cage while they're engulfed in murk for it to work.
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# ? Sep 18, 2012 20:46 |
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You can chain them up though. Chained crocodiles across the river. Also the chains are linked up to levers so the crocodile murk zombies can be released when needed
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# ? Sep 18, 2012 22:04 |
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I'm gonna skip an update again tonight, but I've got less than a month left and I'll wrap this up tomorrow. Maybe with a text-only update afterwards, we'll see.
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# ? Sep 19, 2012 03:21 |
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4th Opal 241 Finally, the queen's quarters are complete. Well, there are still a few things that must be done, some engraving, and installing the gem windows, but still, the royal quarters are looking, well, royal: Some furnitures, like silver cabinets and chests, had already been produced, probably intended for Qword's "houses". I've put them to better use. Her Majesty's throne is Lunrudanir, the artifact made by Slick Slinky a little while ago. I'd have preferred not to give it so much exposure, but popular opinion would have been against me, not to mention the Queen might not have appreciated. She would not have told me so herself, of course, as after nearly a year I have yet to meet her. It's not a coincidence, but it does give me free reign, so I try not to pay it any attention. And yet, that our Queen would do this is... foreboding. Right now, though, I mostly worry about when the river will finally freeze. It hasn't even snowed yet, so it might still take a while. 5th Opal 241 It seems the snow has come after all! It was spotted in the upper caverns today when someone went to reload one of the many cage traps installed there by a former overseer. I'm not sure... I mean come on, it's a ball of snow. Oh, excuse me, it's a ball of snow with a tail. The worst it'll do is give a dwarf frostbite. If it doesn't melt before that. And since it just jumped into an underground lake, I think that's going to be pretty quick. Don't ask me why it did that. Maybe it was hot? Through I guess water wouldn't cool it, it'd warm it, so maybe it was cold? I don't know how it works for those things, alright? 10th Opal 241 No sign of that thing since it threw itself into the lake. Maybe it really did melt. Or drown. Are the gods mocking me? 11th Opal 241 Tax Refund started screaming about... I don't even know. What I do know is that he should be working on the Tower like most of the fortress. Or the "Screw" But it's become quite obvious that the Screw won't be completed during my overseership. I can only hope others will. Imagine this, carts filled with what would otherwise be carried by tens of dwarves, going from just below the surface... ...all the way to the magma forges. And then back to the top all by themselves, filled with untold riches and powered by the winds that are constantly howling in the hills above the fortress. All of this at breakneck speed! The idea was simple: two helices, one for carts going down and another for carts going up. In the middle of it, a stack of mechanisms which powers rollers that bring the carts from the depths of the earth all the way back to the surface. But it's that stack that took far too long to build. It's also that stack that claimed the lives of Babies and PoptartsNinja. 12th Opal 241 It's my daughter's birthday today. I've not seen here since, well, since the forges were discovered. I'd like to, but... I have more important duties to attend to. The gods have sent a cloud of the accursed murk, just to mock me. More importantly than all this, the river is finally freezing. 13th Opal 241 You know what we're lacking around here? Crying babies. I hope this two-for-one thing doesn't become a trend. 21st Opal 241 SHUT UP DAMMIT! Tax Refund has been in the dinning hall for weeks now, screaming for a magma glass furnace. WELL HERE IT IS: It's not like we needed the smelter that was there or anything. I hope you get glass splinters. Artifact glass splinters, that never go away, and which are encrusted with smaller wood splinters and menace with spikes that are, in fact, splinters. 25th Opal 241 That's just great. The river thawed. It never froze at the point I wanted to dam it. It's not like building the floodgates or the tunnels was a lot of work, but the reservoir can only provide so much water. And bringing an entire river up to the clouds would have been an achievement of dwarven engineering. I suppose I'll just have to leave it to someone else. 1st Obsidian 241 The last month of my overseership. The Tower will not be completed in time. All I can hope if that it will be inspiring enough that others will continue my work. 7th Obsidian 241 It's unfortunate that babies can't build towers. Like, not by stacking them one on top of the other, but by them stacking things on top of one another. 12th Obsidian 241 I know I should appreciate the fact that if all those babies survive to adulthood, it'll give us a strong workforce and/or militia, but this is getting a bit ridiculous. If dwarves ever decide to adopt the human tradition of having parties every year the day a baby was born, it'll be the end of our civilization. 16th Obsidian 241 A gift from the gods. Bet you thought it was another baby! Anyhow, time to start Operation Raise The Main Gate Bridge And Let The Next Overseer Deal With This poo poo. 17th Obsidian 241 Operation Raise The Main Gate Bridge And Let The Next Overseer Deal With This poo poo was a complete success! And this time there shouldn't be any obvious, easily accessible hatches for ogres to open up. 28th Obsidian 241 The Tower has consumed all of my time lately, and now I find myself at the end of my overseership. There is so much more I would have liked to do, but all I can do now is hope others will follow the path I've laid. The Tower... Its base is an old room from Bronzestabbed's beginnings. I think it used to be a barracks. Now there are stairs that lead to the skies, and water being pumped from the reservoir. Climbing one level we get to the first proper floor. For the tower proper, this is what all floors more or less look like. The water pumps haven't been installed yet, with the exception of the first floor, which is unpowered for the time being. I have no doubts that the winds at the top of the tower will be more than enough to bring up all the water we need. The floor on the western side of the tower hasn't been built yet, but it will match the one of the eastern side. Pumps and all, but not for water. If we climb nine more floors, we end up... ...on the support floor. Eventually, beams of rock will shoot out in all directions from here, supporting the constructions on the floors above. The water and magma pumped up the tower will be distributed through canals on this level as well. And one floor higher we reach... ...the top floor. For now at least. We've yet to reach the realm of the gods, but this place will be high enough to live undisturbed. Already one bedroom and one stockpile room are being built, but in time I have no doubt this place will rival the underground areas of Bronzestabbed in size. That is, if the dwarves of Bronzetabbed will follow. If they are willing to rebel against their cruel masters. And to convince them to, all I have left are a few hours.
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# ? Sep 20, 2012 02:35 |
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You didn't dig out the ballista trench now we can't use it!
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# ? Sep 20, 2012 04:14 |
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YeOldeButchere posted:It's not like we needed the smelter that was there or anything. I hope you get glass splinters. Artifact glass splinters, that never go away, and which are encrusted with smaller wood splinters and menace with spikes that are, in fact, splinters. That is some drat dwarfy vitriol. I love how this character has evolved (devolved?) over the course of your overseership.
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# ? Sep 20, 2012 04:22 |
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Great year! I wonder how tall that tower is.
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# ? Sep 20, 2012 05:11 |
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# ? Apr 28, 2024 03:53 |
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YeOldeButchere posted:
Oh yay, I've been Dwarfed! Let's see.... Oh Yay, I'm not an Ungath worshiper! Oh no, I'm Flimsy! And...Giant ..Brown Recluse silk? The very idea makes me rather ill. Quick to anger, unassertive and a fertile imagination... Great, I'm an Autistic Dwarf.
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# ? Sep 20, 2012 05:51 |