Dwarf Fortress Roundtable - Ep.16: In Which Meph Joins the Gang to Talk Modding and Tilesets
Episode Date: October 6, 2019Meph Tileset Launcherbrolol.404 modsSpriter's ResourceOpen Game ArtArmok VisionThe Purging of ShieldfrenzyIncompetechBay12 Games Donation Page — Please Donate To The Adams Bros!...
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Welcome to Dwarf Fortress Roundtable, the podcast for all things Dwarfey.
I'm Jonathan.
I'm Roland.
I'm Tony.
Well, I'm Patrick, aka Math, that people might know from Tarcet's or Mons.
I'm originally from Germany, but I spend most of my life somewhere else.
I've heard of this Germany.
Yeah, it feels like...
We're the good guys in all the Hollywood movies.
That's right.
That's right.
Yeah.
Nice beer. It's October. You know, what can you do wrong?
So how did you get into Door Fortress? What's the story there?
Well, I was in Argentina or in South America in general, and I noticed that I don't speak Spanish very well.
But I ended up staying in a place for a month, learning Spanish, for continuing to travel.
And I had a crappy netbook with me, and I wanted to play like an interesting indie game.
and I stumbled across both murdered and Dwar Fortress,
and that's how I start with it.
Yeah, that seems like a good intro.
How did it help you with your Spanish?
Were you able to...
Actually, there's a YouTuber guy
that does some cool stuff from Argentina in Spanish.
I don't know if you've come across his stuff.
Probably not, but...
Well, I can understand Spanish now.
Then again, the Argentinians have different sort of Spanish,
some different pronunciation of words.
And the netbook was so crappy
that Dwar Fortress was running quite.
slowly in the end when you have a bigger fort.
So I started modding and trying to make it faster.
That's how I started with the modding.
And so were you looking at performance stuff first?
Or were you just like, oh, look, I can add new playable races or something?
Did it just kind of snowball or were you like?
It's certainly snowball.
I did accelerate a dwarf fortress first, simplifying all the materials and the rocks and wood and so forth.
And I got the game running a lot faster, I think about 20%.
And then I started, oh, maybe, you know, this is fun, and people want to play this.
So I started making a mod.
Was that the origin of masterwork?
Yes.
Yes.
It's not the greatest naming scheme, but I try to make the game better.
And then I looked in game and the items have like different quality levels.
So I tried to make the highest quality level as the name.
And for people listening that aren't familiar with it, it's a pretty common.
comprehensive, almost like a redo of a lot of the mechanics in the game, it really adds a lot of depth.
And it's been really popular, but I'm sure an absolute nightmare to keep maintained when version changes.
Yeah, it's kind of all right.
The 3411 to the 40 version of the jump was horrifying because I had to redo everything.
It was inevitable.
Yes, I started from scratch.
Oh, man.
So do you think you'll continue with masterwork, or are you kind of looking at other stuff now, or what are you focusing your efforts on?
I did the mods, then I started running out of things to add to the dwarfs because it was getting too big anyway.
So then I started with alternate races that you play with different play styles.
And then I started with a tile set, which is ultimately why Kid Fox hired me for the official tile set.
Right now, I'm doing warlocks.
Like I did a race of evil villains to accompany the villain update.
Oh, cool.
But it's kind of playable.
Like, if you go to Bay 12, you can find test version.
So, Meph, if you can talk about it.
How did Kit Fox games first approach you about the joining the project?
Well, Tanya, who kind of runs the show,
wrote me a private message on Bay 12.
And then I got an email saying,
oh, yeah, you've got to sign this NDA
if we're going to talk about you doing something.
And I had no idea what this was about.
It was something Dwar Fortress,
and I had to sign something saying,
I can't talk about it.
But that was only up to the point
where they made the Steam announcement.
So now I'm actually free to talk about things.
Oh, that's cool.
So you're covered, like basically they were saying,
don't spill the beans on this going to steam but once it goes to steam like we're not going
to send people out to like break your knees if you talk about things i'll break their knees
no um yeah at the beginning it was all very hush-hash it's kind of weird going to bay 12 writing about
mods and tileset when you're at the same time working on something for it for like half a year
and you can't talk about it do you think you'll keep on with the mods do you do you see yourself
putting together another version of Mastercraft,
or is it sort of like your tile set and launcher
or kind of the natural evolution?
Well, I think the launcher is the most important
because when I started modding,
the people were like, half of the people were like,
oh, yeah, we want to do A,
and the other half is no, A is horrible,
we want to do B,
and in reality the people only wanted options.
So some kind of mod manager
would be very beneficial for the game.
Personally, I will continue doing moths
because they are fun.
And it will probably convert my tile set
to get a free graphical version of the game
because only people that pay 20 bucks
can do the Steam version.
No, that's cool.
I mean, personally,
I can't imagine going back to a world
without war corgis.
I'm a huge fan of the War corgi army.
I didn't think I'd enjoy that dog.
Update you did as much as they did,
but that really changes things.
It was awesome.
Don't thank me for those.
Bro, lull.
Dot 404 wrote the
I just made the
sponsor him.
The sprites.
His name is not very confident
to beoking, I know.
He does a lot of mods lately.
What's your go-to when you play the game?
Do you play it modded? Do you play it unmodded?
Do you just
play the modding game now?
And that's it?
It's brave.
Brave of you to assume that I actually play the game.
I know. I realized halfway through the question,
maybe you're just playing mods now.
You're just like, I'm going to do as much
as I can.
I did play the game in the beginning.
It was quite fun with all the sieges and the high difficulty spike.
But eventually, except for doing mega projects to keep yourself entertained, there is no end
game in it.
So playing the game is a little bit boring to me right now.
If in comparison, I could do something creative and productive, that is fun while doing
it, and then have a couple thousand people play it.
How about a forgotten beasts is the playable race?
I did that. The AI doesn't like that one bit.
Oh, no. Yeah, that doesn't seem like a good idea.
The warlocks I just wrote, they had night creatures and forgotten beasts as pets,
and the AI is broken. Every time you assign military, they attack your own military.
I kind of love the idea of that, though. That's kind of hilarious.
Okay, guys, get them.
So what got you into the graphics?
Like, how did you start pulling sprites?
Because I think I read on Reddit somewhere that you were, like,
pulling from Secret of Manna and some old SNSROMs and stuff.
Well, I started with, I wanted a large task set,
and no one had done one.
So I started meddling around with 64 times 64 sprites,
and it didn't really work out.
And then I just posted on the forum how to use TVBT,
like this TWBT
D-Effect plugin
how to use all of the functions
and write a few tutorials
and I hope that someone else would do it.
And there were two people,
DiBujor and Obsidian Soul,
who started on 32X tile sets,
but they both abandoned them.
Like they did a few sprites,
uploaded them,
but nothing playable,
and then they disappeared for a year.
And eventually, I gathered together the scraps.
I wrote them some emails
and it's like,
is it okay if I used to?
they were fine with it
and then I started making a tarset based on this
because at that point I had no spriting experience whatsoever
there are websites deviant artists great
open game art spriters resource
where people rip things from older games
and since I'm a huge nerd and I like the old
Super Nintendo games and stuff I did hide east eggs
like there are a couple of sprites from all kinds of JRPs
and RPGs in there
It's not that I couldn't have created them myself or taken them from somewhere else,
but I did intentionally hide them in there.
So if you find some teenage Ninia turtles or something from Zelda, then yes, it's in there as a little joke.
Yes.
Yeah, that's a link to the past.
My favorite game ever.
Mm-hmm.
So you recognize the tree stumps.
I saw that.
It really makes it much more comfortable and familiar.
I like it.
It was a very calming tree stump.
Mm-hmm. As long as you don't run into any spongeman.
That's cool. Do you think you'll keep evolving your free tile set once the Steam version comes out?
Because I know for a while you were really dumping the updates.
You've done like four in a row. It's pretty intense.
Well, it depends on so many things.
Like when I have a lot of time, especially when I'm in one place with electricity and Wi-Fi,
then I can do a lot of updates.
Officially I will of course support the Steam version
because if Tarn adds more things you will need more sprites later on
they also hired me as the mods support
so I have to figure out how to make the mods easier to install for people
and the comparability between different mods should be better
in the Steam version eventually.
I will update masterwork for it.
I want to make my tile set work with that new version
so yeah there's a lot of things
there are a lot of things that might
or might not happen with Dwar Fortress that I can do
that's pretty cool
I think yeah the I know Steam's pretty good with its
with its workshop that
that seems like it could really
open up the doors to modding in some ways
I mean I know the doors are pretty wide open as it is
but as far as like making it easier for people
to figure out how to get their mods built into a framework
it seems like that might that might be
helpful. Have you found that or is it just like, oh my gosh, what are these guys doing?
I think Tom has to do a lot of internal changes. It doesn't depend on the steam workshop.
It is something that Mr. Adams has to do himself. So it will be available for the non-steam version as well.
Oh, cool.
You mentioned earlier that you were making some warlocks and some villains for the villains.
update. I don't suppose you have any
ballpark idea of when that update's going to drop
months? No idea.
Yeah, okay. Like, I'm not working with
Tarn. Tarn Adams is still his own
thing doing Dwar Fortress. And then there's
Kit Fox games who hired Mike and me to do
the sprites. So we usually communicate with
Kit Fox and we have our own secret forum where
Tart Paws are now and then. But we are completely removed
from all the other development.
Like, I know as much about the villain update as anyone else on page 12.
I mean, I would say that makes a lot of sense just because I'm sure that just given the way
those devlogs read, I just could see the Adams Brothers as kind of being their own island and
just, you know, like, they go into dev and the door is closed and then the door opens and a
blog post comes out and you're like, oh, that's what you do.
Cool, cool.
Unfortunately, every blog post that comes out on the dev page seems to,
to be opening more doors and not seeming to get any closer to a release, alas.
I feel like that's the history of the game, though.
You know what I mean?
It's like, it's always just, oh, I thought this would be cool, so I did it.
Oh, I thought this would be cool.
So I did it.
And then eventually, it seems like all of those things just kind of naturally pause.
And then an update comes out.
And you're like, oh, okay, cool.
Great.
It's like one of my molds.
So what happened with your, I know, I saw some stuff about you, like,
animating sprites and like
adding fire that moved and
stuff like that. Can you talk
a little bit about like what's going on with that?
That looked pretty cool. Well, yeah, sure.
I wanted to do some animated
creatures just as a showcase
for Tom to convince him
maybe add this to the game.
He's not yet
at the programming stages for the
Steam update. So all the animations I
did were for the current one,
the Free War Fortress. So you can
play with these animations right now.
like they are in my tileshead.
It works with an update Jarpa, who is the author of Armagh Vision,
wrote for this D-Effect plugin.
So you can chain multiple sprites after another,
either at the sequential order or a randomized order.
So I can do flowing rivers, glistening, gemstones, glowing magma.
So that's all fine.
The only problem is it's quite unstable and leads to crashes for some reason.
so my default setting is that animations are turned off
so if you download my tile set and play
you will not see them unless you turn them on manually
oh okay well that makes sense
yeah I think it's a cool idea just to kind of spice it up
it definitely feels like well it's something to take a look at
and explore while the game is in mid-dev cycle
so that's pretty neat
All right, so let's talk just a little bit about the release notes.
He's pretty much gotten everything done in the network rewrite that he wanted to.
Yeah, I mean, it looks like things are coming together.
That's great.
But then I feel like then it all just kind of, you know, he's like,
and then I decided to go ahead and look at the AI frame rate code.
And then suddenly it's like, oh, we're down that rabbit hole.
So you never know.
You know, it's like a, it's a mixed bag.
My problem with the latest updates is that every time he goes into like the,
I wouldn't say hardcore scriptor read English, but every time he's talking about like scripting stuff,
I'm completely out of anything because I'm like, mm-hmm, mm-hmm, sure, I like,
so I can't really
you know what
I say anything
that actually gives me
another thought
for a question
a MF question
which is as far as
modding goes
how much of it is
shifting stuff around
in like config files
and how much of it
is actually writing code
and what kind of code is it
or you know
could you just talk a little bit
about like what does it take
to get in and start
modding this thing
yeah of course
all the raw modding
is based on text files
so it's just shifting
around tokens
within dwarf fortress specified text files.
It doesn't matter what programming language you know it will not help you
because it's all unique to dwarf fortress.
The only coding, if you want to do any, would be in DFX, like C++, Lua and Ruby,
or if you write an external utility, like, you know, dwarf therapist or perfect world,
they are obviously written in something else.
So if you want to get into modding, the easiest way is to get a note, let's say, Notepad++, some kind of text editor, and download a small mod by someone else, open the Draw Fortress Wiki in the next tab, and compare notes.
It's quite easy to get started with it, really.
Yeah, that's pretty cool. It looks like he's left a lot of things open to interpretation or modding.
What are what are what do you think are like I feel like you've sort of pushed a lot of the boundary what can be done is there anything that you've found which is like a hard boundary where you're like oh I better not touch that anymore I've just broken the game tons yeah yes one thing that's the most horrible thing for modders is crashes to desktop with no arrow log like the game just shuts down and you don't know why and there is no inbuilt system to figure it out
So you need a lot of play testing for this.
And it's the main reason I'm looking forward to the Steam update
because D.FEC causes a lot of crashes.
And I just can't find it.
And it must be infuriating to the players.
And I'm always sorry when I hear, oh, yeah,
it crashed three times in a season.
I was like, oh, God, damn it.
And within the Ross, there are a lot of hard-coded things
where I don't know why they are not accessible to players or modders.
and unfortunately it's not open source
so you can't look at the uncompiled game
and see how Tarn did it.
You have to guess and reverse engineer how things work.
And yeah, for example,
there is an interaction hint that says in magma or in water.
So you would assume if a person is standing in water,
you would use it, but it only works from 4-7 water.
Like you know the depth of the water is between zero and seven.
seven and underneath three it doesn't count but no one mentions this and the AI will not count
this tile as water because it's predominantly air or floor so it will path find usually like normal
through it and if it's higher than four it will swim and then it would use the interaction but
the AI isn't smart enough to do this while swimming so I tried to make a water based race that
uses this entire interaction system to move quickly through channels and everything.
And they're like, no, no, no, no, no.
We can breathe underwater, but we will not go into this tile.
It's flooded.
These stupid fish people.
Well, and for that, they deserve to die.
Yeah, but they can't drown.
Oh, magma.
There we go.
Yeah, but yeah, there are a lot of limitations that should not be there.
Like, you can't add a new profession.
Oh, interesting.
like it just can't be done so there was a heck that opens the exit and changes the string dumb like it looks for names and replaces them with other names so i use this in the old masterwork to cheat in a little new things but oh my god it's so hecky it's so bad i noticed you managed to do things like add in new workshops um yeah that's easy yeah that part's easy because
I know, like, some of your latest ones, like, you can hire immigrants, basically.
Like, you can bring people in from other, like, you can hire a Spider-Man to come in and fight crime in your base or whatever.
That stuff's pretty, that stuff's pretty straightforward as far as, like...
Yes, this is very easy, and I did this, like, five years ago.
It has been in the mod for Asia, but I just made new sprites for it for the new tar set and bundled it up nicely.
And now people are like, oh, my God, you can do this?
Yeah, it's pretty cool, man.
Way to bring us up to the real world.
No, it is really cool.
Definitely adds a little bit of depth
and some new replayability in it.
It certainly gives some ideas for stuff you can do
in a game that hasn't been updated over a year.
Very cool.
Thank you.
Anybody else have other questions?
This is quite weird
because this is the first time I have an interview
that is focused on Dwar Fortress
and not what I usually do.
What do you usually do?
Well, usually I get interviewed about my, like, real life, like, the tourists I do.
I mean, that sounds pretty cool, but what it's so, yeah, do you want to, do you want to talk about it?
It's like, what is your, what is your day job, your racket, your other thing?
You just lost our uniqueness.
We're going to, just wait, we're going to tie it all back to the forts.
So don't worry.
This is amazing.
Maybe I just like talking about myself.
Who knows?
So what is it?
Yeah, I know setting it up, you were like one of the times you were in, you were in Reckyvik,
and I was like, oh, cool, I love that town.
But yeah, so like what, what takes you, what's your thing?
My day job is traveling, and I do expeditions, like mountaineering, cycling,
Siberian, winter, Sahara, and summer, and so forth.
So usually I'm kind of shoehorned into doing interviews for sponsors and outdoor companies and stuff
like that. So this is a nice change of pace.
Yeah, you should try the other way. Try introducing Door Fortress into
into something where they want to talk to you about, you know,
summiting Shishapangma or whatever.
I call Black Diamonds. Like, have you heard about this video game?
Let me tell you about it. Did you know that there are four types of mica?
It's a mineral. Yeah, then just go on.
rambling for about an hour until they stop the interview and go like oh yeah thank you
goodbye we will never talk to you ever again this is not why we're paying you sponsorship canceled
your new your new cycling outfit can have bay 12 on it you can have like a bay 12 games jersey
i do that do you i would totally do that that's awesome i think get adams on the phone
let's do it yeah after he sold it on steam and made a couple of
millions he can sponsor me. Yeah, totally. I think he probably would, judging by his
interview, he's just like he was the Brewster's Millions guy, you know, let's give it all
the way. Well, it's pretty... You know how expensive the Everest is? Come on.
I'm sure it is. Yeah. Well, yeah, I always found like with traveling border crossings were
always the most... Like, those were always days when you really never knew what was going to
totally happen. I mean, you can prepare, but we're
things always seem to happen to me when I was traveling border crossings.
Oh, for example, when I went from Sudan to Ethiopia, they wanted $50 bribe from me, and I wasn't prepared to pay them.
So I cycled illegally into Ethiopia, and the border guard was like, oh, yeah, you have a visa for our country, but you don't have an exit stamp from the other one.
But don't worry, my friend here has a girlfriend, has a female friend, and her boyfriend is a Sudanese border guard.
So we're going to like hand your passport along those and he will arrange a stamp for you.
And then I was just sitting around in Ethiopia in this little office for an hour and they managed to do it.
Yeah, those kind of connections and hookups.
You know, it's kind of funny.
Like the world works like that.
And you kind of lose that perspective when you live in or spend most of your time in Europe or North America or something like that.
You don't really see that that stuff happens a lot.
You know, you just kind of have to go with it.
Enjoy the experience.
yeah well Europe's great
open borders
yeah yeah
so guys I did finally finish
my year in Luridwips
and I uploaded the save
last night
it's all in your pocket again there
and I promise that it will not take that long
ever again I think I had it for a month
yeah I think there have been like eight
updates to the MF tile set since then
so I have to remember which one
yeah we've been doing that kind of a
you know each of us works on it for a year and then passes it over and it's you know kind of like that
nobody wants to be the one to be the fortress ruiner so we're going to see how long we can keep it
going very slow and steady and um and hope for the best and i i am very happy to say that during my
year there were no wherebees come up and there were no attacks i did uh set up a couple more
training rooms and we've got a couple squads that are training right now and toward the end I realized
that I hadn't put any kind of stamp on it so it's almost complete but not quite in the middle of
one of the floors that had a bit of open space to it I believe it's the same floor that the bedrooms
are on I put in floor tiles the dwarf fortress roundtable logo they're about to finish that up
nice yeah that's cool yeah I'm not good who's playing the bloodline game
next uh rolling okay i'm having the safe year right now
going to have a look at what you created the monster i think this is one of the things i
think that meth was mentioning earlier it's like you kind of get to a point in the game and
you're like oh okay yeah so now nothing can get to me and i can kill everything so what do
i do now and i think this is kind of what people do with the game so we've we've decided
to make additional handicaps for ourselves by letting somebody else play two out of every three
years, you know, and then kind of, it's interesting because you, you end up seeing how somebody
else approaches a problem in the game that, you know, like, well, I've always built a siege entrance
to keep things out. And, you know, I look and it's like, oh, well, Jonathan's done something
totally different here. And how did that work? And, oh, it did work. Okay, that's interesting.
well in the old masterwork mod for 3411 you would all die i would assume because i put in so many
hidden things that will kill you if you wall yourself off like there were cobald like invisible
shades that infect your dwarfs and then there is this um interaction timer called partied out
when they go to their meeting room and make a party and then they stop when this time i hit zero
and when this time i hit zero he summons an army into your dining room
something like this
they were like a Lovecraftian cult
with a cult leader that slowly converts
your SIF members
what else did I do
like hidden interaction based
invasions that will mess with people
that think they are safe
I like it because you do get that kind of sense
of complacency when you're like well crap
now nothing can get to me so
I guess I'll start punching holes in the ground
and see if I can find the
hidden vaults or whatever where
death comes out of.
If you want an example, I just posted a link
to a story someone wrote
when it happened to him the first time.
Cool, got it. The purging of shield frenzy.
Gotcha. Yeah.
Cool. It was a love crafting cult
that appeared in one guy's fault.
Awesome.
If you've read Shadow Over Innsmouth,
it's a little bit like this.
Oh, yes, I love it.
anyway please continue so do you think you'll bring that forward some of these masterwork things or is it just too complicated to try to port them to these new versions of 4412 or whatever um it's not possible anymore because the AI uses interactions differently it was kind of touring complete before because if you don't give them an interaction hint they would constantly use it whenever they have a valid target and right now the AI changed to oh we might
maybe use it in 500 tips from now or maybe not.
So in earlier versions you could do a very complicated system
where it's like else if and if else.
Like it's very coding like and now that doesn't work anymore.
So I lost like the entire mod due to that.
Like for example, the old warlocks.
You had seven warlocks, seven mages and you had a lot of skeletons.
You can make more skeletons, but not more.
more warlocks. And because you could play the game forever with your not aging, not eating,
not drinking, not sleeping skeletons, I had to devise a system how they could die. So I added a little
like in StarCraft 2 with pylons. You build certain constructs and they keep the skeletons alive
in a certain range. And if they go outside, they go slower and slower and then finally
crumble. This I can't do with the new wallachs I made.
see.
Anyway, yeah, that takes a lot of time to code and to
test in game, so most mods don't do
stuff like this.
That seems pretty fair, and plus
then you're also, when you invest
a lot of time in something like this, you're kind
of at the mercy of the
developer who being
basically unaware of what's going on with the
mod community makes changes that
completely break and shut out
mods. So I can imagine it's like,
why would I do this again? When I know
then in a short year and
half's update time frame it's all going to go away yes like the warlocks there were three weeks
of full-time work and a week of testing but um that was at the time when the mod was very popular
so i made a forum poll and said which kind of race do you want next and here is a paypal link
that was before i did any petri on stuff and yeah people donated enough that i can invest a month
into it, which is
quite luxurious in comparison to other
modders who do it next to their
school and or job.
So that's the main reason why my
mods aren't that much larger.
Makes sense.
Meth, thank you so much
for coming on and talking with us.
I'm so sorry that we have had inexplicable
audio issues, but
hopefully I'll be able to edit through
them such that the
end listener won't hear them.
Well, good luck.
We swear it's the first time.
It never happened before.
Yeah, seriously, thanks for.
I believe you.
Thanks for putting up with us.
It was really good to hear about the, you know, the tiles at the background and the modding.
We haven't really covered that before.
So it was great to have you along.
So thanks a lot.
Well, I do have a question for you guys as well.
Like, German talks is obviously the head.
person recording everything.
He's the president of
he's the president of D.F. Roundtable.
I wouldn't say.
Chairman of the board.
Head of it. I do
I do seem to be the
producer and the technical
person behind it. But yeah.
Yeah.
What does everyone else does
besides playing bloodline games?
Well,
for example, I did
the original post where
I asked people if
anybody was interested to get in contact with me and start a podcast. And that was your
man. And later we found Tony and we liked him so much that, well, we basically asked,
Mom, can we keep him? And yeah, we did. Tony, I don't really, I think that you have
something to do with IT, but I've never actually asked
you what you do. Yeah, I work in
artificial intelligence, so.
Oh, that's awesome. Yeah, it's pretty fun.
I don't want to say anything bad about it because
eventually I feel like the AI are going to listen
to the podcast, and if I say something bad,
like I don't want it to blow back on me.
Your company is not named Skynet,
is it? I can't say.
All I know is the AI is wonderful and it's going
to be helpful and make our lives
all better, and we should really respect
the AI technologies.
Dude, don't kill us.
That's my official statement.
All right.
So thanks again, Meph, for joining us.
And until next time, this is Dwarf Fortress Roundtable.
Yeah, so everyone have a great week.
Hey, thanks a lot.
Kiss you guys next time.
Until next time.
Ciao.
This has been Dwarfortress Roundtable,
the podcast for all things Dwarfee.
You can find all our past episodes at DFRoundable.com.
Please stop by and leave a comment or suggest
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Music is Sky Q. Ellen, composed by Kevin McLeod.
You can find Kevin McLeod's music
at Incompetec.com.
You can find a link in the show notes.
Lum Numeloth, the Labyrinthine Bolt,
a chestnut podcast.
This is a chestnut podcast,
Allcraft store ship is of the highest quality.
It is encrusted with oval quartzite cabbashions, decorated with chestnut and donkey bone,
and encircled with bands of oak, round quartzite cabbashons, and round granite cabichons.
This podcast menaces with spikes of dog leather.
On the podcast is an image of Channel Narrow, the Kaelinite mini-forge in oak.
On the podcast is an image of Trilion cut gems in gold.
On the podcast is an image of Saseer Plains Gorge's, the dwarf in Nickel.
Sazir Plains Gorge's is contemplating.
The artwork relates to the possession of the dwarf Sazir Plains Gorgias in Luridwips in the mid-spring of 127.