Thanks to Arch for making the OG and Cyno helping me with v2! And thanks to anyone who participates!
The world is untamed, wild, magical, new. You have been put into power through some means of your choosing. The objective is clear-grow your empire, create a thriving civilization. You can also play as a citizen of a civilization or a nomad, but for the best experience, try playing a leader/whole civilization!
A few things to explain first. A month in game will be decided by the Game Master, so when a Game Master says it’s the next day, you can move to the next day. Every in game month, you will roll your resource die. You have a base resource die and then more that you can acquire through buildings. The type of die you roll for each resource depends on your biome, which you choose at the beginning of the game.
To start playing, you will have to choose a biome, and you start at village size, or lower if you so choose. You can choose a certain number of people to start with, your population must be village sized or below.
Also I will correct this eventually but when it says out of game day, it means in game month.
BIOMES:
Forest (Medium Survivability)
Resource dice:
Lumber: 1d10
Stone: 1d4
Food: 1d8
Metal: No metal
Animal Products: 1d6
Water: DC 10
Biome positive trait: Instead of rolling a d10 for lumber, you can instead add five lumber.
Biome negative trait: When you collect lumber using the biome positive trait, you must halve the amount of food you collected with your daily roll, rounded up, due to scaring the animals away from the reckless process.
Mountains (Difficult Survivability)
Resource dice:
Lumber: No lumber
Stone: 1d10
Food: 1d4
Metal: 1d8
Animal Products: 1d6
Water: DC 14
Biome positive trait: Creatures from this biome are not affected by difficult terrain.
Biome negative trait: Every farm produces half as much food rounded up.
Rainforest/Jungle (Easy Survivability)
Resource dice:
Lumber: 1d8
Stone: No stone
Food: 1d6
Metal: 1d4
Animal Products: 1d10
Water: DC 6
Biome positive trait: When you roll your daily food die, you can roll twice and take the higher roll.
Biome negative trait: Whenever you use the positive trait, there is a 10% chance the food is poisonous. Every time you use the positive trait, the percent increases by 10. If your people are poisoned, a number of your buildings stop functioning from lack of workers equal to your category size. This lasts for three days.
Wetlands (Difficult Survivability)
Resource dice:
Lumber: 1d6
Stone: 1d4
Food: 1d8
Metal: No metal
Animal Products: 1d10
Water: No need!
Biome positive trait: You do not need to look for water. Your water is always plentiful, and you can roll excess water that you can give to other settlements in your nation or trade using the normal water rules. Also, any attacking people must halve their speed due to the terrain being hard to walk through.
Biome negative trait: Disease is prevalent, and every time you roll your daily dice, you must also roll a 1d100. On a 30 or lower, a number of your buildings equal to your category number are unable to be operated for the next day
Plains/Prairie (Easy Survivability)
Resource dice:
Lumber: 1d4
Stone: 1d6
Food: 1d10
Metal: No metal
Animal Products: 1d8
Water: DC 10
Biome positive trait: During the spring and summer, you can add an extra die to your food die. This works for base daily, and farms.
Biome negative trait: Due to the lack of stability in the meadows, all buildings now require twice as much stone or lumber.
Tundra (Difficult Survivability)
Resource dice:
Lumber: None
Stone: 1d8
Food: 1d4
Metal: 1d6
Animal Products: 1d4
Water: DC 6
Biome positive trait: When you roll your daily base food dice, you can convert up to two items to animal products. When an enemy battalion starts their turn in your biome, they must make a CON save of a DC equal to 10 + their category size or take 20 cold damage. Creatures native to this biome have advantage on stealth checks and do not suffer penalties from difficult terrain..
Biome negative trait: One of your first building slots must be used to make a hunter’s encampment or temperature regulation, as well as you must spend the resources to upgrade your heating every time you increase a category size. Every day your civilization goes without proper heating, your category size drops by 1.
Coastal (Easy Survivability)
Resource dice:
Lumber: 1d6
Stone: 1d6
Food: 1d10
Metal: 1d4
Animal Products: 1d8
Water: DC 14
Biome positive trait: You have access to every resource.
Biome negative trait: When you roll a 6 or higher on daily base (actually monthly in game but we’re calling it daily) food dice, you must halve and round up the amount of food you get the next month due to overhunting/fishing.
Desert (Difficult Survivability)
Resource dice:
Lumber: 1d4
Stone: No stone
Food: 1d4
Metal: 1d8
Animal Products: 1d10
Water: DC 16
Biome positive trait: If the desert is the first settlement of your nation, you may choose to have your population be able to survive on half as much water and food than average. Additionally, they do not suffer penalties from difficult terrain.
Biome negative trait: You may only build a farm if you have discovered a water source that is in the large category.
Custom Biome (If you have a biome in mind that does not fit one of these categories)
Resource dice: You may arrange your dice in any order you wish, such as by putting a 1d4 in animal products and a 1d8 in metal, using the following array- 1d8, 1d6, 1d6, 1d4, 0 (no resource). The DC for your water is equal to 15.
Biome positive trait: You may either increase one of your dice size by 1 or reduce your water DC to 10.
Biome negative trait: You may only have up to 2 settlements in this biome.
After you choose a biome, you must choose a category size. When you first start, it has to be village or lower.
Category names are not equal to their numbers!
Category 1 (Hamlet)
Category number: 3
Your settlement is a hamlet if it has 100 or less people.
Requires 3 of every resource to rank up
Important building capacity: 3
Resource cap: 10 in every resource
Food requirement: 3
Category 2 (Village)
Category number: 10
Your settlement is a village if it has 101-500 people.
Requires 10 of every resource to rank up
Important building capacity: 6
Resource cap: 50 in every resource
Food requirement: 10
Category 3 (Town)
Category number: 20
Your settlement is a town if it has 501-2,000 people.
Requires 20 of every resource to rank up
Important building capacity: 12
Resource cap: 100 in every resource
Food requirement: 20
Category 4 (City)
Category Number: 100
Your settlement is a city if it has 2,001-10,000 people.
Requires 100 of every resource to rank up
Important building capacity: 24
Resource cap: 500 in every resource
Food requirement: 50
Category 5 (Metropolis)
Category Number: 500
Your settlement is a metropolis if it has 10,001-100,000 people.
Important building capacity: 50
Resource cap: 1,000 in every resource
Food requirement: 100
Caps at 100,000 people. Must create a new settlement after that.
You can create a new settlement (must be hamlet sized) using 10 of each resource and 10 people.
Must spend resources to upgrade category.
If you cannot meet the food requirement, your settlement goes down a category.
WATER AND FOOD:
Water simply works like if you create a civilization, you’d roll the d20 to try to hit the DC that lets you find a water source. If you roll below that, the DC increases by 1d4 the next day, and if you roll below that, another 1d4. After three days, your civilization falls. If you find a water source, it lasts for the number of its size in in game months, but you can also search for water sources during the time you have water. Every time you find a water source the DC increases by 1 to a maximum of 20. Any water source found on a nat 20 has a number of 100.
There are 3 categories of water source: small, medium, and large. When you discover a water source, roll a 1d10. On a 1-5, it’s a small water source, on a 6-9 it’s a medium water source, and on a 10 it’s a large water source. Small water sources have a number of 5, medium have a number of 30, large have a number of 100. Settlements that are Village sized or larger consume an amount of water equal to their category size every month.
You have a bonus to search for water sources equal to your category size.
Food starts with the number you rolled on your daily food die, and it must meet your daily food requirement or else your settlement goes down a category. You can distribute food across settlements if you have enough. Citizens must not be starved for a month (day out of game) or else they will die. You can choose not to distribute food, which will save food in the long term.
Whenever you reach a category size, you can multiply all the food you rolled (including farms) by the number in your category’s name, due to having more people to collect.
BUILDINGS:
Buildings are not a single building and instead reflect the network of buildings created of that category. One singular “Houses” building can be anything from a neighborhood to a housing complex, or however you want to flavor it.
Mine
Produces coal & allows for faster resource collection. When you roll your daily dice for resource collection, you may choose to add whatever the maximum roll for your metals or stone would be to the amount of metal or stone collected for that day. If you do not have a dice for metal or stone, you can choose to collect an amount of stone or metal equal to your category number. You may also convert any metal you collect to coal when you collect it.
Requires 5 stone and 5 lumber to build.
Upgrade: You can spend 10 lumber, 10 stone, and 10 coal to make the mine bigger. This allows you to roll an extra die for a resource of your choosing. If you do not have access to this resource in your biome, your die will be a d4.
Barracks
Barracks let you recruit soldiers. Your first barrack level allows you to have a minor squadron, but you also have to invest the people. First upgrade (Second barrack level) allows you to have a full squadron. Third, a battalion.
A barrack costs 10 lumber, 10 stone, and 10 metal to create. It costs two times that to upgrade for the second level and three times the second level’s requirement to level up a second time.
Housing
Requires 10 lumber and 10 stone. This houses every person in a Category 1-3 sized settlement. To upgrade, it costs an amount of stone and lumber equal to your category size multiplied by 5.
Housing protects against the elements. Every day when you roll your daily resource collection and do not have housing but have other functioning buildings, you may choose to make one of those buildings a temporary first level housing building, which removes any other benefit that building may have given you. For every day you go without housing your entire population, roll a 1d10. On a 3 or less, your category size decreases by 1 as people die from exposure to the elements. If this reaches 0, your civilization is destroyed.
Farm
Three variations, crop farm/animal farm/lumber farm
Crop farms allow you to roll an extra 1d4 food every day, this does not count towards your daily base roll. You can spend 5 food to create them and 10 food to upgrade them, which allows you to roll a d6 instead, up to a d12.
Animal farms allow you to add two to your food or animal products every day. If you skip a day, you can start keeping animals and collect later. If you skip a whole week, you can double the amount of animal products/food you collect at the end of that week. Or you can get mounts that will allow you to have a cavalry. Mounts populate like mortals, and when you create an animal farm, it will steadily grow larger unless you kill the animals. You can upgrade animal farms using 10 lumber, and you must upgrade animal farms whenever you reach 50 animals. The maximum upgrades you can get is ten.
Lumber farms work the same as crop farms, except with lumber. They require 5 lumber to create and 10 to upgrade.
Artisan Guild
An artisans guild is required to upgrade buildings. It costs 7 stone, 3 lumber, 5 coal, and 5 metal to build. Artisans guilds can also create armor and ships. Artisans guilds can halve the amount of one resource required for a building.
You can spend 1 of a resource to turn it into something. For example, you can make food twice as effective, make one metal into a suit of armor and a weapon, or turn one stone into bricks, which will make them twice as effective.
Hunter’s Encampment
Can also cook food, making food twice as effective (meaning citizens only require half food if it is cooked)
With every Hunter’s encampment you have, you can add the number in your category’s name to rolls to find water, and your daily roll for food. Whenever you get a new hunter’s encampment, you can add one to that number you add to water rolls and food additions, this number can go up to ten.
Requires 10 lumber, or 5 lumber and 5 coal. Every day it must be given 2 lumber or 1 coal to stay burning.
Medical Center
Cures poisons and diseases by lowering their duration to one day, and can heal battalions' hp to maximum if they spend the night there.
Requires 10 lumber, 10 stone, and 5 food to build.
Temperature Regulation
Varies from region to region, prevents creatures native to the biome from dying to temperatures (such as in the tundra or desert)
Allows farms to produce resources in all seasons
Can be built using either 10 coal or 10 stone.
Docks
Can be built on Medium or Large water sources, roll an extra 1d4 if medium and 1d6 if large when doing food production. Removes any penalties to trading.
Can be built using 5 lumber for medium and 15 lumber for large.
Castle/Fortress
Requires 50 stone, 10 lumber, and 15 metal to build. Creates a structure with an AC of 20 and a HP of 200. Anyone inside the structure cannot be harmed unless the structure drops to 0 hit points, and in that case it is destroyed. The castle counts as level 1 housing.
A section on war will be added once I rework the current mechanics for war!
Rollback Post to RevisionRollBack
I’m free! I’m free! Oh this is the good-est I’ve felt in forever and ever! It’s like the whole world is singing!
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
*Cool! Rolls are gonna be later, I refuse to type that on my phone. Also—if you live in the mountains or tundra, you can’t level up because you can’t get wood, right?*
Rollback Post to RevisionRollBack
When you left this town, with your windows down And the wilderness inside Let the exits pass, all the tar and glass 'Til the road and sky align extended sig
*Cool! Rolls are gonna be later, I refuse to type that on my phone. Also—if you live in the mountains or tundra, you can’t level up because you can’t get wood, right?*
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
*Cool! Rolls are gonna be later, I refuse to type that on my phone. Also—if you live in the mountains or tundra, you can’t level up because you can’t get wood, right?*
*I think so. Do I need metal to level up?*
*You can trade.*
Rollback Post to RevisionRollBack
I’m free! I’m free! Oh this is the good-est I’ve felt in forever and ever! It’s like the whole world is singing!
*Cool! Rolls are gonna be later, I refuse to type that on my phone. Also—if you live in the mountains or tundra, you can’t level up because you can’t get wood, right?*
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
*Cool! Rolls are gonna be later, I refuse to type that on my phone. Also—if you live in the mountains or tundra, you can’t level up because you can’t get wood, right?*
*I think so. Do I need metal to level up?*
*You can trade.*
*Ok good.*
*Oh, bet! This is like Catan.*
Rollback Post to RevisionRollBack
When you left this town, with your windows down And the wilderness inside Let the exits pass, all the tar and glass 'Til the road and sky align extended sig
*Cool! Rolls are gonna be later, I refuse to type that on my phone. Also—if you live in the mountains or tundra, you can’t level up because you can’t get wood, right?*
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Listen to Sun Cycles!
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Thanks to Arch for making the OG and Cyno helping me with v2! And thanks to anyone who participates!
The world is untamed, wild, magical, new. You have been put into power through some means of your choosing. The objective is clear-grow your empire, create a thriving civilization. You can also play as a citizen of a civilization or a nomad, but for the best experience, try playing a leader/whole civilization!
A few things to explain first. A month in game will be decided by the Game Master, so when a Game Master says it’s the next day, you can move to the next day. Every in game month, you will roll your resource die. You have a base resource die and then more that you can acquire through buildings. The type of die you roll for each resource depends on your biome, which you choose at the beginning of the game.
To start playing, you will have to choose a biome, and you start at village size, or lower if you so choose. You can choose a certain number of people to start with, your population must be village sized or below.
Also I will correct this eventually but when it says out of game day, it means in game month.
BIOMES:
After you choose a biome, you must choose a category size. When you first start, it has to be village or lower.
Category names are not equal to their numbers!
Category 1 (Hamlet)
Category 2 (Village)
Category 3 (Town)
Category 4 (City)
Category 5 (Metropolis)
Caps at 100,000 people. Must create a new settlement after that.
You can create a new settlement (must be hamlet sized) using 10 of each resource and 10 people.
Must spend resources to upgrade category.
If you cannot meet the food requirement, your settlement goes down a category.
WATER AND FOOD:
Water simply works like if you create a civilization, you’d roll the d20 to try to hit the DC that lets you find a water source. If you roll below that, the DC increases by 1d4 the next day, and if you roll below that, another 1d4. After three days, your civilization falls. If you find a water source, it lasts for the number of its size in in game months, but you can also search for water sources during the time you have water. Every time you find a water source the DC increases by 1 to a maximum of 20. Any water source found on a nat 20 has a number of 100.
There are 3 categories of water source: small, medium, and large. When you discover a water source, roll a 1d10. On a 1-5, it’s a small water source, on a 6-9 it’s a medium water source, and on a 10 it’s a large water source. Small water sources have a number of 5, medium have a number of 30, large have a number of 100. Settlements that are Village sized or larger consume an amount of water equal to their category size every month.
You have a bonus to search for water sources equal to your category size.
Food starts with the number you rolled on your daily food die, and it must meet your daily food requirement or else your settlement goes down a category. You can distribute food across settlements if you have enough. Citizens must not be starved for a month (day out of game) or else they will die. You can choose not to distribute food, which will save food in the long term.
Whenever you reach a category size, you can multiply all the food you rolled (including farms) by the number in your category’s name, due to having more people to collect.
BUILDINGS:
Buildings are not a single building and instead reflect the network of buildings created of that category. One singular “Houses” building can be anything from a neighborhood to a housing complex, or however you want to flavor it.
Mine
Barracks
Housing
Farm
Artisan Guild
Hunter’s Encampment
Medical Center
Temperature Regulation
Docks
Castle/Fortress
A section on war will be added once I rework the current mechanics for war!
I’m free! I’m free! Oh this is the good-est I’ve felt in forever and ever! It’s like the whole world is singing!
he/they. Roleplay and worldbuilding fiend.
*Ooh! Sounds fun! And complicated. I’m going a village in the woods.*
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Listen to Sun Cycles!
*8, 3, 6, 1, 4*
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Listen to Sun Cycles!
No water.
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Listen to Sun Cycles!
*8 lumber, 3 food, 6 animal products, and 1 stone*
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Listen to Sun Cycles!
I’d say uhhhhhh
I’d say I really need to rework the system so it revolves around strategy and not good dice rolls
I’m free! I’m free! Oh this is the good-est I’ve felt in forever and ever! It’s like the whole world is singing!
he/they. Roleplay and worldbuilding fiend.
Ok
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Listen to Sun Cycles!
*Cool! Rolls are gonna be later, I refuse to type that on my phone. Also—if you live in the mountains or tundra, you can’t level up because you can’t get wood, right?*
When you left this town, with your windows down
And the wilderness inside
Let the exits pass, all the tar and glass
'Til the road and sky align
extended sig
*I think so. Do I need metal to level up?*
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Listen to Sun Cycles!
*You can trade.*
I’m free! I’m free! Oh this is the good-est I’ve felt in forever and ever! It’s like the whole world is singing!
he/they. Roleplay and worldbuilding fiend.
*Ok good.*
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Listen to Sun Cycles!
*Oh, bet! This is like Catan.*
When you left this town, with your windows down
And the wilderness inside
Let the exits pass, all the tar and glass
'Til the road and sky align
extended sig
*Oh yes! I love that game.*
Hiya! You can call me Link. Here’s a bit about me:
Roomba Knight, Architect of the Cataclysm, Foxy Lunar Archpriest. Dubbed The Fluffy Bowman by Golden. He/Him
Theatre Kid, Ravenclaw, bookworm, DM, Lego fanatic, flautist, mythology nerd, pedantic about spelling. I also love foxes, cats, otters, and red pandas!
I love K-pop Demon Hunters and Korean Mythology. If you want to ask me about something, send me a PM!
Listen to Sun Cycles!