recursal/Fanatic-Fandom huggingface dataset:
Zorabar

Beneath the sprawling, towering city of Earthrym was **Zorabar**, or **Under Our Home** in ancient Gaulmar. This huge underground complex served as both a base for Earthrym infrastructure and a front from which the Gaulmar Empire could invade the deepest reaches of Subterra. In present times it is a vast and hollow ruin where underground natives have made their home and explorers delve in search of ancient imperial knowledge.
Bucket

**Bucket** is a Caver colony established by the Cosmic Federation, located near the Old Quarries. Originally a mercury mine that sided with the Union during the Subterra Civil War, Bucket was cut off from the outside world during a disastrous cave-in, theorized to be of their own design to prevent their capture by the Federation. Presumed destroyed or lost for many decades, Bucket unknown to the rest of the Union survived a series of natural and supernatural disasters in the form of mercury fume poisoning, spectral haunting, cave-ins, and attacks from strange wildlife. Recently reestablishing contact with the rest of the Union, the people of Bucket are hostile and paranoid from their generations of war with the Cave itself, and have transformed into a cult-like nation convinced that they remain the last bastion of free Cavers. Attempts by the Union to create dialogue are futile and often met with hysterical violence.
Marine Kind

Galimma's multiple species of amphibious humanoids are grouped in the class known as **Marine Kind**. Members are related by their amphibious nature, building societies within or adjacent to large bodies of freshwater, and often have similar adaptations, such as mucus-coated skin and a metamorphic life-cycle. Marine Kind are believed to have been spawned from the god Salashir in Galimma's Prehistory.

## Members

* Sepiki
* Sulara
* Golbrog
Thryndaheimr

**Thryndaheimr** ("**home of Thrynda**" in the Vaelja language), also known as **Muirr**, **Faethurnn**, **Runoggr**, and many other names,is a world in the Outer Cosmos. This world was formed relatively recently by the cataclysmic union of two elemental planes of ice and fire, and has yet to settle fully. A small pantheon of gods takes personal interest in tending to this new world and in leading their young creations in establishing life on this rugged continent. The threat of destruction looms over all and raises tensions, potentially to a breaking point.

## History

### Creation

The realm that would come to be known as Thryndaheimr is understood by its inhabitants to be the result of a great cataclysm, in which the primordial plane of ice and the primordial plane of fire collided. This created a tremendous eruption, forming the raw materials of that would make up the foundation and firmament of the new world. Oceans of saltwater roiled and crashed in enormous waves, eventually giving away to the first landmasses, still red-hot and bubbling with molten earth.

## Inhabitants

### Gods

Thryndaheimr is ruled by a court of nine goddesses, all born from the raw materials of the world and leading their own patron cultures. They indirectly contest one another for mastery over the world and its fate, as they all have incompatible goals for its future and the followers under them.

1. Aragni, Goddess of Fire and the Forge
2. Ygdria, Goddess of Fertility and the Garden
3. Faethir, Goddess of Storms and Warriors
4. Skoldr, Goddess of Beasts and the Hunt
5. Skaggi, Goddess of Mischief and Schemes
6. Hrogni, Goddess of Stars and Witches
7. Nordur, Goddess of Sea and Song
8. Thrynda, Goddess of Mortals and Queens

### Intelligent Peoples

* Vaelkyr
* Dwargi
* Draul
* Alvir
* Kashik
* Greel
* Skin-folk
* Bjurnlings
* Jodunni
Galimman Giants

Seen wandering across the surface of Galimma are a class of distantly related creatures called **Giants**. Theorized to be born from or split from the great Earthheart consciousness, giants are colossal beings made of living stone and earth, thought to be ancient beyond measure. Though imposing in stature, most giants are docile and reclusive entities that treat mortals and smaller creatures with indifference or simply fail to notice them.

The behavior of giants is subject to much speculation and theorizing. Their constant march through their respective territories, though seemingly aimless, has been studied and mapped in recent years, and results show that the giants do indeed follow a set path, almost step-for-step. Further study even noted the similarities between these walkways and the geometry of runes, and that on a grand scale these runes may be responsible for the magical and meteorological climate of Galimma. What compels the giants to walk these "runepaths" is unknown, but speculation determines it may have to do with their relation to the Earthheart, the soul-like consciousness that resides within Galimma.

## Known Giants

* The Chained Giant
* The Dune Giant
* The Tide Giant
* The Green Giant
* The Blizzard Giant
* The Cinder Giant
Goadon

The Goadon are the remaining members of the plagued Gaulmar people left to haunt the ruins of their old civilization. Unable to age, heal, or reproduce under the effects of the Stoneskin Plague, the Goadon have slowly dwindled away while the leprous disease hardens their flesh and chars their skin. With their soul unable to conduct magic through their sickly skin, Goadon have no way to maintain the magical infrastructure left by their predecessors, and have been doomed to watch the old cities fall to ruin.
Silkmoths

**SIlkmoths** are a species of large winged insect-creatures native to the Hearthplane. Possessing large scaled wings, SIlkmoths flutter about beneath the canopies of the Hearthplane feeding on plants and fibers found throughout the forests. Most have a wingspan of 2 to 3 meters in length, and weigh up to 45 kilograms. They are known in both their larval stages and in adulthood to produce a durable silk which they may use to create cocoons and other implements in which they may take shelter or store collected food for later. This silk is commonly collected by intelligent races for use in crafting clothing or tools.
Lootgrabber Mob

The **Lootgrabbers** are a Draul mob that hold a vast tract of stomping ground in Thryndaheimr. They are considered villainous by many other races and plenty of their fellow mobs for their "dishonorable" ways, though they remain one of the largest and most powerful of the mobs. Their way is that the strong shall rule the weak, and the strong shall keep the freshest food, the strongest drink, and the largest loot-piles, and their tales claim that Faethir, who is the patron of the powerful and of victors, approves of this.

## Mission

The Lootgrabbers hold Faethir's sheer strength and power in the highest regard, and claim that she is the mightiest and most chief of the gods because of these aspects. They think the Draul are the mightiest of Thryndaheimr's races as well, and thus the most fit to rule over it and to keep its resources to themselves. The Lootgrabbers make it a point to use their strength to pillage others and to stockpile their spoils within their massive stomping grounds, Loot-Heap, effectively creating the first Draul nation. Though they have defeated many foes and acquired an abundance of loot to offer to Faethir, their methods of attacking the vulnerable and stealing the goods of others makes them cowards and villains in the eyes of other mobs, who may go to war with the Lootgrabbers on occasion. Though hated by many, the Lootgrabbers maintain strong ranks as the allure of easy loot and regular fighting is often more than an incentive to join them for lost or mobless Draul. Such is their grip on their holdings and so brutal their rampages that many have come to revile all Draul due to the actions of the Lootgrabbers, so many Draul fight them to avenge the name of Draul-kind and their noble goddess Faethir.

## Feats

* The Lootgrabbers have maintained sole control over the Loot-Heap stomping grounds for generations, fortifying it into a, if crudely constructed, fortress with an impressive stockpile of treasure. It stands as one of the longest standing and arguably only Draul settlement.
Ygdria

**Ygdria** is one of the ruling gods of Thyndraheim. She is a benevolent fertility goddess with dominion over agriculture, gardens, growth, birth, the harvest, healing, and marriage. She is the supreme guardian of the Sacred Garden and a protector of all its life, and sowed the Alvir people to populate and watch over it. Ygdria cherishes all the inhabitants of the Sacred Garden and keeps them safe under the shade of her boughs, but has little mercy for those that reject her haven or threaten its stability.
Uzudoran

**Uzudoran**, or "**The Children of Uzu**", were the dominant intelligent race on Uzunda for the First Era. They comprised the old Masters, an empire that wielded incredible technological and magical prowess to conquer and rule the world of Uzunda with almost god-like authority. They were also responsible for the demise of Uzu, the world's incubating god, and the subsequent disaster that left Uzunda a ruined wasteland of poison and fire.

## History

### Origin and Early History

Uzudoran arose from the world of Uzunda over the course of many millennia, first as scattered tribal societies. Their rapid evolution and advancement was often attributed to the latent energies originating from the sleeping god Uzu. Drawing from the abundant sources of material and mana available to them across the budding young world of Uzunda, the Uzudoran built a flourishing culture full of prospering cities powered by advanced magics and technologies. The Uzudoran spread all across the world of Uzunda and enjoyed a prosperous future for many ages.

### Slaying of Uzu

At the peak of the Uzudoran civilization, the people began to notice a decline in their power sources. Further inspection indicated that the dormant god Uzu was drawing in power at an accelerated rate, presumably in preparation for its eventual birth. This presented a problem for the now resource-thin empire of the Uzudoran: should they let this process come to completion, their civilization would crumble with Uzu draining the world of its mana, and they would be forced to share the land with a new god who would likely have its own visions for the planet. The idea came to mind to abort the sleeping god, kill it while it was yet unborn, to ensure the future of their prosperity and that they would remain the sole masters of Uzunda.

This fork in the future of the Uzudoran people was fiercely debated. Many claimed slaying the god would be murder and lead to a disastrous precedent, while others saw inaction as a death sentence to their flourishing empire. These disagreements lead to war, fighting over the fate of Uzu as resources continuously dwindled. In the end those who wished to destroy Uzu emerged victorious, and the plan to abort the gestating god was set into motion.

## Appearance

Uzudoran are humanoid reptilian-like beings with scaly and leathery skin sparsely covered in hardened scutes. They stand on two digitigrade legs on average 2.2 to 2.5 meters tall, weighing up to 135 to 180 kilograms. They possess short but thick tails that grant them greater balance. They are heavily built and very muscular, though still naturally agile and coordinated. Their arms end in 4 fingered hands each adorned with a tough, sharp claw. Their feet as well are splayed into 3 toes, all bearing a sharp talon dulled down to allow for extended periods of walking. Uzudoran possess two eyes, a mouth, a pair of nostrils, and a small array of sensory pits that allow them to smell. Their heads are bald, showing only two external eardrums on the sides.
War for Uzunda

**War for Uzunda** is a planned real-time strategy game taking place on the broken world of Uzunda. Players will take control of one of the many factions that remain after the destruction of Uzunda, and will be tasked with both defeating enemy factions and with surviving the perilous terrain of the planet itself.

## Playable Factions

1. **The Clan-March** - the consolidated tribes of the Uzudoran people, united for the purpose of survival and war. They are excellent survivalists and can adapt to the many hazards of Uzunda.
2. **The Bastion** - the surviving peoples that have hid from the destruction of Uzu's demise within their immaculate walled city. They are ill-suited to life outside their city but can purify the warped landscape as needed.
3. **The Warp-Beasts** - a violent and deeply spiritual tribe of mutants that have embraced the chaotic energies of the warp. They seek to "improve" themselves with the warp, and to spread it by force to the "heretics."
4. **The Black Legion** - the cruel and industrious empire of Uzudoran that seek to reshape Uzu. They employ many advanced technologies to forcibly carve out a stable home in the wastes, often at the land's expense.
5. **Order of the Stillborn** - an insidious cult of necromancers that command the vast dead of Uzunda. They can draw on the many lingering souls and bodies that litter the ruins of Uzunda to employ as soldiers and slaves.
6. **The Time-Breakers** - a secretive order of mages that command the powers of time. They seek to conduct a vast ritual that will revert Uzunda to a time before the death of Uzu.
7. **The Cosmic Federation** - the deployed forces of the intercosmic empire of humanity. They can employ troop and supply drops to create commerce and maintain security on the politically and geologically unstable Uzunda.
8. **The Overgrowth** - the rampant growth of an invasive Kartheseed that has planted itself within Uzunda. It seeks only to grow and thrive, despite the jagged and poisoned landscape, which many zealously encourage.
9. **Gremmin Infestation** - a massive infestation of the intercosmic Gremmin pest. They seek to further poison and befoul the land of Uzunda, making it fit for the pestilent children of Kn'cha'ak.
10. **The Korr** - a superstitious horde of stone age giants that fear technology and magic. They wish to fill the power vacuum left within Uzunda and make themselves masters over the weaker, punier races.

## Gameplay

### Figures

Each faction will have several influential individuals within their empire, gifted with extraordinary talents or abilities. They come in 3 types: Administrators, Researchers, and Heroes.

Administrators are politicians and leaders that are best used to manage settlements and populations.

Researchers are innovators and inventors that help advance the scientific research of your civilization.

Heroes are mighty warriors and fighter that can lead armies and defeat your enemies on the field of combat.
Outer Cosmos Wiki

## Welcome to the Outer Cosmos Wiki

Welcome to the official wiki of the Outer Cosmos, resource for all things related to Galimma, Uzunda, and other worlds!

## The Worlds of the **Outer Cosmos**

* **Galimma**, the Living Cradle
* **Uzunda**, the Broken World
* **The Hearthplane**, Abode of the Goddess
* **Thryndaheimr**, the Arena of the Gods
* **Cha'as'kar**, the Realm of Rats
* **Saszoth**, the All-Sea
* **Vahruun**, the Heart of the Void

## Categories

* ***Worlds***
* ***Races***
* ***Gods***
* ***Metaphysics***

## Games

* **Outer Cosmos Role-playing System**
	+ **Outer Cosmos: Frontiers of Galimma**
	+ **Outer Cosmos: Ruins of Uzunda**
	+ **Outer Cosmos: Young Gods**
	+ **Outer Cosmos: Beyond the Veil**
* **Spelunk**

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Fandom's Video Library.

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Zalavan

**Zalavan**, also known as the **College District**, is one of the city-districts of Earthrym, famed for its institutes of magic and archaeology built over an enormous ancient Imperial college of magic. Much of its economy is derived from the fame its museums, schools and laboratories bring, and mages from across Galimma often visit Zalavan for academic purposes. The District tends to face scrutiny from other Allegiance members, but retains favor through its historical and cultural significance.
Brawlseeker Mob

The **Brawlseekers** are a Draul mob who roam across Thryndaheimr, picking fights with many of its inhabitants. They above all else wish to prove themselves as children of the mighty Warrior-Goddess Faethir, and best the mightiest fighters in all the world and claim the title for themselves.

## Mission

Faethir is the goddess of many things, though rather notably she is the patron of warriors, and favors the mighty and valorous combatants of the world. The Draul know this well, and most of them consider themselves more than competent fighters, but only the Brawlseekers pursue triumph on the battlefield so actively. They see themselves, in all their thick-skinned, well-muscled physique, as meant to be fighters, and to that end they seek out fights and scuffles across the world. These may take the form of hectic brawls of nothing but bare-knuckle beat downs, grim duels to the death between steely faced champions, or raucous wrestling matches spectated by a whooping crowd of brawlers awaiting their turn. The exceptionally tough Brawlseeker Draul wish to perfect the art of combat, seen to them as a chance for competition and victory, by challenging all manner of strong creatures and people. This of course is all in pursuit of earning the favor of their beloved goddess, the mightiest of all fighters and slayer of foes, Faethir. To them, dying in combat may be a personal failing, but ultimately serves the purpose of the stronger contender living and being able to further bring glory to the patron of all warriors.

## Feats

* Under a chief that is no longer spoken of, the Brawlseekers sought to test the mettle of the Dwargi of the Warguild. Standing against the guild champion Grondi the Immovable, there came a stalemate that ended with a standoff between the two opposing leaders. The Draul chief failed to stagger the Dwargi, who in turn charged them down with such ferocity that they leaped out of the way. Such an act of bravado against a Draul chief summoned Faethir herself to the world, where she congratulated the Dwargi warrior and commended the Warguild for producing such a contender. They exchanged a handshake, marking Grondi with the touch of Faethir, and all Draul came to respect the industrious Dwargi for their resilience.
Hoof-Kind

**Hoof-Kind** are a class of races from Galimma, resembling large bipedal ungulates that lead nomadic existences in the wilderness. They share heritage with the God of the Pasture, Uma, who settled upon Galimma and made them in their image. They are seen in the flatland, prairies, and meadows of continental Galimma, as well as the far off Ice Sheets.

## Members

* Ahapo
* Muwani
* Uukpaluuk
Third Era (Galimma)

The **Third Era** of Galimma's recorded history, also known as the **Age of Regrowth**, refers to the length of time following the fall of the Gaulmar Empire of the Second Era. It was a turbulent time of both cultural recuperation for the other races of Galimma and power struggles that occurred as a result of the vacuum left by the old empire.
Kua-Zaoa

**Kua-Zaoa**, meaning "Strange Builders" in Tree-tongue,are an intelligent race of arthropods from the Hearthplane. They are very social, existing in great colonies either dug into the ground or constructed in the boughs of the Tower Palms that grow throughout the Hearthplane. They are also excellent architects, building great villages and settlements using the wood and fibers of the forest to make weatherproof homes and shelters.
Hrogni

**Hrogni** is one of the ruling goddesses of Thryndaheimr who wields a mastery over magic and knowledge. Hrogni is the patron of witches, magic, spellcraft, runes, knowledge, writing, ritual, the stars, astronomy, and prophecy.

Hrogni is often depicted as one of two aspects, each corresponding to Thdryndaheimr's celestial bodies: **Sunna-Hrog**, the vibrant **Witch of Summer** who wields the powers of the Sun, and **Nifr-Hrog**, the solemn **Witch of Winter** who channels the Moon. Both of these aspects have their own domains, depictions and ideologies, each the respective subject of reverence by the two major Kathir tribes.
Spirits

All throughout the Outer Cosmos exist a class of incorporeal beings referred to as **Spirits**. Resembling disembodied souls, spirits are alien creatures to corporeal lifeforms with strange desires and needs not well understood. These desires manifest as sometimes preferred actions, emotional response in mortal beings, or seeing certain images or patterns. Others among them may simply seek out physical objects of their desire or coerce these objects from mortals. Many races across the cosmos know of the presence of spirits and have differing relations to them. Oftentimes they revere these spirits, fear and ward them off, or regularly deal with them. Spirits are beings of mana, and thus capable of magic, though a bizarre brand of magic. Mortals may seek out Spirits desiring use of these strange magics, especially witches, and make deals with these beings.
Dead Iron

**Valdium**, also known as **Dead Iron**,is a metal found on worlds across the Outer Cosmos. It is most well known for its innate resistance to magic and the ambient distorting effects of mana. Many civilizations find use for it in creating magical devices and defending against destructive magic. Uzunda is known for having a substantial amount of Dead Iron within its crust, so much so it slowed down the development of a god within its crust for many eons. The Uzundian races found many technological applications for Dead Iron that led to their civilizations developing rapidly even in the absence of a greater power.
Smitt Jederiah

**Smitt Jederiah** is a playable character from Spelunk.

## Background

To protect its people from the perils of subterranean life, the Caver Union established the Cave Ranger Corps, a specialized regiment of pathfinders and law enforcer trained for navigating the treacherous underground. Obeying above all their creed, "Defend and Enforce, Delve and Explore," Cave Rangers are tasked with enforcing law within the Union and charting out the winding depths of Subterra.

## Abilities

1. **Light the Way** - Smitt's lantern increases the party's lighting in the overworld.
2. **Surefoot** - Smitt is an expert at exploring the Cave, and can traverse steep or rugged terrain unimpeded.
3. **Escort** - Smitt can assist his Party through rugged or steep terrain.
4. **Forager** -
5. **Nightguard** -
6. **Hunter** -
7. **Survivalist** -
8. **Loner** -
9. **Shoot** -
10. **Slash** -
11. **Combat Flare** -
12. **Focused Shot** -
13. **Disabling Shot** -
14. **Vigilant** -
15. **Steady** -
16. **Sniper** -
17. **Shoving Kick** -
18. **Tracker** -
19. **Ranger Corps Captain** -
20. **Field Bandage** -

## Relationships

1. **Aaron Springer** -
2. **Jamie Aquera** -
3. **Morris Miggs** -
4. **Patty Drawsen** -
5. **Danna Carlyle** -
6. **Shellba Drawsen** -
Cavethumper Mob

The **Cavethumpers** are a Draul mob who roam through the many deep caverns beneath Thryndaheimr. Their infamous journeys below the earth are supposedly in pursuit of some long-lost artifact of Faethir, though the specifics evade them.

## Mission

An old tale tells of Faethir journeying deep underground once, likely to bash the head of the cantankerous wurm Valthogg, and of her many adventures during such. One line from this tale mentions a dear belonging of Faethir being lost to the darkness, likely snatched by devious Greel or fallen into some dismal underground lake. The Cavethumpers wander into these great hollows in the earth in pursuit of this artifact, whatever it may have been, so that they may return it to Faethir and earn her favor. So they gather supplies and goods from many different places across Thryndaheimr and form great spelunking parties, trekking into the lightless depths and causing a substantial ruckus on the way. By torchlight the Thumpers brave strange subterranean locales and, some time later, emerge with exotic cargo in tow and generally fewer in number. They typically trade their bizarre loot with merchants and begin restocking for their next venture below, as they have yet to catch sight of whatever it was that Faethir misplaced.

## Feats

* The Cavethumpers once rescued the Wandering Rock, a famous draulstone known to slip out of the Stoneroller mob's grasp, from the underground after it freed them out from behind a wall of debris that had trapped them.
Maktorra

The **Maktorra**, or **Warp-Beasts**,are an intelligent race of mutants native to the regions of Uzunda most affected by the Warp. Though united in name, Maktorra hardly qualify as a singular race, resembling more a rough grouping of differently mutated Kuzu that vary greatly in shape, size and intellect.

## Appearance

Warp-Beasts, being horrifically disfigured mutants, come in a great variety of shapes, sizes, and forms. Their rates of mutation are constant given the proximity to the Warp they gather at, so not only do they change drastically from generation to generation, they may change appearance throughout their volatile lifespan. A horde of Maktorra is a chaotic gathering of pulsating, writhing flesh that gnashes with fangs and lashes out with claws, always shifting from moment to moment and barely recognizable as the same entity. Warp-Beasts may lumber about on thick, trunk-like limbs, scamper and skulk on thin, frail appendages, or slither along their bellies like serpents. They may be diminutive impish things, or hulking monsters of scale and flesh. The few common features among them are their distant resemblance to the Uzudoran they descend from, though many strains exist that descend from other races or directly from other fertile Maktorra.
Barkai

The **Barkai** are an intelligent race of Woodkin native to the forested regions of Galimma. They appear as intelligent creatures made of gnarled roots and branches and come in a variety of forms, but tend towards bipedalism. They descend from a mixture of Earthheart energies mingling with the magics of Galimman forests, but come in variants based on other ecological phenomenon.
Merchant (Playable Class)

**Merchant** is one of the playable classes in the Outer Cosmos Role-playing System first introduced in the Frontiers of Galimma rule book.

Merchants are savvy business-fellows who navigate marketplaces and broker all forms of trade. They channel their endeavoring creativity to haggle, barter and bargain in all manner of wealth.

## Roles

A merchant knows the fickle rules of price, and will be able to pawn off salvage and treasure for a far prettier penny than those less learned. Similarly, they will also know how to haggle for fair or better prices when making their own purchases, and can be notoriously tough customers.
Bua-Boa

**Bua-Boa**, or **Strong and Big** in Tree-tongue, are an intelligent race of ape-like humanoids native to the Hearthplane closely related to Treefolk. Befitting their name, Bua-Boa are much larger than the average Treefolk, weighing several times as much as an adult Hano-Jin at adolescence. Bua-Boa are also much stupider than the average Hano-Jin, only able to form basic social groups and preferring brute force for problem solving. They speak a broken dialect of Tree-tongue that is largely simplistic and slower than the main tongue. Bua-Boa are often bullies towards smaller races, stealing their food and supplies, but not often hunting them down or kill indiscriminately. They are very prone to violence however, and this violence often keeps their groups from growing too big or advancing far in technology or magic. They live in tree-top colonies much like the Hano-Jin, but favor more open spaces due to their larger size.
Fourth Era (Galimma)

The **Fourth Era** of Galimma's recorded history, otherwise known as the **Age of Flight**, refers to the expanse of time following the arrival of humanity on Galimma up to present times 2000 years later. This period of history is marked most notably by the technological, political, and economic changes that humanity and their advanced flight technology brought with them. Cultures from across Galimma began to intermingle at greater rates and trading reached a new height with humans shipping goods from across the world.
Valthogg

**Valthogg** is a voidwurm, and one of the many gods of Thyndraheim that wages war for control over it. More of a hungering beast than an intelligent god, Valthogg seeks only to consume Thyndraheim, from the mountains and hills to the souls that walk its surface to the stars in the heavens above. Though typically slumbering within the gloomy depths of the Mistgrave, Valthogg's occasional stirring often forces the other gods to cease their ongoing war and unite to save Thyndraheim so that there is a world left for them to fight over.
Kuzu

The **Kuzu**, meaning "**Without Uzu**" in their language, are one of the intelligent races of Uzunda. They are the mutant descendants of the old Uzudoran masters, forced to adapt and live under the harmful effects of the Warp and survive the ruined legacy of the Masters.

## In Outer Cosmos Role-playing System

Kuzu are a playable race in the Outer Cosmos Role-playing System, first introduced in the Ruins of Uzunda supplement. They are a medium-sized bipedal race with notable bonuses in physical and toxic resistance, and a choice from various mutation Traits that will assist or hinder the character.
Outer Cosmos

The **Outer Cosmos** is the name given to the greater universe in which all worlds and gods exist, as well as the space between them and all things that lie within. The greater structure of the Outer Cosmos is studied, but not well understood and poorly mapped out even by gods and other cosmic inhabitants. Both mana and matter are abundant in the Cosmos, but tend to either gravitate into intercosmic bodies such as nebulae and clusters or be absorbed by a nearby world's sky.

## Worlds of the Outer Cosmos

###### See also: Worlds

The Outer Cosmos are home to a variety of different worlds, defined as the limits of foldspace formed around dormant gods and their "eggs" of matter and mana. Some of the more well known ones include:

* Galimma
* Uzunda
* The Hearthplane
* Thryndaheimr
* Cha'as'kar
* Vahruun
* Saszoth
* Baalahim
Jodunni

The **Jodunni** are an intelligent race of enormous humanoids native to the world of Thryndaheimr. They are extraordinarily large, being descended from the flesh of their progenitor, the world-giant. In modern times they live in seclusion across Thryndaheimr, unwelcome by the other races, and scavenge or pillage as necessary.

## History

### Prehistory

Before the building of the world, there was the world-giant. This impossibly large creature was the product of the clash of the primordial elemental planes, Usparr and Nifrothr, among the other first gods of this new age. From her flesh emerged the jodunni, great beings born in the image of the world-giant, that followed in her footsteps across the primordial void. Eventually, the young gods united and waged a great battle against the world-giant and her lumbering spawn, emerging victorious and slaying her finally. The jodunni were scattered and fled to the far corners of their defeated mother. As the gods fashioned the new world of the world-giant's carcass, the lesser giants hid themselves in the woodlands, coves, caverns, and hollows, where the gods could not find them and they would remain hidden from sight. They would continue to exist in secret for generations, scrounging a life for themselves on the periphery of the world.

## Culture

Jodunni culture remains largely primitive and undeveloped when observed from the outside. Orphaned and reviled, they live as refugees that scavenge for survival and steal when given the opportunity to, often from unprotected villages or the herds of unwary shepherds.

### Social Structures

Jodunni do not exist in organized settlements of any kind, their size being too conspicuous to hide any amount of them from pursuers. The greatest numbers they will gather in are lone mothers raising their children, often in secret in hidden alcoves away from potential onlookers.
Idol Cults

**Idol Cults** are various bodies of worshipers that revere idols of ancient historical figures from the time of the Gaulmar Empire. Their practices revolve around ritual offerings and prayer to physical monuments of imperial celebrities, such as statues, monuments, and murals, in hopes of channeling the characteristics of a particular icon. Such idols may be dedicated to Gaulmar rulers, mages, generals, fighters, athletes, scholars, or otherwise; certain notable slaves that gained notoriety under the empire may also have received monuments and became the center of an idol cult.

These cults are based almost exclusively in the ruins of Earthrym where the old culture of the empire lingers the most, and emerged during the late Third Era when the memory of slavery and warmongering had begun to fade from public consciousness. Conflict surrounding the cults and their nature is a regular occurrence in Earthrym cultures, with many condemning the glorification of the Gaulmar and their brutal, slave-driving empire.

## Varieties of Worship

### Cult of Zaul

One of the oldest surviving idol cults, due in part to being one of the most secretive, is the cult of Zaul, First Emperor of the Gaulmar Empire. Unlike many other idol cults, the cult of Zaul originated within the Empire itself, founded by a cabal of Gaulmar centuries into the Empire's life after becoming disillusioned with their last several ruling emperors and perceived incompetence.

The cult of Zaul's non-Gaulmar members survived the collapse of the empire in secret, hiding among the other races while the Gaulmar themselves were exiled. The cult survived in hiding for many generations, as public practice would undoubtedly attract scorn from those who had just overthrown the empire. They would remain a diminished version of themselves, but slow growth would eventually lead to a resurgence in the Third Era, and even influence the existence of other idol cults.

### Cult of Champions

In the great arena of Kaulisum various statues to famed Gaulmar athletes still stand, depicting them victorious in the act of their multitude of sports. Natives to Kaulisum have left the statues alone, and many citizens look to them as a source of inspiration. Many locals and visitors offered gifts at the feet of the statues in respect or reverence, and this tradition has become thoroughly ingrained in Kaulisum culture. The proper Cult of Champions was established by administrators of the Kaulisian Games who used the old idols as rallying points to garner funding and support for their events.

### Cult of Khara-Don

Khara-Don, the ancient magistrate of imperial Earthrym and pioneer of Gaulmar runic magic, retained a sizable cult through the third era consisting primarily of mages studying Gaulmar techniques and spells.
The Warp-Beasts

**The Warp-Beasts** are a playable faction in War for Uzunda. The Warp-Beasts are a zealous horde of mutants that have embraced the mutative properties of the Warp, coming to worship it and expose themselves to it purposefully. United under a cultist hierarchy, the Warp-Beasts seek to spread this "gift" to all peoples of Uzunda and slay those who would oppose the Warp.

## Gameplay & Mechanics

* The Warp-Beasts are a primitive people, having little reliance on technology to thrive due to their mutant strength and endurance.
* Research of technology is not a priority of theirs but can unlock access to powerful Warp Magic, including the ability to predict or control the movement of the Warp.
* The Warp-Beasts can be reliant upon the presence of the Warp to properly mutate and augment their forces. The weather patterns of the Warp can thus cripple or reinforce a Warp-Beast army, often forcing the Beasts to attack specific locations or in specific patterns.
* The Beasts are resistant to the harmful effects of the Warp due to decades of exposure. However, they are very susceptible to mutation, and sometimes reliant on this process to grow and strengthen their soldiers without proper technology.
* The Warp-Beasts have little grasp of architecture, and possess some of the worst buildings in the game. Rarely more complicated than shacks and tents, Warp-Beast settlements are typically poorly reinforced if often blanketed in harmful Warp energies.
* The Warp-Beasts utilize three resources: Metal, Food and Warp.
	+ Metal is used to construct structures and train certain units.
	+ Food is used to increase population and train units.
	+ Warp is used to train all units and

## Units

1. Drudgeling Peons - Worker - A large group of hardy but weak drudgelings, unfit for battle and best suited for labor and lifting things.
2. Craven Tinkers - Researcher - A gaggle of craven mechanics suited for the research of technology and fiddling with scrap metal.
3. Craven Outrunner - Spy - A single craven scout, able to traverse most terrain and scout out distant lands fit for invasion.
4. Craven Poacher - Hunter - A party of craven hunters equipped for the tracking and gathering of food from roaming herds of wildlife.
Cha'as'kar

**Cha'as'kar** is a world within the Outer Cosmos, and the homeworld of Kn'cha'ak and his Gremmin minions. Due to the gremmin's many portals leading to their conquered worlds and potential targets for pillaging, Cha'as'kar's pestilent influence has spread to many other once-separate worlds, effectively making Cha'as'kar a multi-world-spanning dimension. It is both a place of veritable loot from the gremmin's many invasions, and a blighted realm sapped of all its mana by the ever-hungering Kn'cha'ak.

## History

Chaaskar formed as most planets within the Galimma-verse, with matter and mana coalescing into a great planet. Chaaskar came to be as pestilent as it was upon becoming infected with a form of disease. This disease riddled its way into the core of the world where Chaaskar's dormant god slept, and infected it during its formative moments. What emerged would come to be known as Kn'cha'ak, the god of decay.

Kn'cha'ak set about devouring his environment. The disease created a agonizing emptiness inside of him, that consuming seemed to abate briefly. Before long, Kn'cha'ak had devoured much of the matter of his own world, leaving only rinds and crusts of the earth, droplets of fetid sea. From his flesh the gremmin sprung, gnawing at the leftovers their creator left behind and scurrying around his body while he devoured all.

## Geography

### Planar Structure

Cha'as'kar in its current state is less one singular worldand more a chaotic aggregate of different planes whose Foldspace has been "chewed" through and bled into one another. The physical laws and properties of these blended realities mesh in strange ways, creating near incomprehensible landscapes of floating, ravaged continents connected through haphazard Gremmin portals. Most of these worlds are little more than scraps left behind by pilfering Gremmin hordes, inhabited only by desperate scavengers looking for spare salvage.

At the "center" of Cha'as'kar lies the resting place of Kn'cha'ak and the homeworld of the Gremmin. Here the hordes swell to innumerable sizes, tending to the Vermin God and organizing the great mounds of pillage the surround them.

## Denizens

#### Intelligent Races

* Gremmin
* Jagara

#### Gods

* Kn'cha'ak
Skin-folk

**Skin-folk** are an intelligent race from the the world of Thryndaheimr. They are descended from the flesh of the goddess of beasts and the hunt herself, Skoldr, themselves bestial and predatory in form. They stalk the many corners of Thryndaheimr in close-knit hunting packs, taking down prey of all sizes and fashioning shape-changing trophies of their kills.

## History

### Creation

In the first age, the great Beast-Goddess Skoldr stalked the world and hunted the beasts that roamed it. She also gave birth to many hunting creatures, such as the wolves, tigers, and eagles.

## Appearance

There are very few Skin-folk that share appearances, even within familial hunting packs, due to their use of various trophies and skins taken from their quarries to change their shape. In height, weight, posture, body parts, skin texture, and so on are variable based on the qualities of creatures they've slain.

## In The Outer Cosmos Role-playing System

**Skin-Folk** are a character race available to players in the Outer Cosmos Role-playing System, first introduced in the Young Gods supplement. They are an average to large sized race that excel at survival and navigation, and are provided with a wide array of customization during character creation and throughout campaigns. Skin-folk characters may select from various starting trophies to adjust their abilities, size, and shape, and create additional trophies from slain creatures they loot following the required rituals.
Rauku

**Rauku**, also known as Warrior Birds, are a species of enormous predatory Mage-Birds seen across much of Galimma. Rauku are very strong and capable hunters, using magic to grant them speed as they dive into their prey with crushing force and ripping talons. Rauku are feared and even venerated by many mortal races, often for their connection to the Rhathiki Master of warriors and the hunt.
Greenseat

**Greenseat**, also known as the **Agricultural District**, is one of the city-districts of Earthrym, located within the Great Terraces. Greenseat provides the majority of the crops and other farm goods to the rest of the Earthrym Urban Allegiance, as well as several unique exports valued across Galimma. The district itself differs from others by including the surrounding farmland used by its citizens, and the urban settlements is built into one of these terraces and used primarily as a "farmer's market" for local cultivators.
Uzu

**Uzu** is the slain god of Uzunda, destroyed during its gestation within the world by the Uzudoran who craved its power. Now left to rot in the world's crust, Uzu's rotted blood and flesh has corrupted Uzunda, and attracted scavengers from all across the world and even from the Outer Cosmos.

## History

Uzu formed late into the formation of Uzunda, though his presence predates the development of intelligent life. Many consider Uzu's magical emissions to be a catalyst in the development of life on Uzunda.
Plazaar

**Plazaar**, also known as the **Merchant District**, is one of the many district-cities of Earthrym, and one of the busiest. It is made up primarily of the tremendous marketplace in its center, where merchants from not only across the Urban Allegiance but all of Galimma come, including caravans from Asara, Zon-Guo farmers, Subterran miners, and even Kuupali fishers. It is located at a major crossroads within Earthrym, at the intersection of the two major highways that cut through the ancient city and lead to the major gates.
Skoldr

**Skoldr** is one of the ruling gods of Thyndraheim. She is a god of the hunt and wilderness, and values most the natural shape of Thyndraheim, seeking to preserve it from the perversions her sisters plan for it. A quiet and understated individual, Skoldr is not one to encroach on the territory of her sisters or incite war, though she is always prepared to stand her ground and defend her hold over Thyndraheim, known as the Untamed. Skoldr is often accompanied by a party of beasts, hand-picked by her for their cleverness and ability to adapt to the natural shape of the world, unlike her sisters who would twist them to suit their desires. Most famous among her beast companions is the great wolf Fenra, an old and wise mother to several packs of wolves that roam the hills of Thyndraheim.
Spadeside

**Spadeside** is an old Caver mining town, located within the Old Quarries of Subterra. Though once a major town and hub for previous mining operations in the Union, Spadeside is now mostly abandoned as Cavers move deeper and deeper with the industrialization of mining. Today it is home to little more than a handful of families that farm molds or salvage, though a few independent prospectors operate occasionally around the Old Quarries. In the wake of the Great Quake, Spadeside is more dilapidated than ever, and is surrounded by crumbling mining operations, giant spider nests, and the ruins of the old town.
Troggen

**Troggen** are a race of bipedal creatures native to the deeper caverns of Subterra. They are a species of Earthkin, having sprung from the deep stones of Subterra.

## Description

Troggen are stout but stocky beings, weighing up to 220 kg and standing up to 1.5 meters tall. Troggen notably have two layers of skin, a thinner but still durable leathery one all over, and sturdy layer of calcification over their extremities, shoulders, and back.
Uuz

**The Uuz** is one of Uzunda's most infamous hazards: a swirling, chaotic storm of malignant mana that regularly sweeps over the world's surface to devastating effect. Originating from the rotting carcass of Uzu, every piece of the world is affected by this magical hazard in some way. Uuz is destructive, often magically corroding environments it comes into contact with and mutating lifeforms caught within its violent winds. Most life remaining on Uzunda has had to adapt to the presence of Uuz, turning them into hardy, brutish beings.

Conversely, Uuz can also be a source of great power and be used to fuel machinery, cast destructive magics, and purposefully twist and mutate flesh. Several of Uzunda's races actively seek out Uuz for their own ends, such as the Maktorra and Jambana.
Sepiki

**Sepiki** are a race of amphibious humanoids native to the various freshwater bodies of Galimma, especially the lush Springlands. They have smooth, slime-coated skin and require sources of water for their societies. Many Sepiki cultures are gracious hosts to the lakes and rivers they come to inhabit, and other races treat them with respect.

## Appearance

Sepiki typically have long, slender bodies covered in a mucus-coated skin. They have long, paddle-shaped tales that assist them in swimming, and strong developed hind legs like those of a frog that grant them great leaping and running abilities. They possess two arms with dexterous webbed fingers that allow them to manipulate and handle objects and tools. They can possess vibrant coloration and markings on their outer skin, from orange, green, brown, and blue.

## In Outer Cosmos Role-playing System

**Sepiki** are one of the playable races available to players in the Outer Cosmos Role-playing System, featured in Frontiers of Galimma. Amphibious in nature, Sepiki characters physically excel in aquatic environments and wherever moisture is thick. Conversely, arid environments or prolonged separation from a source of water will bring penalties to Sepiki characters, making them situational as a character option.
The Ruining

The event that ravaged the world of Uzunda is known as **the Ruining**, and all beings on Uzunda live in the devastation of its wake. Beginning with the aborting of the gestating god Uzu and ending with the forceful fragmentation of the world's crust, the Ruining marks the boundary between Uzunda's first and second eras.