[-] Doubledee@hexbear.net 1 points 6 hours ago

In general, I think everything located around the top cavern layer is a shit-show (no offence, I love you all, and I am not innocent), and it might not be a terrible idea to begin a clean slate lower down.

If we expel the troupe and get a few big waves we're basically starting fresh. With a big cemetery. But still.

[-] Doubledee@hexbear.net 1 points 6 hours ago

We have no skilled metalsmiths and fuel limits at the moment. I think probably they all died in the carnage but it's a long road to train them all.

[-] Doubledee@hexbear.net 3 points 14 hours ago

Separate from the fort summary, I had a few ideas I think we might want to incorporate into our collective decision making going forward, please chime in with your suggestions or feedback:

1- some sort of consistent trade request that we always ask for, so we can be sure we'll have access to certain important goods every turn. For example if we had a fort with no flux stone we would want to KNOW someone was always asking for more so we could make steel, or if we were dependent on imports for brewing or some other industry etc.

2- an agreed on fort policy for guest residency applications. Maybe this is me revealing that I play the game strangely but I must assume nobody intended for the fort to have 63 poets dancers and musicians permanently on retainer. Maybe it could be by occupation or a blanket -refuse all- that the leader could make individual exceptions for, but I think the visitor policy has fort-wide implications that we might all want to have some say in.

3- Some way to document big changes to layout or work orders that have happened between years? I'm not sure WHEN the clothing industry got shuttered, I don't see a note for it in previous years, but the work orders are gone and some of the workshops as well. I didn't catch the problem until too late. I'm not sure how we do this to everyone's satisfaction though.

4- Maybe a livestock policy? Culling this herd is going to be a monumental task, I'm hoping gelding them and letting them die out gradually works, but in the future we might want more proactive management before it gets to this point?

[-] Doubledee@hexbear.net 2 points 14 hours ago

Hopefully it's not out of turn for me to post the weekly submission, I'm going to be away shortly and won't be able to make a submission if I don't do it now. That said I'll keep this one more informative and brief.

The state of the fort, for the next turn

-Our military has a core of competent fighters who can handle dangerous beasts and invaders mostly. I think we ought to use new migrants to expand, get a few extra squads up, and put them in iron gear for the near term. It's not technically optimum but steel is going to be a long haul, to say nothing of having expert armorers and weaponsmiths. Don't want perfect to be the enemy of good, and all.

-I realized doing my recap checks that the clothes industry has been entirely disabled. I should have caught that and fixed it (the looms are gone, as are the work orders) but didn't until the save was made. Clothes will continue to degrade but we have a ton of cloth. We should start making clothes again. Gives us export goods in addition to good thoughts.

-I didn't remember that fort rules aren't saved per fort, so no migrants came during my run. I would hope we will get a lot once the restrictions are removed with another player taking over. Just be prepared for that.

-I believe one of the poets or dancers is CURRENTLY going berserk as I hand the fort over. It looks like it might be quite bad. Sorry about that.

I strongly suggest we expel or emigrate the enormous cavalcade of pissed off dancers and poets who are eating all our food and drinking all of our drinks and doing nothing to help the situation. But I didn't want to make that decision without running it by everyone. If we like having a fort of angry beat poets and grunge musicians that's fun in its own way.

-Some of the confusion has been sorted as far as hospitals and other zones go. Security is reasonable although if we get building destroyers in an attack we have a bunch of tunnels near the surface where we might have to send the military directly to intervene. Thus my suggestion we expand the squads with iron gear.

Important highlights

Pit garbage disposal

The minecart settings should be tweaked so that it accepts everything, I think that's the reason forgotten beast pieces have accumulated in it. It's just a Quantum Stockpile set up to dump refuse from the top of the pit. I can talk to you if you're having a hard time fixing it, I thought I had it working fine when the year ticked over. Sorry.

The Burial Complex

We are officially unhaunted. And we have coffins to spare.

I requested ore and flux stone from the caravan so hopefully we can get to making more steel even if we have to close the caverns off. The pit has ready access to dolomite which could be mined out in quantity for the same purpose.

I initiated The Geldening because our animals are really out of control.

It is almost done I think as I hand the fort over.

We experienced a goblin ambush that I think also affected the elf caravan. We may pay a diplomatic price if they were harmed but it could not be helped. We also agreed not to cut down more than 25 trees, so abide by that if you feel so inclined.

An artifact was stolen, I was not able to catch the perp, so I pass that mystery along.

We were unfortunately attacked by a flying web spitter, who was able to get into the fort by flying in the caravan entrance. Our military was able to kill it but there were a lot of casualties. Fingers crossed that migrants still want to come. I was able to bury them all. shrug-outta-hecks

I reiterate: We should talk about expelling these pissed off performers. As far as I'm concerned the next leader has my vote to go ahead with that, everyone else has been told, but it's a collective endeavor. They're more than a third of our population and disproportionately the ones starting deadly fights.

14
submitted 15 hours ago* (last edited 14 hours ago) by Doubledee@hexbear.net to c/games@hexbear.net

It's Fortress Friday! Today we wait for me to finish my turn and for control of the game to pass on to @gay_king_prince_charles@hexbear.net (please confirm), with the following players waiting for a chance to leave their mark on Dwarven history.

  1. (Beginning Feb. 20) @gay_king_prince_charles@hexbear.net

  2. (Beginning Feb. 27) @booty@hexbear.net

  3. (Beginning Mar. 6) @Oreb@hexbear.net

  4. (Beginning Mar. 13) @PorkrollPosadist@hexbear.net

New players are encouraged to apply in this thread. All players and spectators are welcome to load up the save and see what's going on first hand.

Lore

How to play

Importing the save

Dwarf Fortress saves are not stored in a single file. They are stored as named directories containing over a thousand individual data files. In order to load the game, you need to download a zipped archive of the save and place it in your Dwarf Fortress save directory. This directory can be located in a number of places depending on which OS you are using and what settings you have enabled.

If Portable mode is enabled (not default), the save directory will be located in the same directory as dwarfort / dwarfort.exe. If you are using Steam with the default locations, these are:

On Linux: ~/.local/share/Steam/steamapps/common/Dwarf Fortress/save

On Windows: C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\save

This directory might exist, even if Portable mode is turned off (default), but in that case it will be ignored by the game. Instead, save files are stored somewhere in your user directory.

On Linux: ~/.local/share/Bay 12 Games/Dwarf Fortress/save

On Windows: %AppData%\Roaming\Bay 12 Games\Dwarf Fortress\save

Extract the FFSeason1 directory from the archive and place it inside of the appropriate save directory, then you should see it after starting the game.

Stopping the clock

By using a combination of the "Autosave Frequency" (any setting as long as it is not "Off") and "Pause after every autosave" options, you can cause the game to pause at the exact moment the calendar ticks over to 1st Granite (the first day of the year).

After the game pauses, you still have the opportunity to do a couple minor things, like designating blueprint tiles to label hazards, noteworthy sources of material, or leaving graffiti. You can also rename stockpiles and rooms, etc. before writing the final save. You should avoid doing anything that will substantially change the behavior of the fort or generate labor tasks (like creating / removing stockpiles, changing which items are allowed to be stored in stockpiles, enabling / disabling standing orders, creating new work orders, or designating new rooms / meeting areas). Military schedules often change at the start of a season (e.g. the "staggered training" preset). This is fine.

Any blueprints left are merely suggestions. The next player is free to ignore them. If you wanted something built there, you should have microed your miners better :P

Exporting the save

When Dwarf Fortress creates auto-saves, or if you use the "save and continue playing" feature, Dwarf Fortress will write these saves to an alternate directory (e.g. autosave1 or pull the lever). When you finish your turn, you need to use the "Save and return to title menu" option and choose "Save to this timeline." You need to do this even though the game just created an auto-save. This will write the save back to the FFSeason1 directory, which you can then place in a zip archive and submit.

Making your submission.

Save files can be e-mailed to fortress-friday@matapacos.dog ahead of time. Some e-mail services (like Gmail) prohibit sending large enough attachments, but if it works on your end, it should work on mine. Otherwise, the file may need to be hosted using a third-party service. Dwarf Fortress File Depot is the canonical service for this (they have a category specifically for community games), but any service which doesn't require me to create an account or jump through flaming hoops is acceptable. Currently (as of Episode 3), the compressed save is about 58MB. It won't get any smaller with time.

Alternately, submissions can be made as a reply to the following week's Fortress Friday post, which will be posted in anticipation of a submission. This thread will be posted and used to coordinate the game and get the proper files into the hands of the next player regardless of if the anticipated turn was completed.

Whether or not the file was transferred in advance, The player who just completed their turn should make a top-level comment in this thread describing noteworthy events of their turn. You are encouraged (but not required) to roleplay and continue to spin a fantasy narrative out of it, but you don't need to write us a Tolkien novel - especially if you are pressed for time and have other shit to worry about. This shouldn't feel like a homework assignment.

My initial submission will be excessive because I am also covering the results of world-generation, the historical circumstances of the civilization we chose, and the embark. Subsequent posts will mostly be focused on chronicling events in Fortress Mode. You are absolutely not expected to export the world history and spend hours dicking around in Legends Viewer spinning up backstories for every minor goblin who gets turned into dog food.

What if a turn is not completed / running late?

If you anticipate not being able to complete your turn, just let us know (the sooner, the better) so we can make adjustments. Shit pops up. There are more important things in life than a stupid game. We won't be mad at you.

In case Fortress Friday rolls around and there is no submission, Tentatively, I think we give the player 24 hours to actually make their post before we start openly contemplating passing to the next player, followed by another 24 hours to find out which of the next players is actually available. So if there is no update by mid-Saturday, we find another candidate, and if there is no word by mid-Sunday, they are given the green light to play.

What if a turn is completed early?

You can tease us (it's reassuring to know progress is being made), but hold on to your spoilers until Fortress Friday. I think keeping this thing on a regular schedule will do a lot to keep everybody looking forward to updates and keeping things organized. If anticipation is eating away at you, try to fill in some lore and backstory.

Rules

There are not many hard rules, but generally

  • You play for one year in-game time. Turns should begin and end on 1st Granite.

  • Avoid using blatant exploits (the game is built of cheese, so this is sort of like the pornography rule, "you know it when you see it.") Things like perpetual motion machines or material duplication schemes should be shunned. Some things classified as exploits, like "atom smashers" should be fine as long as their applications aren't egregious.

  • Try not to save-scum (Do save though. Crashes happen, and named "save and continue" saves won't clutter the main save).

  • You are free to use DFHack, but do not use any of it's "Armok" (god-mode) features. Also, try to keep it modest. The fort shouldn't fail catastrophically if the next player doesn't have DFHack installed.

EDIT: Sorry for the ping @Moonworm@hexbear.net although you're still welcome to rejoin.

[-] Doubledee@hexbear.net 66 points 3 days ago

It's really frightening to see the entire world watching as the US openly prepares to wage an unprovoked war on a country of tens of millions of people. To some degree the US relies on the perception that it is impossible to resist, and these shows of force go a long way to making that feel like the case.

[-] Doubledee@hexbear.net 3 points 6 days ago

I'm still up to play, however:

My assessment of the situation is that I could probably bury the bodies and memorialize everyone that died in my turn, and maybe get things stable again. It would probably be a less narratively interesting post but that might be the price of saving the place.

The question would be if that's more satisfying to everyone than letting it rip and seeing what happens. It would be a bit of a bummer to dig in and try to fix everything if the plan is to run the fort off the rails soon, I would rather let someone else do that if that's what the community would like.

If there's some way to get a sense of what everyone would prefer that would be great.

32
submitted 1 week ago* (last edited 1 week ago) by Doubledee@hexbear.net to c/games@hexbear.net

Hey folks! So you can probably tell this isn't the correct thread and the correct format: Our intrepid leader @PorkrollPosadist@hexbear.net appears to be indisposed, so in the interim I figured we could still talk about the game, how it's going on our own worlds, and also (potentially) what to do if the expedition leader still has not been seen in a week or something. Anyone who has thoughts about that can start that discussion if you see fit.

Link to previous game thread.

Pings for Enrolled PlayersPlayers: @Moonworm@hexbear.net, @Doubledee@hexbear.net, @gay_king_prince_charles@hexbear.net, @booty@hexbear.net, @context@hexbear.net, @Oreb@hexbear.net, @Infamousblt@hexbear.net

Below, I'm going to make a little happy post about my solo world. I'd love to talk about the game with anyone interested in joining the rotation, anyone new who has questions, anyone who is curious about mechanics, good world settings, embark prep etc. and I hope other people will also post their stories and forts as well. But of course, no pressure. Everyone's welcome!

7
submitted 1 month ago* (last edited 1 month ago) by Doubledee@hexbear.net to c/games@hexbear.net

"And on a scale of green smile to red angry face, how would you rate your experience here at Beardrenched so far?" The human baby glowers back ominously. It feels nothing about seeing the bodies. It feels horrified recalling the ghastly glow of the spectre emerging from the wall.

The silence drags on. Above their heads a hideous scraping sound and the too-familiar wailing of a creature in agony rises to fill the awkward space. The census taker shifts in place, as if looking for an exit.

"Gahgah," the infant finally offers, and gestures at the furious red visage.

The dwarf nods. "Thank you for participating in our mood survey. The Hammer of Reason appreciates your feedback." The creature above shrieks and there is a hollow metallic clattering sound as the items trapped in its chamber are thrown haphazardly into the wall.

"These humans appear poorly adapted to life in the depths," the record keeper murmurs to no one in particular, now seated in their office. Surveying the stack of mood reports it's immediately obvious that no dwarf has reached the red yet, all the worst moods are human. "You'd think the infant could have learned, though."

Isn't there a book about humans in the library? My Thoughts On The Human or something? Maybe we should consult it, see if anything can be done for the guests. Selling their possessions to caravans after they die is demoralizing the remaining cave divers. Apparently humans consider that disrespectful.

A naked humanoid lopes past the doorway, hotly pursued by a fleeing draltha and a gaggle of angry humans. The lead warrior, a scarred bald woman brandishes two hefty volumes, one in each hand. She throws one, Happenings: Principles and Practice at the troglodyte to no effect. The baby wails in fury as it is carried into the fray by its mother, who attempts to bludgeon the naked caveman with her flail.

Down the hall someone yells "Death is all around us! I feel very uneasy!"

With a thud and a click from the shale door the office is closed off from the carnage happening outside. The dwarf returns to their seat and sighs heavily. "It was inevitable," they mutter as they return to their work.


Almost done with my year, it's been an eventful one. Can't wait to share all the happenings.

[-] Doubledee@hexbear.net 70 points 10 months ago

People will literally kill each other if they cannot get an oven mitt for $3 a month after they ordered it. Americans are not well, this is going to be very bad.

[-] Doubledee@hexbear.net 71 points 1 year ago

Lol they are offering to house inmates for a fee. Literally the foreign policy of a private prison.

[-] Doubledee@hexbear.net 98 points 1 year ago

I hear the rentals are booming.

31
submitted 2 years ago by Doubledee@hexbear.net to c/games@hexbear.net

Previous years:

-Year 1

-Year 2

-Year 3

TL;DR:

New Population: 131

-No dwarf deaths

-Bedroom situation stable (?)

-Security overall improved

-Mood boosters in place, nice dining room, library, and guildhalls established.

-Clothing, farming, food, and drink production all comfortably automated for the intermediate term

File here: Strike the Earth!

My Thoughts On Roomtheaters

Weight: <1 Value: Debatable

This is a dingo leather bound codex. The written portion consists of a 200 page chronicle entitled My Thoughts On Roomtheaters, authored by Sakzul 'Doubledy' Keskaldegel. It concerns The Square Gates in the year 103. The writing is quite self-indulgent, yet it has a very serious tone. Overall, the prose is amateurish at best.

"The year began somewhat inauspiciously, as I realized during a regular inventory update that the manager had been allowing the chef to cook most of the alcohol into various stews. Residents began complaining about drinking stagnant water and vomit (?!?) and making long walks to the river to drink, which of course demanded immediate remedy. New lines of communication between the bookkeeper's office and the manager need to be established, this much is clear.

As part of Mayor Itebirid's 5-year-modernization-plan I was assigned the task of streamlining the production orders and addressing outdated procedures. Once the kitchen was addressed and a hasty collection of surface plants refilled our drink supply, I quickly reformed the child volunteer system to eliminate 'yucky' jobs. Hopefully by years' end the industrial planning can be rationalized...


... midway through Granite the elves returned with a small caravan. We had very little set aside for trade, but I was able to collect up some jugs, a few cut gems, and old tattered clothing they evidently wanted to encourage peaceful cooperation between our societies. We were able to get a decent amount of exotic foodstuffs that could be brewed to bolster our reserves, as well as toys for the children, whose mood is still somewhat worrisome.

While trade was conducted the militia was marshaled to repel an invader! A large, warty tarantula, the dreaded Sluste!

Unfortunately the beast descended quickly on an isolated fisherdwarf, and an order to engrave a memorial was nearly dispatched before it was clear that this fisher was more prepared than it first appeared.

Unorthodox fighting methods, perhaps, but no one can say they are ineffective. After beating the titan to death with fists and feet he returned to fishing...


...and as the elf caravan left it was clear we had no plan for trading with the mountainhomes come autumn. Taking stock of our available workforce, it was decided that mussel shell crafts might be a viable trade good, and several crafters' stands were set up to catch up on production before their planned arrival.

Construction on a new entrance began after the mayor approved the design, a long tunnel coming from the north and down, with several narrow foot-bridges cutting over a chasm, and the longer wagon track winding around it. This should encourage hostile forces to attack over the bridges, which we can cover with traps to force them to either dodge and perhaps fall or take attrition on the approach to our depot.

During consultation the mayor repeatedly mumbled '...bridges, more bridges, bigger bridges' and was persuaded to approve the plan when a large jet bridge was added to the entryway.

14th of Slate- A weaponsmith was suddenly taken by a strange mood. Grabbing a bar of platinum they retreated to the forges, and several days later reemerged with a masterful platinum axe! This might be put to good use given to a champion or other high ranking military officer perhaps?

In addition to the now mostly-completed new defensive corridor, a plan was devised to pasture the livestock more safely and limit access to the fort from other directions. After expanding the mining workforce a series of excavations was conducted to create an artificial plateau with sides too steep to climb. Most of the pastured animals were brought to the top of it before the old depot and gates were dismantled and sealed off with stone walls. I, for one, have had enough of cleaning dingo vomit off of my jabberer-leather shoes for one lifetime....


...With the arrival of the new season came migrants, bumping the official registry list to 114. Things are getting crowded, and while we are working on plans to expand housing an immediate stopgap measure is required. To that end the mayor approved the construction of a large dormitory, hopefully large enough to handle future migrant waves while more housing is constructed.

An addition was also planned for the tavern, to have a proper dining facility. This will also allow us to clear more area for dances and performances which should increase merriment levels an estimated 45% over previous rates.

To rationalize the storage of written work (i.e. get the books off the dang tavern floor) a small library was added near the lobby. We will have to ask for more paper and written works from the next caravan.

The larger populace has created more demand for civic institutions, and several guilds have begun petitioning for official recognition. To that end we have begun a guildhall district near the main lobby, with room to expand. We unfortunately have relatively few and low quality engravers, so a temporary guild has been established in the dining hall in the hope that regular demonstrations might improve the quality of engraving available to future projects.

A farmer's guild and ranger's guild were completed before the end of summer. The latter was even gifted a newly-created legendary bone crossbow, which seemed like an appropriate decoration (and the only way to bump the value up in a reasonable amount of time).

To address the deteriorating clothing situation, and add more to our industrial output, we have begun experimenting with hemp and rope reed cultivation on the surface plateau. An interconnected series of work orders allows a small but consistent output of replacement clothing year round, which might also give us surplus to trade with the elves, since they do not like our mussel-shell crafts.

The populace evidently approves of the way Mayor Itebirid has been running things, as he was handily reelected to his post on a platform of 'no exporting high boots under any circumstances.'


... did not say so to their faces, of course, but I was not impressed with the quantity and variety of goods brought from the mountainhomes by the caravan this year. Of course they have to haul these things across the literal length of the earth, I understand this, but still. Hopefully by giving away a large surplus of mussel shell crafts we can entice them to come better stocked next year.

Still it was not a complete waste of time. We were able to buy a variety of musical instruments, cheese, foodstuffs and lye, which we swiftly converted into soap for the hospital. Finally a productive use for dingo.

We will want to continue production at high levels, because we asked for a lot of materials to come next year. I put in special requests for ores (hopefully we can turn this copper into armor-grade bronze!), leather, writing supplies, and trap components to finish the preparations on the footbridges. I also asked for cats, since we appear to have forgotten to bring a breeding pair with us. Vermin may be a problem unless we want to devote some workers to trapping.

After tripping on a hunk of rock salt for the hundredth time, Mayor Itebirid ordered the construction of a more rational storage and production district. The final plan was a series of trap doors leading down to discrete workshops, with an open storage area on the floor above. This should allow us to contain particularly moody dwarfs in the event of unmeetable demands before they can go berserk over the entire fort. The design is also able to be scaled up as needed with limited effort.

The farms and clothing industry also got an upgrade to their facilities to allow faster processing of material as it comes in. Extra capacity never hurt, especially not with the dozens of turkey poults we hatched and caged, hopefully a sustainable operation can continue into the future once they reach adulthood.

The Housing Plan took nearly half a year to draft, but it's finally ready to be built. 108 new units, to be furnished with beds and chests. Not as large as some of the previous constructions, but I think this project can be dug, smoothed and furnished before the year ends, which has a certain appeal of its own. We also included a few larger units that might be used for future officials and their staff.

We regrettably have an update on the children: While most of them have seen improvement from not being required to haul corpses and clean gore from the tunnels, poor Zulban has been on the verge of an acute psychological incident all year and has finally begun acting out. Fortunately this has mostly been aimed at bookshelves and other inanimate objects, but if the situation cannot be addressed this could become a long running issue. Children cannot be subjected to the legal system so our avenues of addressing this are limited. For now we will temporarily keep all children from doing chores, and see if this gives Zulban the space needed to improve.


... and as our famously mild winter settled upon us we were joined by what I expect to be the final immigrants of the year. Our total population has officially passed 130, a testament to the steady hand of the mayor and the hard work of the planning committee. The extra help is timely as well, since we needed to clear-cut a surprising number of trees to rush the furniture to completion before spring. Fortunately we have so many, cutting down all these trees will surely have no repercussions whatsoever going forward.

With only a few days to spare we were able to finish the project, and I am pleased to report a year with no deaths (besides a dog) and with our food, drink, and clothing supplies taken care of for the foreseeable future. The streamlined production order appears to be working with few kinks, the security situation is (to my mind at least) much improved and the population can now take advantage of modestly expanded amenities."

Recommendations for the next committee chairdwarf:

-I think I've gotten a lot of the basic necessities to a point where you can more or less ignore them, so you should have a lot of leeway to explore or delve or whatever.

-The military needs some attention. I didn't want to use steel on armor given how relatively scarce it is, so we have weapons and I expanded the squad, but it will need armor. Next fall we should get materials for bismuth bronze, but you might not want to wait that long. We have very high quality armor and weaponsmiths, I assigned the best I had to each forge so use the correct one and you should get quality products out consistently. Honestly though, I don't think we have any big military threats likely in the near term.

-Related, I was having issues getting the marksdwarfs to carry ammo? I didn't fiddle with it much though, just heads up if you decide to send them into a dangerous situation.

-The elves will probably be mad at us for all the trees we cut down, if we aren't careful they could become an active threat.

-Bedrooms have been addressed, at least for now. I've not been putting cabinets in, hoping that that clears out old clothes rather than letting these guys hoard them in a very egoist way. Further expansion, or plans to do so, is probably warranted though.

-Zulban is going to be a problem. I didn't have the heart to like, imprison a child until it dehydrates, if you also can't do that creative solutions will be necessary.

-We are getting more artifacts, and I haven't done anything to secure them. A vault or something might be good, especially since we're letting all these visitors in more or less unimpeded.

-I expect we'll be getting more nobility and demands.

-The entry footbridges have cage traps but need weapon traps to really do damage.

-We may want to tap the stream for a water reservoir we can contain in the fort.

-Choose a dwarf to nickname for yourself!

-Dig! (preferably down, I mostly dug large areas near the surface. Sorry)

[-] Doubledee@hexbear.net 74 points 2 years ago

If the front remains stable, he said Ukraine can arm and train new brigades in the rear to conduct a new counteroffensive later this year.

doubt

74
submitted 2 years ago by Doubledee@hexbear.net to c/news@hexbear.net

Marg bar Amerikkka

[-] Doubledee@hexbear.net 73 points 2 years ago

I guess they didn't need to make the main protagonist a white dude

Max is more a point of view character than a hero per se. It's really Furiosa's story, he has an arc but he's more there to witness their struggle than to upstage anyone. In my opinion at least.

[-] Doubledee@hexbear.net 87 points 2 years ago

It's alarming how I can tell when I've left Hexbear by the ableism and slurs.

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Doubledee

joined 3 years ago