recursal/Fanatic-Fandom huggingface dataset:
Meitnerium

Meitnerium is an element in the game.

"This is meitnerium and it’s a synthetic, radioactive metal which has only been produced in tiny amounts. It was produced in Germany and named after the physicist and mathematician, Lise Meitner. Probably the only woman saluted with a name in the Periodic Table?"

## How to change Meitnerium

Oscilloscope: Turns into Darmstadium

Centrifuge: Turns into Hassium

Bunsen Burner: Turns into Iridium

Test Tubes: Turns into Scandium

Freezer: Becomes frozen

## Info

Type: Solid

Appearance: A green element with an orange triangle shaped nose, pink cheeks, blue lips. She smiles all the time.

Number: 109

Voice sfx: "Maaatuh"

Extra info: [1]
Mercury

☀ ”Hi Mercury! Every time it’s hot outside this blob will show you the degrees on the thermometer. Mercury is also the smallest planet in our solar system and a roman god, but these two don’t have anything to do with each other other than sharing the same name.” Mercury is an element from the game who is in row 6 and is named after the planet, ”Mercury” aka “Hermes” Mercury is to the right of Gold, to the left of Thallium, below Cadmium, and above Copernicium.
Mercury is named after the planet, Mercury, which is the often known as the god of communication and the symbol ☿️. Their symbol symbolized a winged sandal.

## How to change Mercury

Freezer: Turns into Gold

Bunsen Burner: Turns into Cadmium

Oscilloscope: Turns into Thallium

Test Tubes: Turns into Argentum
Vanuatuium

Vanuatuium is a fanmade element for the game.

How to change Vanuatuium.

Freezer: Enjoy.

Certrifuge: Turns into Caledonium.

Test Tube: Explodes into baby Vanuatuiums.

Oscilloscope: Turns into Timorium.

Bunsen Burner: Seems To Enjoy.

Appearence: A Wiki Element. A Wiki Element with Red cheeks Blue mouth. And 2 Antennae and a 2 Spikes on top. She has the same Face as Indium

Number: 273

Voice Sfx: “Van!”

Friends: Indium

Enemies: Neodymium
Scheelium

Scheelium is a fanmade element game.

## How to change Scheelium

Bunsen burner: Turns into Heisenbergium

Test tubes: Splits into minis.

Centrifuge: Seems to enjoy the Centrifuge.

Oscilloscope: Turns into Dumasium.

Freezer: Seems to enjoy the Freezer.

## Info

Type: Dumasides

Appearance: A dark Blue element. like purple and violet. Happy expression.

Number: 144

Voice sfx: "Shhhhhh!"

Her Sfx if she is really annoyed: \*screech from BFB\*

## Other

How to pronounce this name: Sch-eel-ium

Symbol: Sh

Friends: Iodine

Enemies: Actinium
Schrodium

Schrodium is a fanmade element for the game.

## How to change Schrodium

Centrifuge: Turns into Avogadrium.

Freezer: Seems To Enjoy the Freezer.

Test tubes: Splits into Minis

Oscilloscope: Seems to Enjoy The Oscilloscope

Bunsen burner: Seems to enjoy the Bunsen Burner.

## Info

Type: Dumasides

A Bluish Purple element. A purple element with, circular red cheeks, orange lips, and 2 ear on Forehead.

on forehead. He has the same face as Plutonium.

Number: 150

Voice sfx: "So So!"

## Other

Year has was discovered: 2000

How to pronounce his name: Schrodium

Symbol: So

Friends: Plutonium

Enemies: Boron
Unoctnilium

Ibnmusaalkhwarizmium is a fanmade element in The game.

## How to change Ibnmusaalkhwarizmium

Oscilloscope: Seems to enjoy the Oscilloscope

Centrifuge: Seems to enjoy the Centrifuge

Bunsen Burner: turns into Eddingtonium

Test Tubes: Splits into Minis

Freezer: Seems to enjoy the Freezer

## Info

Type: Martinides

Appearance: A school element. A school element with one eye, white lips, white nose and pink cheeks.

How to pronounce his name: ibn Musa al-Khwarizmium

Voice Sfx: Izz!

Number: 180

Symbol: Iz

Friends: Fluorine

Enemies: Matvienium

Extra thing: He farts Ethiopium.
Kaulisum

**Kaulisum** is a district in mid-western Earthrym. Though one of the smaller city-districts within the Earthrym Urban Allegiance, it is a very frequented and famous locale within Earthrym due to its colossal stadium that attracts visitors from across the world. The old Imperial arena is host to many sporting events, stage plays, and other entertainment, and the economy of Kaulisum is built around it and the tourism it attracts.

## Geography

Kaulisum like many other of Earthrym's Districts has several points of access for the complex underground sewer system. But beneath the stadium itself is a specialized outlet where during gladiatorial spectacles excess blood was drained into the sewer system. At other times this blood was also captured in large reservoirs and pools, where Gaulmar mages could conduct grim experiments in their laboratories deep within Zorabar.
Neutronium

This is a proposed element with the atomic number of 0.

## How To Change Neutronium

Oscilloscope: Turns into Dark Matter

Centrifuge: Seems to splatter around it.

Bunsen Burner: Seems to Enjoy It.

Test Tubes: Splits Into Minis.

Freezer: Freezes into an ice cube.

## Other

Type: Negativity

A red element with circular pink cheeks, white lips, and 1 eye.

Looks like Chromium.

## Other

Symbol: Nt

Atomic Number: 0

Voice Sfx: “Newt?”

Friends: Chromium

Enemies: Flerovium
Planckium

Planckium is a fanmade element for the game.

## How to change Planckium

Bunsen burner: Seems To Enjoy The Bunsen Burner

Centrifuge: Turns into Eddingtonium

Freezer: Seems to enjoy the Freezer

Oscilloscope: seems to enjoy the Oscilloscope

Test tubes: Splits into minis

## Info

Type: Lavoisides

Appearance: a green aqua element. A green aqua element with dark cyan lips and Light yellow eyelids. She has the same face as Tennessine.

Number: 127

Voice sfx: "Pack, Pack!"

## Other

Year he was discovered: 2008

Symbol: Pk

Friends: Tennessine

Enemies: Cobalt
Nigerium

Nigerium is a element in the game.

## Info:

Type: Ugandides

Appearance: A Green element. A green element with a grey spacesuit, Circular Pink Cheeks, White Lips, Blue Eyelids, And a Bluish helmet.

Like Matvienium, Nigerium is absent in the Talent show, the puppet show, the parade, the concert or the zodiac signs.

Reason: Always does space adventures.

## Other:

Friends: Strontium

Enemies: Hydrogen and Lanthanum

Symbol: Ng

He's best friend with Zimbabweum.
Alwyn

**Alwyn** was one of the ruling gods of Thyndraheim. Once the tyrannical ruler of Thyndraheim, Alwyn would set his siblings to work and labor under his authority, shaping the world to his designs alone. His rule however was ended after an uprising of the Vaelkyr tribes ousted him from heaven and slew him.
Kegbreaker Mob

The **Kegbreakers** are a Draul mob that roam across Thryndaheimr in an especially rowdy and disruptive fashion. They seek to host the greatest celebration the world has ever seen, that even their goddess Faethir could not resist and eventually join them in drinks and dancing.

## Mission

The Kegbreakers hold true the story that Faethir's last appearance on Thryndaheimr was for a grand celebration of feasting, dancing and drinking, supposedly in the company of great Draul chiefs who had accomplished a mighty task in her name. With that in mind, they set about the task of hosting the most raucous, indulgent festivity Thryndaheimr would ever see, a party so exciting that Faethir would undoubtedly bear witness and join in the celebration and bless the partakers with her good will. So this mob makes it their mission to wander Thryndaheimr and gather supplies in preparation for their annual celebration in which they dance, feast and drink for absurd lengths of time to the setting sun. In the meantime they accomplish many deeds and gather supply so that their celebration can be one worthy of Faethir's attendance, and to that end they may often relieve other races of their drink and food, though of course any who volunteer their goods to the Kegbreakers are more than welcome to join the mob in jubilation.

## Feats

* The Kegbreakers host and "organize" the annual Feast To Faethir at the waning of the sun, where all mobs are invited to dance, drink and eat together until the dark comes.
* The famous wine-heist from the Queen-mother's private vintage in the Sacred Garden has many suspected offenders, and the Kegbreakers were seen enjoying much of her drink during their feast, but none are certain it was them who stole the casks in particular.
Dialogue

**Dialogue** is a core mechanic to Spelunk, serving as one of the primary methods of engaging the world, alongside Combat and Navigation. Dialogue is the act of one party member engaging a partner in conversation, attempting to achieve a certain end, whether it be a sensitive piece of information, access to a certain area, or a discount at a store.
Kn'cha'ak

**Kn'cha'ak**, also known as **the Necrotic God**, **the God of the Pit**, **the God of Filth**, and **the Rat-God**, is the patron god of the Gremmin and master of Cha'as'kar. Kn'cha'ak is a merciless, conniving warlord who terrorized the Outer Cosmos for eons with disease and violence, sacking worlds and "gifting" them with his pestilent aura. Eventually wounded and crippled by the Goddess long ago and chained to his world, Kn'cha'ak now masterminds a plot to use the gremmin and their rift-magic to absorb foreign worlds into Cha'as'kar and continue his path of conquest.

## History

Drifting throughout the Outer Cosmos eons ago was a blackened, brittle meteor that resembled a fire-scorched corpse. It sailed along the magical cosmic currents apprehensively, as if to avoid the attention of the powerful gods who strode the space between stars.
Gremmin

**Gremmin** are a race of mutant rat-like creatures found infesting worlds all across the Outer Cosmos. Beings of filth and pestilence, Gremmin are the agents of the god Kn'cha'ak and seek to spread his foul contamination across the stars from their homeworld of Cha'as'kar. Their main mode of spreading his influence involves "gnawing" holes in the foldspace of worlds, tenuously connecting them back to their homeworld and bleeding the laws of each reality into one another. Widely reviled and despised by the intelligent races of the universe, Gremmin are seen as pests and a threat to any healthy society.

## Appearance

Gremmin come in many shapes and sizes due to their different breeds and castes, but most are diminutive, rodent like creatures that weigh around 25 to 30 kilograms. All gremmin have four forelegs with prehensile hands and two rear legs used for standing and running. They possess long scaly tails that are very coordinated and often used to manipulate their environment.

## Culture

The vermin servants of Kn'cha'ak are chiefly three things: thieves, liars, and cowards. Created to pilfer and plunder the Outer Cosmos in the name of their wounded god, the gremmin hold no regard for other life or any moral codes, seeking only to steal everything they can and deliver it to their homeworld, to include the very foldspace of other worlds.

### Social Organization

Gremmin are at their core self-serving, and this leads to much of the social splintering and faction-feuds that are so common in gremmin society. United only by the immediate fear of their own destruction, Gremmin organize at their highest level into Broods, large armies of vermin that control multiple territories and hoards. Broods are led by Broodmasters, which are the most cunning, vicious gremmin capable of commanding the fear of their lessers and motivating them to action. A Broodmaster's power lies in their ability to control their swarming hordes, and they most often hold the loyalty of their lessers through displays of power, such as frightening shrieks, lashes of their whip-like tail, and cruel acts of violence or torture.
Runehorns

**Runehorns** refer to a family of ungulate animals native to Galimma, named for their prominent horns that often bear markings that resemble magical runes. Runehorns can often use their horns to conduct magic and use it either defensively or in mating rituals. As a result they are often the target of poachers and trappers, as these horns are valued as a magical regent for many magicians across Galimma.

## Species

* Thunderstags
* Stavehorns
* Cliffbreakers
* Shield Oxen
* Stormbeasts
Shriekwyrms

**Shriekwyrms** are a giant, mammalian predator native to the lower depths of Subterra. They resemble giant, mutant bats the size of small houses.

## Physiology

Shriekwyrms are mammalian in form, covered in a layer of rough hair over pale skin. Their forelegs stretch out from the body, lined with large leathery wings, ending in hooked claws they use to clamber about their subterranean homes. Shorter back legs balance the remainder of the creature's weight and are attached to the rest of their long wings. A stubby tail extends between the legs, swaying about for minor amounts of balance. From the front of the beast extends a long craning neck at the end of which its head rests. Two large ears extend from the tops of the head, granting it incredibly sensitive hearing; a flared, leaf-shaped nose sprouts from the front of its snout, allowing it to easily catch the scents of nearby prey or the pheromones of other shriekwyrms.
Alupa

**Alupa**, known as the **God of the Hunt**, the **God of Fangs**, and the **God of the Pack**, is an intercosmic god that made its home on Galimma in the First Era. Alupa was known for pursuing prey across the cosmos, preying on the strong and elusive alike, though rarely making a home of any one world. Most famously was its hunt across the cosmos for the God of the Pasture, Uma, which resulted in both of their deaths on Galimma.

## Dominions and Aspects

The God of the Hunt is the patron of predators, hunters, carnivores, and all things that stalk prey; those under their patronage possess wicked claws, carving fangs, and the cruel cunning of a predator. Alupa also protects those who run together in packs, and encourages the sharing of prey with a hunter's fellows.

## Influence

### The Hunterborn

Alupa is notably the patron of all Hunterborn races on the world of Galimma, to include the Lykoth, Savraj, Brundar, Fen-Kit, and others. Most of these cultures have old legends of the god of the fangs once leading them on hunts across the world, and instilling in them the concepts of the hunt, pack-bonding, and community.
Stavehorns

**Stavehorns** are a family of Runehorns, noted for their towering staff-like horns decorated with magical 'engravings'. One of the rarest of the Runehorn families, Stavehorns were one of the most targeted for poaching due to the size and value of their towering horns, which could grow up to nearly 1.7 meters in length.
Draulpeak

The **Draulpeak** is a location in Thryndaheimr. It is a populous stomping ground for the Draul, thought to be the birthplace of their race where the storm goddess Faethir long ago obliterated a mountain and unleashed them upon the world.

## History

In the first age, there stood a great mountain that stretched tall and wide into the sky, riddled with fat boulders and rugged slate. One day, Faethir's blustering thunderstorms swept low over the peak and split it down the center with a quaking lightning strike, reducing it to an enormous pile of stony rubble. From beneath this destruction crawled the Draul as if freed out from under the mountain, and so began their collective reverence of the storm goddess who still roared from atop her thundercloud above the ruined peak. They did not linger long at their birthplace, taking to the greater world in their great mobs and even carrying a great deal of this rubble with them along the way. But eventually, the mobs would tire and seek respite, which they found at the weathered crater that was once that old mountain. In honor of its and their own origin, they would call it Draulpeak and it would be one of their oldest and most prominent stomping grounds, a place for weary mobs to rest, banter, and collect themselves for their next venture.

## Geography

Located at the Crushed Steppes, Draulpeak is a deep and wide crater of sturdy bedrock well worn by years of Draul stomping. No plant life grows on the bare rock, with only some stumps placed carefully in the ground as seats for resting Draul. At the center lies the Big One, a stupendously large draulstone said to be sacred to all Draul-kind that is said to be utterly immovable.
Mendelevium

Mendelevium is an element in the game.

"This is mendelevium and it was produced in a lab in Berkley, California. It was named after the Russian chemist Dmitri Mendeleev who invented the first periodic table in modern form."

## How to change Mendelevium

Oscilloscope: Seems to enjoy the oscilloscope

Centrifuge: Turns into Fermium

Bunsen Burner: Turns into Nobelium

Test Tubes:  Turns into Lanthanum.

Freezer: Turns into Thulium

## Info

Type: Liquid

Appearance: A white element with an orange nose, blue lips and red spikes on its head.

Number: 101

Voice sfx: "MMMMMEEETTTEEERRRR"

Synthetic Name: Unnilunium

Extra info: [1]

## Other

How to pronounce his name: men-də-LEV-ee-əm or men-də-LIV-ee-əm

Symbol: Md
Shield Oxen

**Shield Oxen** are a family of Runehorns identifiable by their distinctive facial plate that flares out to protect the neck and display a complicated series of 'runic' markings the Runehorn family is known for. The 'shield' of the Shield Ox is often decorated in intricate mandala-like markings, capable of reinforcing the durability of the crest considerably, and of emitting magical shock-waves that can deter predators and mating rivals. The crests are valued for their natural beauty by many different Galimman cultures, and can be found as trophies decorating the hearths of many hunters.

## Habitat and Distribution

Shield Oxen are most numerous in the Southern Hearthmountains, and along the neighboring stretch of the Ice Sheets.
Mana

**Mana** is an enigmatic force that exists throughout all of the Outer Cosmos. It is a mysterious force seemingly with a will all its own, and originates from the Magic Plane. All souls and sentient life are made of mana, and at the center of all magic is mana. Mana compels the universe into motion and holds it together simultaneously. Mana is the source of all life but also incredibly volatile and destructive.
Salashir

**Salashir**, also known as **Saash**, **Graag**, or **the God of Rivers**, is a god that made its home on Galimma and created the Marine Kind. Salashir was an amphibious being that was attracted to worlds with substantial bodies of water, though preferring unfrozen freshwater. It would make a permanent home of Galimma, eventually coming to hide within Subterra from the god-slaying Gaulmar.

## History

Salashir was one of many god-like creatures born from the liquid moons of Saszoth. Though safe for a time from the saltwater depths of the core world, Salashir was quick to flee the oceanic world and take to the cosmos. Salashir traveled far across the stars, but often craved the soothing embrace of water, thus leading them to many worlds with rivers and lakes to rest within. This led the amphibious god to the world of Galimma, a young and unspoiled world with plentiful water to live within and mana to drink from. Salashir would choose this world as a permanent home, favoring the freshwater haven of the Springlands, and go on to create the Sepiki and other Marine Kind.

### Saash of Subterra

During the Second Era, the Gaulmar Empire would enact their grand conquest of Galimma, and slay many of the gods that had made a home of the world. Salashir and his people were targeted by the empire, seen as interlopers upon Galimma, and were to be slain. Salashir took a handful of his closest followers into the depths of Subterra to hide from the wrath of the Gaulmar. Eventually Salashir's children would come to be known as the Sulara, and they would name their god-in-exile Saash. Saash would rest near the surface, at the fountain of the Styge River, a vast source of freshwater for the denizens of Subterra. Into the modern day long after the fall of the god-slaying empire, Saash and the Sulara remain under the surface of Galimma, too changed to return to the surface where the sun may harm them.
Uukpaluuk

The **Uukpaluuk** are a race of hardy Hoof-Kind native the Ice Sheets of outer Galimma. Exceptionally tough beings adapted to the harsh cold of the sheets, Uukpaluuk are expert navigators and nomadic hunters, though a relatively peaceful and humble people.

## Appearance

Like other Hoof-Kind, the Uukpaluuk are a towering bipedal race, standing on long equine legs. Their hooves are cleft and wide, so was to better cross snow and ice flats.
Savraj

The **Savraj** are a race of intelligent Hunterborn native to Galimma. Originally a prolific and feared race, most were wiped out by the Gaulmar Empire due to war and enslavement. In the modern age, the Savraj exist in scarce numbers and prefer to live far and estranged from the other intelligent races.

## History

### Prehistory and Early First Era

The Savraj claim a heritage of being the most efficient and successful of the God of the Hunt's progeny, stalking and slaying all manner of other creatures since prehistory. The Savraj prides ruled vast tracts of hunting ground that other races either lived within out of necessity, protected as serf-like subjects, or avoided outright. The only races that could oppose them were either the truly large, such as the Maulgr or tribal Gaulmar, or equally cunning hunters such as the Lykoth or Hyenni. The cunning magicians among the Savraj were able to hunt down lone souls, either those long lost, recently departed, or even those of the parasitic demons, and add that to the power of the ruling prides.

### Second Era

The Savraj prides remained relatively stable up until the rise of the Gaulmar Empire, which saw the most united and fearsome gathering of the brutish Gaulmar the world had seen. The powerful sorcerors, mighty warlords, towering citadels, and massive slave armies proved far more than any single Savraj pride could bear, and most fell to the encroaching Empire. Many subjects of prides joined the Gaulmar willingly, rising up against their Savraj masters to fight for the Empire, though ultimately remaining slaves for different masters.

Many Savraj warriors were slain by the swelling imperial armies, and most all prides crumbled. The captured were bound in chains, though they often proved too savage to employ as slaves and were instead used as gladiators in the Gaulmar's arenas. What few Savraj escaped the Gaulmar's expansion fled into the wilds, surviving far from their borders and in seclusion. By the end of the Second Era, the Savraj became almost a myth to those who lived under the Empire.

### Third Era

With the fall of the Gaulmar and their world-spanning empire, many substantial power vacuums occurred throughout Galimma, and many factions vied to fill them. For the Savraj however, there remained so few to take part in this that they could not reinstate the prides of old, and most continued to keep to themselves, save for a few cunning sorcerers. Several notable Savraj magicians attempted to recreate the rule they once exerted, attempting to intimidate the newly freed slaves back into servitude through magic and violence, but the other mortals managed to halt or eventually oust most of these.

### Fourth Era

As of the Fourth Era, the Savraj exist in numbers nearing extinction, existing as hermits far from civilization in the secluded untamed wilderness. The sorcerer-tyrants number in the dozens and are spoken of only in tall tales and local legends.
Hunterborn

Those races of Galimma that bear sharp fangs and claim heritage from Alupa, God of the Hunt, are known collectively as the **Hunterborn**, and are some of the most successful intelligent races on the world. Common traits include pelts of fur, sharp predator's teeth, acute senses of smell, and swift running speed.

## Members

* Kaen
* Hyenni
* Shadowfolk
* Fen-Kit
* Lykoth
* Brundar
* Savraaj
Zubu

**Zubu** are an intelligent race native to many regions of Galimma, "domesticated" by the Gaulmar of old. Zubu are native to the old Zon-Guo province, bred their by the Empire as a race of livestock to slaughter and cook, but in modern times have an influential civilization known the world over.

## In Outer Cosmos Role-playing System

**Zubu** are one of the playable races available to players in the Outer Cosmos Role-playing System, featured in Frontiers of Galimma. They are a medium sized race with exceptional weight and endurance, able to take substantial physical punishment before collapsing.
Giants

In Galimma, a race of colossal humanoid Earthkin known as **Giants** wander its surface, across almost every corner of the known world. Standing up to 10 meters tall, they are among the largest beings to inhabit Galimma, towering over even the Gaulmar, their distant relatives. While relatively common in the ancient eras, the advent of the Gaulmar Empire led to many of them being enslaved or poached, and the few that remain today are disparate and reclusive.

## Appearance

The giants of Galimma resemble walking mountains, in that they are massively tall and wide, and appear to be living stone and soil. They are bipedal, but can be seen most often lumbering on their hulking forelimbs like an ape.
Earthrym Urban Allegiance

The **Earthrym Urban Allegiance** is a nation in Earthrym, made up of a cooperative union of urban city-states known as Districts. These districts are built upon large junctions of Imperial infrastructure, and have different specialized economies that supplement one another. Districts send elected representatives to meet in council at their political capital of Zalthron to coordinate and decide on policies at an Allegiance level.

## Geography

The Urban Allegiance claims territory located in various parts of Earthrym, though does not have conventional national borders. Its territory lies explicitly within the borders of each of its Districts and certain stretches of surrounding ruin. The space between these districts is not claimed or protected by the Allegiance, and is largely uninhabited by comparison. Especially dilapidated blocks of Gaulmar ruins are rarely reclaimed by the Districts, and most districts prefer to expand upon existing structure and rebuild over only the sturdiest of Earthrym's foundations.

## Politics

Each District has its own local legislation and organization within the confines of its borders, but each district elects representatives who serve in the adjacent Allegiance government. These representatives meet within Zalthron at recurring dates throughout the year to discuss political and economic circumstances.

### District Members

* Zalthron, the Political District
* Plazaar, the Merchant District
* Kaulisum, the Theater District
* Angavar, the Industrial District
* Greenseat, the Agricultural District
* Zalavan, the College District
* Ulabad, the Prison District
* Zongban, the Zon-Guo District
* Eastgate, the Asaran District

## Demographics

### Population

The Urban Allegiance is one of the most densely populated nations on Galimma, assisted by the crowded urban Gaulmar infrastructure the individual districts are built upon. Economic prospects, solid infrastructure and accessible location make it an attractive place to settle down for immigrants and travelers, and many of its districts are regular visits for merchants and caravaners.

#### Racial and Ethnic Groups

The Allegiance boasts an incredibly diverse population of natives and immigrants from all corners of Galimma, as it is a metropolitan epicenter for the world in trade and cultural exchange. Most populous are the Kaen, as many of their breeds originated from Earthrym and live there to this day. Other sizable races include Humans, Kithi, Ratkin, and Fen-Kit.
Zalthron

**Zalthron**, also known as the **Political District**, is one of the largest district-cities in Earthrym, and the political center for the Earthrym Urban Allegiance. It is settled primarily in the ruin of the Seat of Zaul and its surrounding courtyards. Allegiance representatives meet within Zalthron to decide on legislation and other political decisions. Zalthron is also home to several schools and museums that study and curate Gaulmar culture, though a fracture exists in these communities regarding the legacy of the Empire.
Worlds

The term used to refer to the various pockets of foldspace inhabited by mortal races, gods, and the matter they exist upon is **Worlds**, sometimes used interchangeably with **Planes**. These isolated environments tend to vary widely in physical laws, mana distribution, ecology, size, and other properties. A world tends to specifically refer to the pockets of foldspace created by gods that gestate within accumulations of matter and mana, becoming their own enclosed realm that is minimally affected by the events within the Outer Cosmos.

## Known Worlds of the Outer Cosmos

* Galimma, the Living Cradle
* Uzunda, the Broken World
* Thryndaheimr, the Arena of the Gods
* Hearthplane, the Abode of the Goddess
* Saszoth, the Lunar Sea
* Cha'as'kar, the Realm of Rats
* Vahruun, the Heart of the Void
Outer Cosmos: Ruins of Uzunda

**Outer Cosmos: Ruins of Uzunda** is the second planned rule-book for the Outer Cosmos Role-playing System. It features the broken and hazardous landscape of Uzunda, a dismal world inhabited by resourceful scavengers and horrific mutants.

## Playable Races

* **Kuzu**- The scattered and mutant descendants of the Masters, the old ruling empire that ultimately doomed Uzunda and left it in ruin. They inherit the dark legacy of their ancestors, but struggle to make a future the same as all of Uzunda's other races.
* **Uzudoran**- The preserved survivors of the apocalyptic work of the Masters, released from their stasis into a tainted and crumbling world. They bring valuable knowledge from the past, but are often ill-prepared for the realities of survival in the ruins.
* **Yondarr**- A towering breed of Kuzu native to the far off ruins of Volfan who have mutated to withstand bitter cold and brutal scarcity. Though impressively durable and excellent survivalists in the harsh cold, Yondarr may struggle in heat and the more toxic locales of Uzunda.
Stygonians

The **Stygonians**, or **Sulara** in their native tongue, are a race of blind, amphibious humanoids native to the subterranean rivers of Subterra. Having completely devolved any form of sight, Stygonians rely entirely on echolocation and their sense of smell to perceive their surroundings, and have developed a remarkably unique culture in consequence.
Souls

**Souls** are magical constructs that inhabit all living creatures and make them "alive." Made up of a specific pattern of mana, souls are consistent in form among the creatures they exist in and are what allow life to perform magic and affect mana particles. A soul must exist bound to a material object, in almost all instances a living body, and starts to degrade when its parent body passes away, either disintegrating completely or becoming a spirit.
Caver Union

The **Caver Union** is a sovereign nation located within the depths of Galimma's expansive cave system of Subterra, made up primarily of Cavers, Subterra natives, and other surface-emigrants. The Caver Union is an industrialized nation with a booming economy, exporting a wide variety of subterranean goods to traders on the surface, and one of the most prolific and influential civilizations within Subterra.

## History

### Colonial History

Before the founding of the Caver Union, surface-goer activity within the Styge Caves was fairly limited, with only its initial depths explored by Pastoro natives with any frequency. It was only during the 4th Era that Federation humans began to explore Subterra past the limits of the Cavemouth.

## Geography

A large majority of the Union's territory exists within the expansive Styge River cave system, starting at the settlement of Cavemouth and branching out to various caverns alongside the main river caves.

## Demographics

### Population

The Caver Union is one of the most populated areas in all Subterra, let alone the Styge Caves. Dense with industry, trade and commerce, the Union draws prospective workers and merchants from across Galimma, though its retention of migrants remains low due to the dark, treacherous conditions. For that reason, Cavers, multi-generational natives to Subterra, consistently make up the vast majority of the Union's population.

#### Racial and Ethnic Groups

The colonies that would become the Caver Union were primarily a human undertaking headed by the Cosmic Federation, and the human Cavers make up a substantial majority of the modern Union. Caver culture is primarily split up by the separate cave settlements, with unique cultures and accents in the old tunnels of Spadeside, the pocketed off caves of Blackbank, the bustling industrial center of Halloway, the long-lost depths of Bucket, and so on. Most Cavers share common traits, and any bigotry is most often directed towards cave natives. There are notable populations of non-human Cavers employed within the Union for many generations, including Kaen, Fen-Kit, Ratkin, and Zubu.
Ulabad

**Ulabad**, also known as the **Prison District**, is one of the many city-state Districts of the Earthrym Urban Allegiance. It is most famous for its enormous prison complex, repurposed from the days of the Empire, in which criminals from all across Earthrym and even further out from other regions of Galimma are sent. Other Allegiance districts are reliant on Ulabad to hold their prisoners, and Ulabad's economy is reliant on funding from the states who they host the prisoners of. Many of Galimma's most notorious criminals are held within the enormous Gaulmar citadel, and are protected fiercely by well-equipped guards and mercenaries. Ulabad is also one of the largest heritage grounds for the Kaen people, as many breeds originated from the slave pens within and around the enormous prison complex.

## History

### As an Imperial Prison

During the Second Era, the complex of Ulabad was the primary holding cells for slaves and prisoners of the Empire, especially Kaen kept and bred for work within Earthrym. Gaulmar slave-masters created many of the modern Kaen breeds on the grounds of Ulabad, housing and training them within the multitude of prison-like housing complexes throughout the area.

## Demographics

### Population

#### Racial and Ethnic Groups

Ulabad out of all the districts in Earthrym has the greatest concentration and percentage of Kaen within its population, due to its significance to their racial history. A vast amount of differing breeds claim heritage from their, but in modern times is inhabited mostly by "mutt" breeds.
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Roughrider Mob

The **Roughriders** are a Draul mob that roam about Thryndaheimr, seeking out powerful beasts to hunt, wrestle, ride, or antagonize in the name of their goddess Faethir.

## Mission

The Roughrider Draul describe their image of Faethir as riding upon a sled carried by two fearsome bush boars, or saddled upon the back of a giant mammoth, or draped in the pelt of a great cave bear, or any other mighty vision of her dominating the beasts of the world. Inspired, they travel on foot, on sled, and on beast-back across the realm in search of vicious creatures, either to fight them, to slay them and harvest their trophies, or ride upon their backs in daredevil stunts in an attempt to appease Faethir with their boldness. The Roughriders amble about in many groups, usually pursuing different creatures at a time, but recognize one another and may assist each other in pursuing a particular quarry, and then sharing the bounty and potential good grace of Faethir for their deeds.

## Feats

* A group of several young roughriders are thought to have spurred a massive stampede of bush boars that would flatten acres of woodland and run clear through the borders of the Sacred Garden, with the young Draul in tow supposedly collecting bits of trampled goods from the ruin.
* The Roughrider chief Morri Bear-Foe is attested to the slaying of the matriarch of a particularly vicious family of cave bears, displacing them from their lair to the relief of nearby villages, and donning the thick, scarred hide as a cloak. It is also said that she met with a tribe of Skin-folk known to wear bear skins in an attempt to conduct her own skin ritual, though eerily she never returned to the mob afterwards. What happened to her is not spoken of among the Roughriders.
Baldob

**Baldob** are a sapient race of Earthkin that resemble impish humanoids, native to the lower reaches of Subterra. Characterized by their pale skin, large eyes, and comically large ears, Baldob are a secretive yet curious people, well-known for doing business with all cave residents. They also have an innate talent for learning and mimicking speech, possessing a supremely developed set of vocal chords. This ability to recreate sound has earned them the moniker of "echo goblins" among cavers.

## Appearance

Baldob are comparatively short in stature, rarely growing taller than a single meter, though this is rarely seen as they have a natural tendency to squat and hunch over, sometimes even walking on their knuckles.

## History

### Origin

The origins of the Baldob are not well understood, even by the Baldob themselves. Oral tradition tells of a tale that the mysterious Earthheart summoned them into the Cave through its cryptic "song" countless years ago. Supposedly intrigued by the humming tune emitted by the earth itself, the Baldob descended into the Cave to better hear and understand the cries of Galimma, and became excellent listeners. They became excellent gatherers and collectors of the many bounties to be found within the treacherous Cave, and were quick to trade them with their fellow subterranean neighbors. Soon, they came to be known as respected members of the Subterra community, sharing their reverence for the ground with their fellow Mulls and Troggen.

## Culture

Baldob culture is often considered strange and alien, even by Subterra standards. They place a great emphasis on guile, creativity, and community, and are naturally a curious people. Through the same instinct that drove them to seek out the sounds of the Cave, the Baldob actively seek to learn about the many oddities of the Cave, and regularly intermingle and trade with other Subterra races.

This interest in cultural exchange is aided in large part by the baldob's ability to mimic almost any sound on many frequencies, allowing them to learn the languages of all Subterra's various races to great fluency. So naturally does their linguistic talent come that often they challenge themselves in their daily speech, sometimes speaking only in rhyme, alliteration, a certain pentameter, or other quirk. Reciprocating this will garner much favor among baldob as it is considered a great demonstration of wit and charisma.
God

**Gods** in the Galimmaverse are not a singular race, but a class of beings, often considered the greatest of all known lifeforms. They are best defined by their ability to directly harvest mana from stars, or even outright consume and destroy them. This typically grants them immeasurable amounts of strength, both physical and magical, and puts them on an entirely different level of existence than other "lesser" lifeforms.Their innate mastery of magic grants them the ability to influence the course of the universe in grand and devastating ways, and many times the clashing visions of gods leads to intercosmic conflict.

## Known Gods

* The Goddess
* The Serpent
* Kn'cha'ak
* Uzu (Deceased)
* The Thyndraheim Pantheon
	+ Aragni
	+ Ygdria
	+ Faethir
	+ Hrogni
	+ Skaggi
	+ Skoldr
	+ Narefka
	+ Ama
	+ Valthogg
* Alupa
* Uma
* Rha'seska
* Salashir
Orsha

**Orsha**, also known as Ghost Birds, are a species predatory Mage-Birds native to the forests of Galimma. They are elusive and mysterious creatures, observed only when hunting prey. Orsha can fly in near complete silence due to their innate magic, allowing them to ambush prey with eerie quietness. The Rhathiki Master of secrecy and silence is often symbolized as one of the phantom-like Orsha, and those with secrets to hide often pay respects to them.
Korr

**Korr** are an intelligent race native to Uzunda. Lithic lifeforms with mineral-heavy hides, including traces of Dead Iron, Korr are a simplistic and relatively primitive people, especially compared to the old technological Uzudoran civilizations of the First Age. Korr are also technologically and magically agnostic, shunning them as destructive and corrupting tools that ultimately led to the destruction of Uzunda; but simultaneously, the Korr are very spiritual and superstitious, placing great emphasis on ritual and faith in their cultural practices.

## History

The Korr developed alongside the Uzudoran in early times, growing much taller than their counterparts. The brutish Korr often raided their smaller neighbors for supplies or forced them off of desirable land, asserting their dominance as the greater of the two. The Korr however would come to be outmatched eventually by the Uzudoran's rapidly advancing technology and magic. Abhorred by such sorcery and witchcraft, the Korr came to fear them and sought out solitude from the towering cities of the newly forming empire. The Korr would then fade into legend as their population dwindled in the face of imperial expansion across Uzunda.

After the death of Uzu, chemical and magical hazards swept across the world and decimated the Uzudoran, many of which no longer had access to their old technology and magic. The Korr, nigh invulnerable to the affects of the Warp, found themselves flourishing in the face of the end of the world. With the other races devolving into sickly mutants or crumbling apart without their technology of old, the Korr who were immune to magical hazards and already lived in stone-age tribes saw a new golden age open up before them, giving them new chances to plunder and reinstate themselves as the greatest race of Uzunda.

## Culture

Korr are famously primitive, in that they fear and revile the advancement of technology or magical pursuits. For most of recorded history the Korr have shunned the advent of technology their neighboring race brought, decrying it as witchcraft and a crutch that would stop its user from becoming truly strong.

### Social Structure

Korr live in separate tribes, which are scattered across Uzunda in different locales, often caves or sheltered areas out of sight from the Uzudoran. Tribes are led by a Boss, who are the largest and strongest of the local Korr and thus able to enforce their will over their fellow tribesman. Tribes would typically wage war against one another when not busy fighting outside threats such as mutants or Uzudoran. These wars can often end with the Boss of one tribe defeating the other tribe's Boss, which by Korr tradition meant a consolidation of the two tribes under the rule of the victorious Boss. Personal strength is everything to the Korr, so they follow above all else the strongest among them, a Boss who will lead the tribe to greatness.
Aragni

**Aragni** is the one of the ruling goddesses of Thryndaheimr, titled as the Goddess of Fire and Forge. Aragni is the patron goddess of volcanoes, metalworking, crafting, masonry, order, mining, and the Dwargi race. She rules over the masterfully worked Forgelands, where her and her followers reshape the very earth into a metallic, orderly design. With the Dwargi at her beckon and hammer in hand, Aragni seeks to bring her fiery touch to all the realm and make uniformity of the rugged, unrefined surface of Thryndaheimr.

## History

### In *The Myths of Aragni*

As recited by the Dwargi people, Aragni is the oldest of Thryndaheimr's gods, having first emerged when the world was raw and unrefined. The surface was craggy ashen rock veined with bubbling magma and broken by massive volcanic bursts that boiled up from the molten core of the world. From one of these fiery vents, a massive being dragged herself out from the world's raw material and onto the rocky surface. Skin red hot and pulsing with blood of magma, a body shaped of solid minerals and metals, and the mighty soul of a god, the volcanic giant was born, the first life to walk the world's surface.

She observed her surroundings with a meticulous gaze: the air was black with smoke and ash and bit at her with cold teeth, so she blew it away with a mighty breath of flame; the ground was bumpy, uneven, uncomfortable for her feet, so she stomped the earth around her until it was flat and smooth; pools of molten lava spilled onto her feet, so she dug a crevice to contain it all within; mountains of volcanic rubble and stone obstructed her path, so she tore them down and aligned them in an orderly pattern that pleased her. In her first moments of life, the great volcanic goddess had already carved much of the world to suit her, salvaging it from seismic turmoil and instability. The land beneath the goddess of the flame and the forge, hsaped and fixed by her very own bare hands, came to be known as the Forgelands.

### Creation of the Dwargi

The lands Aragni shaped beneath her grew continuously, and became more than the goddess wished to manage on her own. To tend to the intricate bricks, carvings, and other workings of her domain, Aragni created the Dwargi, a stout and sturdy people who would serve as laborers, masons, architects, smithies, artists, miners, and attendants to the Forgelands and those who lived beneath Aragni's rule.

## Appearance and Depictions

The chief worshipers of Aragni are the Dwargi, and the goddess of flames means many things to them as a culture but they tend to be united in their depictions of her. She is strong, wielding her tools with ease and precision; she is dutiful, always laboring with all her might and tending to the world's needs; she is practical, her work performed with no extravagance, her beard trimmed neatly, and her garb simple working cloth; and she is ingenious, a master of engineering, architecture, metallurgy, and crafting, and an inspiration to artisans across the realm.
Uma

**Uma**, the **God of the Pasture**, was a god that made its home on Galimma and shaped much of its surface during its Prehistory and the First Era. Uma was a gentle but sturdy god that traveled the cosmos for eons, often pursued by the God of the Hunt Alupa from world to world. Uma eventually made a home of Galimma, creating the Ahapo people and their ilk, the Hoof-Kind. Alupa would eventually find Uma upon the surface of Galimma, and the two clashed many times, spurring the two and their children-races to rivalry and war.
Loot-Heap

**Loot-Heap** is a location in the world of Thryndaheimr. It is one of the greatest tracts of stomping ground in Thryndaheimr, established and lorded over by the infamous Lootgrabber Mob as a place for them to stash their great stores of loot and treasure. This place is the sole territory of the Lootgrabbers, and few other Draul mobs can be seen there save when they come to take back something stolen from them or to thwart a particularly vicious chief.