recursal/Fanatic-Fandom huggingface dataset:
The Clan-March

**The Clan-march** is a playable faction in War for Uzunda. The March consists of the united tribes of Uzudoran that have joined together to combat the greater forces at play in the imminent war. They specialize in survival, being able to shape their structures and strategy to fit the hazardous and shifting landscape of Uzunda.

## Gameplay and Mechanics

* **Council of Clans** - The Clan-March is made up of the colluding powers of the scattered Uzudoran clans, and they are represented on the Council of Clans by their Chieftains. Each clan joined in the March will possess a seat at the council, and their chieftain will discuss inter-faction diplomacy. Chieftains will have different desires, goals, and conditions to be met to keep their loyalty, and those satisfied will eagerly pledge their clan and its faculties to the March. Inter-Clan conflicts may need to be mediated to keep cohesion within the council, and recruiting certain clans may prevent the inclusion of rival ones.
* **Survivalists** - The clans of Uzudoran have survived the breaking of their world through a mixture of tenacity, ingenuity, and nobility, and have eked out an existence amidst the chaos for generations. Clan-March settlements and units suffer little from the general hazards of the dying world, but can suffer under direct Warp exposure.
* **Strength in Diversity** - The clans all field units of differing specialties and weaknesses; thus, the more clans on the council, the greater a diversity of units can be recruited, allowing for flexible play-styles and the ability to strategically counter most threats. In turn, this prevents the Clan-March from being able to focus on one tactic and they don't have any singular advantage to press over other factions. Available Clans are as follows:
	+ Greenhand Clan
	+ Cliffwalker Clan
	+ Underhome Clan
	+ Bladerock Clan
	+ Highpeak Clan
	+ Skywatcher Clan
	+ Miremurk Clan
	+ Flamebreaker Clan
	+ Snake's Back Clan
	+ Shadowtongue Clan
	+ Mountainroot Clan
* **Pathfinders** - The Uzudoran have gained their own mastery over the world yet again, but now in the form of navigating its perilous landscapes. Clan-March armies may travel through otherwise impassable terrain on the campaign map through cliffside trails, secretive pathways, and underground tunnels. These paths may offer creative and unexpected ways to ambush and engage enemy armies or avoid retaliation.

## Units

1. **Homeguard (Spears)**- Common clansmen both young and old called upon to bring spear and courage to the defense of their home. Weak, lightly armored and poorly trained spear infantry with high morale.
2. Homeguard (
3. **Watcher** - Clansmen given crudely constructed bows and tasked with watching over the borders of their homes. Weak missile units with low morale.

## Heroes

1. **Greenhand Lifebringer** - A merciful and hardworking individual of the Greenhand Clan famed for their work in reviving agriculture. They seek to nurture the earth back to health and grant a peaceful existence to the clans of Uzudorae.
2. **Cliffwalker Rider** -
3. **Underhome Engineer** -
4. **Bladerock Warleader** -
5. **Highpeak Master Mason** -
The Goddess

**The Goddess** is a benevolent god that famously takes pilgrimages across the universe to visit worlds and bless them with her fertile magic. Tall, imposing, beautiful, and abundantly kind, The Goddess is adored and beloved by nearly all that she meets, but greatly feared by the few that make an enemy of her.

## Appearance

The Goddess is a tremendous being, considered large even by other gods. Her body is shaped from great sheets of earth and mineral, folded and piled into the form of many arms surrounding a strong and hefty torso. These arms are numerous, in different forms: some of them are strong and hardened, for crushing stone and reshaping it; some are burned black and scarred from handling the heat of stars and magma; others are gentle and soft, for handling newborn life and tending to delicate gardens; others yet are dulled and numb from fighting and slaying great enemies to her and the greater cosmos, fingers destroyed and painted with blood.

## Biography

The Goddess was born upon and helped shape the Hearthplane, an idyllic realm of life and order. Though widely admired by offworlders as a paradise of master craftsmanship, the Goddess would eventually abandon her world. She would then set off on a life of vagrancy, traveling the cosmos to see the works of other gods.
The Serpent

**The Serpent** is a voidwurm that accompanied the Goddess on her visit to Galimma. Now, he keeps her captive underneath Galimma's surface, deep within the Hellreaches of Subterra, seeking to destroy Galimma slowly and eventually the Goddess herself. He is the primary antagonist of Spelunk, and must be defeated to free the Goddess and beat the game.
Ratkin

Ratkin are a race of diminutive, intelligent rodents that developed on Galimma. Descending from the pestilent and violent Gremmin of Subterra, Ratkin are notably more intelligent and rational than their predecessors, but must continually fight for their right to call Galimma home in the face of discrimination and hatred.

## In Outer Cosmos Role-playing System

**Ratkin** are one of the playable races available to players in the Outer Cosmos Role-playing System, featured in Frontiers of Galimma. They are a small race, lacking in stature, weight and strength, but more than making up for it in dexterity and speed. With two pairs of arms, Ratkin players can accomplish much in a single turn and can reverse the tide of a fight very quickly, but suffer substantial diplomatic penalties.
Vaelja

The **Vaelja**, sometimes known as the **Orphans of Thrynda**,are one of the most prominent races on Thryndaheimr. Tall, stocky humanoids with a profound intellect, the Vaelja are by many worlds' standards tremendous, but on Thryndaheimr they are unimpressive, and have to rely on their adaptability and tribal groups to contest. They were ferried into Thryndaheimr by the legendary Thrynda, and were seemingly strangers to the mainland of that world.

## Culture

The Vaelja are spread across a wide variety of subcultures and clans, all stemming from the first orphans first ferried to Thryndaheimr by their caretaker Thrynda. There are common threads they share, particular the lessons and instructions given to them by their eternal caretaker, that remain true of the many Vaelja subgroups.

### Guildlings

Those Vaelja raised in the warmth of the Forgelands were known by their sisters as Guildings. They are seen as loyal and proud, dutifully serving their roles among the Dwargi's guilds and seeking to ever improve themselves and their contribution to their society. Comparatively, they can be cold and distant to those form beyond the Forgelands, seeing those without a guild to serve as unfortunate or without purpose.

## In the Outer Cosmos Role-playing System

The **Vaelja** are a playable race in the Outer Cosmos Role-playing System first introduced in the Young Gods rule book. They are an average sized race that can easily fulfill a variety of roles, and when needed adapt to different circumstances more easily than others. Vaelja characters can select from a wide assortment of heritages that all grant them unique bonuses and relations to Thryndaheimr's factions.
Spine City

**Spine City** is a large non-district settlement within Earthrym built within the rubble of the enormous ruin of the Broken Spine. It is largely a shanty town with few attempts made to rebuild or reuse the dilapidated Gaulmar architecture, and is not recognized by the Earthrym Urban Allegiance. It still remains bustling with activity due to its prolific black market, especially that of Gaulmar artifacts and other archaeological contraband.

## History

### First Settling

Into the early Third Era the resettling of Earthrym was a slow process, with most disparate populations existing in small numbers spread throughout the urban sprawl. Some generations later, populations comprised mostly of former slaves begin to congregate in larger sections of ruin, though many avoided the Broken Spine for its treacherous and unstable structure. Only after several years of societal organization did rising levels of crime require Earthrym criminals to organize outside of District borders, and substantial but dangerous ruin such as the Broken Spine proved useful for such. As a sanctuary for smugglers, thieves, and other asylum-seeking convicts, the newly dubbed "Spine City" became infamous as a lawless and dangerous place that still looked to be in relative ruin, never properly rebuilt as the Districts were.
Fen-Kit

**Fen-Kit** are an intelligent race of Hunterborn native to many regions of Galimma. They are the smallest of the Hunterborn, never standing much taller than waste-height for a human. They distinctively possess large ears and bushy tails, and often a striking orange coloration in their fur. They have classically had to forage and steal from larger races for survival before the Fourth Era, and thus have a reputation as thieves and crooks.

## Ethnic Groups

* Red Kits - Natives to the western forests of Pastoro who possess the distinctive orange fur.
* Snow Kits - Natives to the southern Ice Sheets, who have developed thicker white pelts to endure the biting cold.
* Desert Kits - Natives to the Asaran deserts, who have a smaller build and sand-colored fur.

## In Outer Cosmos Role-playing System

**Fen-Kit** are a playable race available to players in the Outer Cosmos Role-playing System, featured in Frontiers of Galimma. They are a small race, thus lacking in strength and bulk, but being very nimble and stealthy in return. Fen-Kit suffer very few penalties during sneak attempts and in optimal conditions gain bonuses to stealth attempts.
Astrology

**Astrology** refers to a variety of spiritual practices and scientific studies regarding the movement of stars and other celestial objects and their effects, magical or otherwise, on the worlds they reside over. The specific traditions for the forms of Astrology differ from world to world, and even culture to culture, but the principals of tracking star movements as omens remains constant.

Astrology is practiced on Galimma, Uzunda, Thryndaheimr, Saszoth, and the Hearthplane.

## On Galimma

##### *Main Article: Galimman Astrology*

Galimman traditions of Astrology are prominent in various cultures, especially those that were in contact with the old Rha'thiki Dominion, a civilization that existed nearly on the threshold of the cosmos. It revolves around the movement of 12 seasonal constellations across the sky that are known to manipulate weather, affect the concentration of environmental mana, and the potency of certain spells. More spiritual astrologists purport that they can serve as omens for the future and may be read as a means to predict both personal and societal futures.

The human populations that found themselves on Galimma were especially attracted to Astrology as it seemed a link back to their heavenly heritage. Many of their denominations of Astrology emphasize it as a science to be used in conjunction with the educated magics of mages and their colleges.

## On Saszoth

##### *Main Article: Saszothian Astrology*

On Saszoth, the movements and phases of its Liquid Moons is of great significance to its inhabitants, and the study of and traditions surrounding them is understood as Saszothian Astrology. It is practiced primarily by surface-going races and those that live in shallow seas.
Hearthplane

The **Hearthplane** is the native world of the Goddess and her first creations. Considered a masterfully cultivated world by other gods, the Hearthplane is very fertile and hospitable, well-suited to the growth of life. Though it was abandoned by the Goddess, the Hearthplane continues to thrive and sustains itself just as well as it did under her watch, operating within the parameters she set before her absence.

## History

The Hearthplane was the birthplace of the Goddess, an entity that would come to wield great power among intercosmic politics. A fertile place rich with matter and mana in its infant stages, the Goddess would go on to use much of the young world's resources to forge a lush and flourishing paradise.

## Geography

### Planar Shape

The Hearthplane is a single-plane world, consisting of four greater continents bordered by deep oceans of mineral-rich saltwater. The continents themselves exist as artificial creations, standing on vast tracts of geomechanical machinery designed by the Goddess.

The heavens of the Hearthplane are interlaced by stellar tracts, which guide the movement of celestial objects. These celestial objects include: the solar twins, the Mor-Sun and lesser Yon-Sun; the gleaming Goldmoon; the stars, arranged into delicate constellations; and multiple comets, which drift across the sky. All these objects traverse the sky along the stellar tracts at regular, predictable intervals, as designed by the Goddess.

### Climate

The Hearthplane is largely uniform in its climate, a balmy and tropical heat thick with humidity and mist, though rarely affected by storms. This warmth is attributed to the lasting presence of the twin suns, only waning every so many cycles, and supplemented by the massive heat vents which leak geomechanical exhaust into the tangled forest floors. Precipitation is commonplace, a near daily occurrence on most continents due to the excess warmth stirring up thick rain clouds from the deep seas.

## Denizens

The Hearthplane is host to a wide variety of vibrant lifeforms that thrive in the steamy heat of its forests and gardens, that swim within its rivers and lakes, and bask in the heat of its underground vents.

### Intelligent Races

* Treefolk
* Bua-Boa
* Kua-Zaoa
* Zuka-Kaj
* Puya-Baz
* Woodwalkers
* Curators

### Wildlife

* Tree-Grazers
* Silkmoths
* Bloomcats
Bazdi

**Bazdi**, also referred to as **Grave-birds** or **bone-pickers**, are a family of scavenging Mage-Birds, endemic to many regions throughout Galimma. These large-winged creatures are best known as scavengers that can feed on long-dead carcasses and, most infamously, the lost souls of the dead, restoring their own mana-pools. Bazdi manifest their innate magic in the form of enchanted droppings, which are famously efficient fertilizers that can restore otherwise barren wasteland. For this reason Bazdi are seen as a grim but essential creature that excises filth and returns it as new growth. The Rhathiki Master of Funerals, History, and Agriculture is depicted often as a looming Bazdi, processor for the dead, retainer of their memories, and sower of life thereafter.
Angavar

**Angavar**, also known as the **Industrial District**, is one of the city-districts of the Earthrym Urban Allegiance, and economic hub for Earthrym. It is considered the industrial capital of the Allegiance, and produces many of its finished good exports. The district itself is built over the ruins of many Gaulmar foundries, workshops, and smithies, and has close ties with Plazaar for this reason.
Zuka-Kaj

The **Blood-Drinkers**, or **Zuka-Kaj** in Tree-tongue, are an intelligent race of insectoids native to the Hearthplane. Comparably small, flight-capable parasites, Zuka-Kaj live in large colonies near the wetlands and forest floor of the Hearthplane where they may breed. They are known to prey on all manner of creatures that have blood, including Treefolk, Kua-Zaoa, and others. A favored tactic is abducting prey and keeping them imprisoned within their colonies as livestock, caring for the captive while feeding from them regularly. They are known to prefer abducting stragglers or lone travelers, but have been known to conduct raids on villages in times of famine.
Voidwurm

**Voidwurms** are a species of god-level beings that inhabit the Outer Cosmos. They are long, serpentine creatures that hunger near constantly, forcing them to feed on most anything they come across, whether it be mana or matter. Voidwurms are considered at the least pests that skitter about cowardly in search of food, and at their worst terrifying threats capable of devouring entire worlds and even lesser gods. Feared and reviled by almost all sentient beings, voidwurms are understood as one of the cosmos' greatest threats and are given proper respect by those versed in intercosmic politics.

## Notable Voidwurms

* The Serpent
* Valthogg
Hyenni

The **Hyenni** are a race of canidmorphs native to the Asara region. Distantly related to the Lykoth and Shadowfolk, the Hyenni are distinct in their wide frame, shorter posture, speckled fur, and tall manes. Hyenni are a rugged race built to survive the harshness of the Asaran desert, and have adapted physically and culturally to suit a life of scarcity and hardship.

## History

### Prehistory

The nomadic Lykoth were one of the most successful races on Galimma's surface during Prehistory, having presence in almost every major geographic region save for the barren lands of Asara. The arid subcontinent had little to offer prospecting hunting packs, and those who did travel its dunes did so out of desperation. The Lykoth who managed to eke out an existence in the desert would eventually become the Hyenni, a savage and brutal people that subsisted only on the barest of essentials. As they had before, the Hyenni traveled in hunting packs across vast stretches of dunes tracking prey, and would come to be one of the most feared races in Asara.

## In Outer Cosmos Role-playing System

**Hyenni** are a playable race available to players in the Outer Cosmos Role-playing System, featured in Frontiers of Galimma. Hyenni are a medium sized race that are exceptionally tough and thrive in hot desert environments.
Curators

**Curators**, or **Yu-Tui** in tree-tongue, are an intelligent race of beings created by the Goddess to tend to the Hearthplane and its intricate ecosystems. Constructed of stone and given life by the Goddess' own hands, the Curators dutifully operate and guard various facilities that control the machinations of the Hearthplane, operating primarily out of the Underhalls. They resemble machines more than they do living beings, and are able to interface with a variety of mechanical tools and constructs to patrol and observe the Hearthplane.
Gaulmar Empire

The **Gaulmar Empire** was one of the single largest and most successful civilizations Galimma had ever seen. Stretching across near the entirety of the world, the Empire was unrivaled at its peak, and inconvenienced at its worst by opposing powers. It would remain unchallenged for the majority of the Second Era, lording over and enslaving various other races and building towering, monumental cities, fortresses and landmarks across Galimma, many of which remain standing well into the Fourth Era; one of the most famous of these carved cityscapes is the towering region of Earthrym. Nearly all modern civilizations live in the legacy of the Gaulmar, their ideologies, philosophies, religion, politics, and culture all shaped in one form or another by Imperial influence from many millennia ago.
Dragons

Inhabiting many worlds of the Outer Cosmos are **Dragons**, winged reptilian like beasts that are infamously greedy and cruel. Minions and spawn of the foul god Kn'cha'ak, dragons hail from the twisted realm of Cha'as'kar and have spread to worlds across the cosmos seeking treasure and hoarding it.

## Biology

Anatomically, most dragons typically resemble large quadrupedal winged reptilians. These wings are large in span, and strong enough to whip up gusts of wind that can topple buildings and knock lesser beings off their feet. They lumber about on muscular haunches that end in wickedly hooked claws and are often coated in durable scales. Their forelegs often support weight but end in very dexterous clawed hands, able to grasp and operate rudimentary objects, which come in particular handy pawing over treasure hoards and crushing mortal vermin. A dragon's torso is typically wide and barreled, well armored on its back and shoulders, but unprotected on the underside between its four legs. While often flying ahead over land-bound prey, a dragon does well to fight on the ground where its underside is not as exposed. The typical dragon's head is long and heavy set, bearing a mouth full of cruelly sharp teeth and boasting horns of many varieties; this head is balanced atop a long serpentine neck, mirroring the dragon's long sweeping tail often equipped with a sharp barb or spike. The dragon may harness its soul and conjure up a magical breath weapon, spewing forth any manner of deadly hazards from its maw such as fire, lightning, ice, or poisonous fumes, able to deal with swaths of enemies in a single breath.
The Time-Breakers

**The Time-Breakers** are a playable faction in War for Uzunda. They are a reclusive order of mages that study time magics, and plan to revert time to before the grand disaster that destroyed Uzunda. They are a secretive and small faction with a relatively poor military and economy, but can utilize a great deal of time-manipulating magic to confound opponents and shape the campaign to their desires.

## Background

In the time before Uzu's death, Uzundian scholars and mages compiled great hoards of magical lore, seeking tools that could help them belay the end of their world. Some among them pondered on magic that could give them more time to find a permanent solution to the rapidly approaching Uzu crisis, but were ultimately dismissed in favor of more direct research. All of this would prove futile as war broke out and the council of scholars parted ways, members siding with either the defenders or slayers of Uzu. As the slayers emerged victorious, and the end of the world was brought about forcibly, much of this magical and technological knowledge was destroyed and forgotten, leaving the surviving Uzudoran only scraps of information to scrounge for.

Unknown to the surviving world however was the fact that a secret order of scholars had formed and had hid themselves in anticipation of the reckless destruction of Uzu and the entire world. Emerging into the the new Uzunda, a land buried in rubble and irradiated by foul magics, the mages set on a course to fix Uzunda and revert the great catastrophe. Their efforts proved useless in the face of the sheer destruction Uzu's demise had wrought however, and many abandoned the cause, preferring to live out their lives in hiding as the world around them grew fetid and rotten.

This would change with the discovery of a cache of old magical lore, detailing those old musings of time magic and manipulation. With few options left, the remaining mages set about studying it and seeing what could come of it. Initial experiments proved successful in some regards, allowing the mages to halt their aging or speed the growth of crops, but were also erratic and unstable, leading to temporary enchantments or imprecise effects. Much of this was due to the Warp affecting their ability to channel magic and mana. Regardless of the instability, it was their greatest success thus far. The mages would brand themselves the Time-Breakers, boasting their ability to defy such an old and respected law of nature, and set about on a course to conduct their greatest endeavor: a spell that would reverse time on Uzunda to before the great cataclysm and allowing the Uzundians to start over.
Kithi

The **Kithi** are a race of wingless avian humanoids native to the Skyhome islands of Galimma. Descended from the Rhathiki, Kithi share many of their bird-like traits with their ancestors save for their lack of wings and more humanoid stature. Despite that, many Kithi occupy the old ruins of the Rhathiki, instead relying on machinery or magic to achieve flight. Their advancements in aerodynamics are studied and respected by other races, especially humans, and it has earned them a place in the geopolitics of Galimma.

## In Outer Cosmos Role-playing System

**Kithi** 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 that excel in many roles but possessing an affinity for magic. Kithi players can call upon on their Rhathiki heritage for permanent boons to enhance or supplement character builds, including limited flight capabilities.
Outer Cosmos Role-playing System

The **Outer Cosmos Role-playing System**, or **Outer Cosmos Role-Playing Game**, is the tabletop game system and rule sets that all Outer Cosmos modules and rule books adhere to.

## Modules

* Outer Cosmos: Frontiers of Galimma
* Outer Cosmos: Ruins of Uzunda
* Outer Cosmos: Young Gods
* Outer Cosmos: The Hearthplane
* Outer Cosmos: Bluefathom
Kubundo

Kubundo are a race of tall humanoids sharing characteristics with hippopotamuses. They are native to the oases and rivers of Asara, where they lord over them shrewdly.

## Appearance

Standing at up to 3 meters tall and weighing well over 500 kilograms, Kubundo are massive physical contenders compared to humans and Hyenni.
Earthkin

**Earthkin** are a family of races native to Galimma. Earthkin originate from Galimma's unique geological process known as the Earthheart, a form of consciousness that pervades all of Galimma's rocky mantle and creates the enchanted Lifeclay. The Earthkin are considered either extensions of the Earthheart or offshoots of lifeclay that broke away from the parent consciousness. Most of the Earthkin races can be found in the many caves of Subterra, where they remain relatively close to the Earthheart.

## Members

1. Mulls
2. Troggen
3. Baldob
4. Gaulmar
5. Goadon
First Era (Galimma)

Galimma's recorded history begins with the **First Era**, otherwise known as **The Age of Gods**. Following the entrapment of the Goddess beneath Subterra, lesser gods began to quarrel and compete for control over Galimma's surface, and much of the First Era entails the conflicts that arose from this.

Dating for events during this era are largely educated guesses on the behalf of Gaulmar historians, as the empire and its formal calendar wasn't invented until the Second Era.
Gremmin Infestation

The **Gremmin Infestation** is a playable faction in War for Uzunda, featuring the invasive Gremmin minions of Cha'as'kar sent to invade the world of Uzunda. The Gremmin are an ingenious swarm faction that can steal technologies acquired by other races and pilfer them from the runs of Uzunda and use them in greater numbers to thwart their enemies.
Zaul

**Zaul** was the First Emperor and founder of the Gaulmar Empire. A mighty Gaulmar warrior in his youth, it was Zaul's self-taught mastery of magic that allowed him to rise in rank in the Malzar Great-Tribe and eventually break the stalemate between his and the Hoakon great-tribes, uniting the two and thus the entire Gaulmar people for the first time. He personally carved out and shaped the Emperor's Seat from the Bloated Mountain of Earthrym, and would go on to rule for the longest of all Gaulmar emperors, heralded as a god by Gaulmar for millennia after.
Songseeker Mob

The **Songseekers** are a Draul mob who wander Thryndaheimr in search of the verses of the ancient Thundering Ballad, an epic poem sacred to Faethir.

## Mission

The Songseekers seek out old and new verses to a poem known in parts by many Draul that goes by the most common name of the Thundering Ballad, which details the adventures of Faethir throughout the world's ancient history up to the creation of the Draul themselves. Such a piece of art is of great cultural significance to all Draul and mob-goers alike, and the Songseekers dedicate themselves to scavenging the missing parts and preserving this righteous and sacred poem for the sake of their entire race. Ultimately they would seek to reunite all pieces to the ballad and recite it in bellowing harmony to Faethir herself, and to show their utter dedication to her mighty qualities. They are as bards to the other mobs, and may be called upon to recite the many enthralling tales of Faethir and her exploits for a price.

## Feats

* Members of the Songseekers proudly task themselves with the memorization of the old tales and songs of Faethir, and the immortalization of the deeds of their fellow Draul. They will proudly recite these on the spot or in great choruses before a worthy audience.
Foldspace

Much of the Outer Cosmos consists of magically warped dimensions known as **Foldspace**. This type of space can be near endlessly twisted, turned, stretched and compressed by a magician to alter the nature of spacial distance within it. Worlds are constructed out of Foldspace, born naturally as a defense mechanism by dormant mana-infused mass clusters that become worlds. Portals as well are Foldspace constructs, able to bridge unfathomable distances in space.

## Types of Foldspace Constructs

1. **Worlds**- self-contained realms of reality often possessing their own planar structure and laws of physics, such as gravity and time.
2. **Portals**- stable "holes" in space that mass and energy can pass through almost instantaneously. Typically has two openings at each "end."
3. **Pocket Spaces**- Miniature world-like spaces that can be moved or transported by mortal users. Can be affixed to objects to create "hammer-space" items.
Rhathiki

Rhathiki were a race of avian beings elevated on Galimma by the phoenix-god Rha'seska. Tall and majestic creatures capable of flight and great magical feats, the Rhathiki had many influential civilizations carved into the islands of Skyhome, and spread their studies across Galimma during the 2nd Era. The demise of their god at the hands of the Gaulmar however would lead to their decline and transformation into the relatively diminutive Kithi.

## History

### Prehistory

#### Creation

The Rhathiki of Galimma trace their line to the various species of Mage-Birds, magical avian creatures capable of flight and impressive displays of magic. Elevated by the magic winds of Rha'seska, the Rhathiki took on different shapes based on their lineage and organized into complex social groups across all of Galimma.

## Culture

### Social Organization

#### The Masters

The Rhathiki civilizations were led by the Masters, who were sagely teachers of magic and virtue to the people of Rha'seska. Each Master had their own Path, a set of philosophies and teachings taught to and passed on by their followers, and much of Rhathiki society counted on the cooperation and conjoined use of each of these Paths.

The Masters of the Rhathiki included:

* The Eagle, Master of Law, Leadership, Vigilance
* The Falcon, Master of Warriors, Hunting, Battle
* The Owl, Master of Silence, Perception, Secrets
* The Vulture, Master of Funerals, History, Agriculture
* The Crane, Master of Magic, Study, Writing
* The Taos, Master of Beauty, Passion, Dance
* The Macaw, Master of Song, Speech, Wit
* The Raven, Master of Bargaining, Wealth, Thieves
* The Swan, Master of Marriage, Love, Companionship
* The Albatross, Master of Travel, Exploration, Flight
Ice Sheets

The **Ice Sheets** are a region that surrounds the whole of Galimma, being a stretch of tundra and permafrost that rings the outer sea far from the reaches of the sun's warmth. The Ice Sheets are largely inhospitable, being trapped in a near permanent, bitter cold and whipped by fierce and biting winds. Little life exists here, but that which does has adapted uniquely to survive the cruel environment and eke out an existence.

## Geography

### Topography

The Ice Sheets are one of the largest landmasses on Galimma, though they are in large part made of permanently frozen water. The sheets ring the entire world, forming primarily from seawater that exists too far from the sun and freezes over permanently. The inner coastline varies in shape and climate greatly, depending on where it exists relative to the rest of Galimma.

### Ecology

The Ice Sheets are largely barren due to their frigid temperatures and lack of rainfall, though some niche ecosystems have emerged, allowing for specially adapted life to exist there.

#### Flora

The basis for most of the ecosystems of the Ice Sheets are the frost-buds, a family of hardy mosses that grow beneath the permafrost and emerge to soak the magical rays of the night-ribbons.

### Population

#### Racial and Ethnic Groups

The Ice Sheets are not braved by many intelligent races, but most notable of them are Kuupali voyagers who fish the cold outer seas, some of the last remaining Lykoth packs on Galimma, roaming bands of Fen-Kits, and most famously the hardy Uukpaluuk.
Lykoth

The **Lykoth** are a race of Hunterborn  native to many parts of Galimma. They resemble the other canidmorphs in stature and shape, thought they are notably larger and bulkier than their relatives. Originally widespread throughout Galimma, their numbers have dwindled since the Gaulmar enslaved so many of their tribes and bred them into the Kaen. Some fringe groups do continue on in modern days, namely the outer areas of Pastoro and the Ice Sheets.
Mutants

**Mutants** are amalgamations of various species caused by certain events throughout Avonhala's historical tragedies, ranging from the fallout of *"The White Cataclysm"*, and technological experiments done by the Zephries. They can be identified by their abnormal stature and misplaced limbs, along with excessive drooling and faint moans.
Jagara

The **Jagara** are a sentient race of feline-like humanoids stranded on the world of Cha'as'kar. Their world consumed long ago by the Gremmin, the Jagara who survived made homes hidden away in the dark places of the world of rats and began to fight back from within. They formed the Warjag Resistance, an elite group of warriors trained in the arts of stealth and slaying the vermin filth who skulk about Cha'as'kar, and continue their covert war against the minions of Kn'cha'ak.
Earthheart

Residing within the very ground of Galimma, the stones and soil upon which the mountains and valleys rest, is a great humming consciousness called the **Earthheart**. Thought to be the product of Galimma's vast reservoirs of mana, the Earthheart in many ways resembles a vast spirit, able to seemingly perceive and feel what occurs both on the surface of Galimma and within the deep hollows of Subterra. It is unknown whether or not the Earthheart can take action or alter Galimma in any way, despite being formed from god-like levels of magical energy.
Subterra

**Subterra** is the name given to Galimma's massive underworld of cave systems beneath its surface. The caverns of Subterra spread under near the entirety of Galimma, and are home to an incredible amount of unique ecosystems, cultures and geological phenomena.

## Geography

### Subregions

1. **Styge River Cave System**- Located primarily under Pastoro, starting at Cavemouth and following the large Styge River that bores into the earth. The location of the Caver Union and most of humanity's presence within Subterra.
2. **Asaran Oases Cave System**- Caves located underneath the sands of Asara, where much of the spring water from the oases comes from. Frequented by the Shadowfolk, who have constructed a series of canals connecting the underground springs.
3. **Kartheroot Caverns**- A series of caves partially dug up by the far-reaching roots of Karthewood. Home to a staggering diversity of fungal life, and other strange creatures that feed off the roots that decorate this portion of Subterra.
4. **The Undersea**- A massive saltwater reservoir that has slowly collected the waters of Shalo Ra for millennia. Poorly explored by most races, and is home to a vast collection of Stygian mysteries.
5. **Mogdarr Magma Chambers**- The series of caverns hollowed out and filled with molten rock beneath the volcanic realm of Mogdarr. Incredibly inhospitable, but is being tentatively probed by the Union for its potentially massive deposits of minerals.
6. **Glacial Caverns**- A massive collection of grottoes found under the perilous Ice Sheets. Icy and inhospitable, little can be found here save for some sparse native cults or others seeking to discover what awaits beneath the permafrost.
7. **Zorabar Ruins**- The bombastic ruins of the ancient underground Gaulmar city of Zorabar. Many dark and gruesome experiments were conducted beneath the world's surface, and many more of the empire's secrets await daring explorers and fortune-hunters.
8. **Deep Subterra**- The throbbing heart of the world, located far below the surface of Galimma. Home to the strangest of Subterra's sights and denizens, where few ever visit to return from due to its sheer distance from the surface.
9. **The Goddess' Gardens**- A decadent series of gardens hand-tended by the Goddess herself. It is a serene and lavish place, much different from the rest of Subterra, and is fiercely guarded by those who call it home.
10. **The Hellreaches**- The fiery realms of Galimma's core, home to the Serpent and his captive, the Goddess. It is a place scoured by extreme heat, poisonous gases, and chaotic magic. Few but the zealous servants of the Serpent call this place home.
11. **The Deep Pit**- A deepening crevice in the earth from which the Gremmin originate. Within its bowels lies the ever-growing portal that leads from Galimma to Chaaskar, from which the Gremmin's pestilent god would enter and consume all of Galimma.
Ranger (Playable Class)

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

Rangers are foremost experts of survival, at home in the vast wildernesses of Galimma. They are able to find shelter from hazardous conditions, navigate perilous terrain, and scavenge food through hunting and gathering.

## Roles

A Ranger is skilled in path-finding and survival in both familiar and foreign environments, utilizing knowledge of flora, fauna, and the land itself. A keen eye and senses allows them to identify details that would go unnoticed by less seasoned explorers, such as the ripeness of a berry, the subtle scent of gas in an underground tunnel, or the stability of otherwise solid footing. Experience in the untamed, uneven wilderness also gives rangers impeccable agility and sureness of foot in traversing ravines, fording rivers, scaling cliffs, spelunking caves, and navigating all manner of perilous terrain.

Rangers must also be trained in the way of the hunt, to track, trap and outwit prey in the eternal competition of survival. A ranger on the hunt must be knowledgeable, clever, swift, and sharp-witted to gain the upper hand over creatures who have lived their entire existence in the wild. Whether to down prey with a devious trap, a sharp blade, or a carefully aimed shot is up to the individual ranger, but the most successful among them use all techniques flexibly.
Bjurnlings

The **Bjurnlings** are an intelligent people that are found in the worlds of Thryndaheimr and Saszoth. They are humanoid in appearance and considerably short in stature.

## History

### Arrival to Thryndaheimr

The Bjurnlings were known to sail many of the channels of the All-Sea. Some were swept up by maelstroms and deposited into worlds across the Outer Cosmos. One such world was Thryndaheimr, where their wreckage was discovered by the sea goddess Nordur. Initially befriended by the Bjurnmother Jiddi, Nordur quickly came to be the patron of the Bjurnling voyagers, and would protect them and their prospects across this strange new world.

## Appearance

Bjurnlings are generally diminutive in stature compared to most creatures they interact with. They are humanoid in shape, standing on two short but sturdy legs and wielding two arms. Many possess a thin tail that trails behind them. Bjurnmothers grow to be much larger than average members of their species, standing almost twice as tall and weighing many times more.

## Culture

### Social Organization

Bjurnlings societies are built most often around the presence of a Bjurnmother, the only fertile member among them. Her children and siblings care for her for the duration of her life until eventually she passes away and one of her own children begins the puberty that will turn them into a Bjurnmother. Most often this society takes the form of a Bjurnling house-ship, upon which the Bjurnmother is the captain and her caretakers the crew. A Bjurnling ship is a bustling center for business, often hauling cargo for other peoples or catching great scores of fish to be sold later. Other ships may make a living as salvagers, selling off the great quantities of flotsam they dredge from the high seas, or as performers, their cultural penchant for music allowing them to make decent coin as a traveling show.

### Cultural Values

#### Music

Almost all Bjurnlings share some fondness for music. Most Bjurnling family units have a clan-song they've passed down for generations, a melodic dancing tune that all can take part in. This musical tradition is especially strong in the Bjurnlings of Thryndaheimr, their enduring song of joy calling the sea goddess Nordur to their wreckage.

#### Hospitality

The act of the Nordur carrying the lost Bjurnlings to safety from their most desperate hour solidified a culture of generosity and gratefulness for near all Bjurnling clans. It is often their self-appointed duty to assume the good will of others and to always assist those in need.
Dungeons (Spelunk)

Spelunk has many different types of **Dungeons**, dangerous secluded areas often full of hazard, violent monsters, and occasionally friendly faces.

## List of Dungeons

### Styge Cave System

1. **Old County Mine**- A long abandoned mine Union workers have left abandoned for many decades. Often a hiding place for spiders, gremmin, and even bandits seeking refuge from the law. Hazards include unstable ground, dilapidated construction work, and slime pools.
2. **Gremmin Warren**- A pestilent, foul pit in which a horde of gremmin have made their home. Primarily inhabited by gremmin and their minions of filth. Home to a variety of diseases and sicknesses, and other toxic materials.
3. **Slimy Hole**- A cavern full of toxic slimes and oozes. Relatively low in enemies but very treacherous to navigate, with many potential chemical hazards to plunge into or suffocate on.
4. **Spider Nest**- A cave of some kind that has become particularly popular as a spider nesting ground. Riddled with webbing, the spider nest is difficult to traverse unhindered. Expect to face a wide variety of spiders or creatures that call their nests home.
5. **Shovel Tunnels**- A modest series of excavations hand-dug by miners equipped with spades and pickaxes. Though relatively stable, something dangerous has moved in: either a band of crooks, a pack of cave panthers, or some other such hazard that has evacuated the miners.
6. **Stygonian Graveyard**- When the Sulara send their dead downstream to join the Abyss, many may become caught along the lakes that split off from the Styge. Lakes may become infamous for their abundance of lost souls, eager to lash out after being cheated out of their afterlife.

### Oasis Cave System

1. **Salt Mine**-
2. **Abandoned Gold Mine**-
3. **Ancient Canal**-
4. **Termite Nest**-
5. **Aardwark Quarry**-
6. **Moldy Spring**-
7. **Shadowfolk Cache**-
8. **The Necropolis**-
9. **The Halls of Dust**-
10. **The Cache of Flesh**-
Morris Miggs

**Morris Miggs** is a playable character from Spelunk.

## Abilities

1. **Intimidating** -
2. **Imposing** -
3. **Bully** -
4. **Townwatch Captain** -
5. **Frightening Grip** -
6. **Spreadshot** -
7. **Knuckledust** -
8. **Gutpunch** -
9. **Haymaker** -
10. **Grapple** -
11. **Choke Hold** -
12. **Pile Drive** -
13. **Crippled Leg** -
14. **Provoke** -
15. **Aura of Authority** -
16. **Haggler** -
17. **Rough Around the Edges** -
18. **Odorous** -
19. **Hunger Pangs** -
20. **Strong-Arm** -

## Relationships

1. **Aaron Springer** -
2. **Jamie Aquera** -
3. **Smitt Jederiah** -
4. **Patty Drawsen** - Initially, Patty and Morris do not get along: Patty is repulsed by Morris' rude manners and poor hygiene, while Morris finds Patty nagging and insufferable. As the Party's medic and doctor, Patty recognizes Morris' traits of depression and does what she can to assist him with recovering, from both his chronic injury and his and mental illness, in spite of the many ways Morris deters her. The two connect over their bizarrely shared experiences: from their lives spent with abusive fathers, raising their siblings while still young, and burying their mothers, Patty and Morris can't help but feel a solidarity in their similar trauma. Both of them have to take small steps towards opening up, but it ultimately proves to be a healing experience, for both doctor and patient, to share and recognize one another's pain. The two share little in terms of hobbies, personality, or interests, but a solid bond is still formed between the two by the adventure's end. The relationship resolves fully once the two share a conversation in how they wish to be free of the trauma that still holds both of them back, leading to Morris finally opening up and allowing Patty to help him recover at long last.
5. **Dayna Carlyle** -
6. **Shellba Drawsen** -
Cliffbreakers

**Cliffbreakers** are a family of Runehorns well known for their destructive and loud habits of headbutting with their heavy runed horns. They are feared by many for their ability to bring considerable pieces of mountainside toppling down with their thundering duels with one another.

## Habitat and Distribution

Cliffbreakers make their homes on the rugged slopes of mountain ranges, feeding on course scrub and grasses.
Stormbeasts

**Stormbeasts** are a family of Runehorns. They are a rare species known to seek out and follow thunderstorms, "capturing" lightning with their prominent horns as a form of energy intake. They are also infamous for expelling this stored lightning as a form of magical defense, able to deter even the most aggressive of predators. Poachers seek out Stormbeasts very rarely, as the creatures are territorial to the point that being able to see one is often considered being in danger of retaliation.

## Habitat and Distribution

Stormbeasts are found most frequently across the stretches of Pastoro, Asara, and even along the shores of Shalo Ra.