<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://ko.atomram.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Quinn</id>
	<title>The Lore of Ko - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://ko.atomram.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Quinn"/>
	<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php/Special:Contributions/Quinn"/>
	<updated>2026-09-06T04:22:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.39.3</generator>
	<entry>
		<id>https://ko.atomram.com/index.php?title=Nagas&amp;diff=13</id>
		<title>Nagas</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=Nagas&amp;diff=13"/>
		<updated>2023-05-25T23:04:13Z</updated>

		<summary type="html">&lt;p&gt;Quinn: italics on the preface&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;Naga biology enforces the worst traits of civilized folk, with no true laws to redeem them. They are murderers, cannibals, and rapists all. Their very existance is an affront to nature, and their only saving grace is that their vile habits most often turn upon themselves. Kill the biggest amongst their number and the rest will fall upon its corpse to the exclusion of all else. Nagas favor close quarters combat as it allows them ample opportunity to claim corpses or feast on the flesh of the fallen while on the battlefield. Long spears should be set to meet their initial charge using tactics for fighting against cavalry. Archers should be instructed to pick their targets, with preference towards larger naga in the back line to sow chaos and prevent a second wave from meeting the pikemen before they are ready. All weapons, including arrowheads, should be sharpened or replaced before or after each engagement if possible, as naga scales will easily dull or chip blades. Healers should be prepared to treat bite and claw wounds. If your numbers lack veteran medics, Stitchers should be employed instead; wounds from nagas are terrible to behold and often lethal; a heart hardened by many battles will be needed to save what can be saved.&amp;lt;br /&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-Choir Military Doctrine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Naga (pl: nagas, adj. naga)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beliefs/Values: dragon-worshippers, flesh eaters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nagas are twisted reptilian folk whose societies revolve primarily around the belief that they can absorb the strength of all they consume. Just as dragons worship themselves, being fragments of the broken goddess Tiat, so too do the nagas worship the “All Who Is One,” the prophesied dragon that shall one day consume their chromatic brethren one and all, and lead the nagas in battle to conquer all of Ko. For this reason, nagas are eager servants of any dragon, hoping that the creature they serve will be the long-awaited messiah. The more fanatical nagas believe that even if their chosen master would be consumed themselves, their loyalty will be rewarded by the one who slew and thus absorbed the soul of their former lord. It is considered heresy for a naga to consume the flesh of a dragon, for in doing so they steal the power of The All Who Is One, and threaten to spread it through the mortal nagas, potentially preventing their prophesied doomsday. A popular act of worship is thus to hold the bones of a deceased dragon in one’s mouth without consuming it; a feat of self-control nearly alien to their savage mentality. When a naga does succumb to their hunger and lust for power in such a ritual, custom dictates they be sacrificed to whichever dragon the tribe worships, and either consumed by it, or left to rot beneath the earth. Those who may have consumed the heretics flesh, either because the sin was not detected in time, or who partook of the corpse after its sacrifice, must also be killed in similar fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biology: lizard-men&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether from ingesting and refining the strength of their kills, or simply as a result of their peculiar biology, nagas grow continuously throughout their lives. A well-fed dragonkin will reach the hight of a tall human around their nineteenth year, after which point their growth begins to slow. The oldest known naga, the Great Khan Aurellikkar, was nearly thirty feet tall, though hunched and deformed by his prodigious weight and age. He was finally slain in battle with the Coamitli at the height of their power, though it took the life of one of their famed heroes, who themselves was consumed by the mass feeding frenzy of nagas which descended upon their warlords corpse immediately upon his demise. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mating and family: sequential hermaproditism, no family structures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nagas are androgynous in nature, being born female, and transitioning into males as they age. After aging about two decades, nagas, begin the transition from female to male, provided they are not with child at the time. Scholars believe this to be a sort of defensive mechanism, preventing older nagas from eating their young by presenting them as potential mates. It would be a mistake to assume that younger nagas are in any way submissive to older males, however, or that relations between the two genders, sexual or otherwise, are any less prone to violence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Language:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Customs/games:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Government and law:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nagas lack the political regard and acumen of their greater kin, the dragons, who, while holding similar beliefs about their own ascendancy, nevertheless maintain some semblance of cold civility between their peers. Nagas, on the other hand, constantly squabble between one another, and though they believe their race superior to all other humanoids, this serves only to stoke their hunger for the flesh of their kin, for from the strongest meat comes the greatest gains. Nagas nevertheless tend to form large groups, recognizing that their combined might will lead to more killing, thereby obtaining more food, and greater might. The strongest among such a group is known as the Khan, who maintains his authority over the group through fear and the promise of fresh kills to come. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Technology/magic:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Art/clothing:&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=Nagas&amp;diff=12</id>
		<title>Nagas</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=Nagas&amp;diff=12"/>
		<updated>2023-05-25T23:03:17Z</updated>

		<summary type="html">&lt;p&gt;Quinn: Created page with &amp;quot;Naga biology enforces the worst traits of civilized folk, with no true laws to redeem them. They are murderers, cannibals, and rapists all. Their very existance is an affront to nature, and their only saving grace is that their vile habits most often turn upon themselves. Kill the biggest amongst their number and the rest will fall upon its corpse to the exclusion of all else. Nagas favor close quarters combat as it allows them ample opportunity to claim corpses or feast...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Naga biology enforces the worst traits of civilized folk, with no true laws to redeem them. They are murderers, cannibals, and rapists all. Their very existance is an affront to nature, and their only saving grace is that their vile habits most often turn upon themselves. Kill the biggest amongst their number and the rest will fall upon its corpse to the exclusion of all else. Nagas favor close quarters combat as it allows them ample opportunity to claim corpses or feast on the flesh of the fallen while on the battlefield. Long spears should be set to meet their initial charge using tactics for fighting against cavalry. Archers should be instructed to pick their targets, with preference towards larger naga in the back line to sow chaos and prevent a second wave from meeting the pikemen before they are ready. All weapons, including arrowheads, should be sharpened or replaced before or after each engagement if possible, as naga scales will easily dull or chip blades. Healers should be prepared to treat bite and claw wounds. If your numbers lack veteran medics, Stitchers should be employed instead; wounds from nagas are terrible to behold and often lethal; a heart hardened by many battles will be needed to save what can be saved.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
-Choir Military Doctrine&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Naga (pl: nagas, adj. naga)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beliefs/Values: dragon-worshippers, flesh eaters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nagas are twisted reptilian folk whose societies revolve primarily around the belief that they can absorb the strength of all they consume. Just as dragons worship themselves, being fragments of the broken goddess Tiat, so too do the nagas worship the “All Who Is One,” the prophesied dragon that shall one day consume their chromatic brethren one and all, and lead the nagas in battle to conquer all of Ko. For this reason, nagas are eager servants of any dragon, hoping that the creature they serve will be the long-awaited messiah. The more fanatical nagas believe that even if their chosen master would be consumed themselves, their loyalty will be rewarded by the one who slew and thus absorbed the soul of their former lord. It is considered heresy for a naga to consume the flesh of a dragon, for in doing so they steal the power of The All Who Is One, and threaten to spread it through the mortal nagas, potentially preventing their prophesied doomsday. A popular act of worship is thus to hold the bones of a deceased dragon in one’s mouth without consuming it; a feat of self-control nearly alien to their savage mentality. When a naga does succumb to their hunger and lust for power in such a ritual, custom dictates they be sacrificed to whichever dragon the tribe worships, and either consumed by it, or left to rot beneath the earth. Those who may have consumed the heretics flesh, either because the sin was not detected in time, or who partook of the corpse after its sacrifice, must also be killed in similar fashion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biology: lizard-men&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Whether from ingesting and refining the strength of their kills, or simply as a result of their peculiar biology, nagas grow continuously throughout their lives. A well-fed dragonkin will reach the hight of a tall human around their nineteenth year, after which point their growth begins to slow. The oldest known naga, the Great Khan Aurellikkar, was nearly thirty feet tall, though hunched and deformed by his prodigious weight and age. He was finally slain in battle with the Coamitli at the height of their power, though it took the life of one of their famed heroes, who themselves was consumed by the mass feeding frenzy of nagas which descended upon their warlords corpse immediately upon his demise. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mating and family: sequential hermaproditism, no family structures&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nagas are androgynous in nature, being born female, and transitioning into males as they age. After aging about two decades, nagas, begin the transition from female to male, provided they are not with child at the time. Scholars believe this to be a sort of defensive mechanism, preventing older nagas from eating their young by presenting them as potential mates. It would be a mistake to assume that younger nagas are in any way submissive to older males, however, or that relations between the two genders, sexual or otherwise, are any less prone to violence. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Language:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Customs/games:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Government and law:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Nagas lack the political regard and acumen of their greater kin, the dragons, who, while holding similar beliefs about their own ascendancy, nevertheless maintain some semblance of cold civility between their peers. Nagas, on the other hand, constantly squabble between one another, and though they believe their race superior to all other humanoids, this serves only to stoke their hunger for the flesh of their kin, for from the strongest meat comes the greatest gains. Nagas nevertheless tend to form large groups, recognizing that their combined might will lead to more killing, thereby obtaining more food, and greater might. The strongest among such a group is known as the Khan, who maintains his authority over the group through fear and the promise of fresh kills to come. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Technology/magic:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Art/clothing:&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=Verdandai&amp;diff=11</id>
		<title>Verdandai</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=Verdandai&amp;diff=11"/>
		<updated>2023-05-25T23:02:38Z</updated>

		<summary type="html">&lt;p&gt;Quinn: Created page with &amp;quot;-And so Ipkatomac braved the Forest of Bears, Dotalli upon her back, sick with fever, to ask of the harpies in their mountain nests the child&amp;#039;s fate. At last she came to the foot of the Perch, and ascended the slope of the highest peak, pursued by beasts and gods both, until the air grew thin and her breath sent forth smoke into the air. Then fell back her foes, unwilling to tread where not even the strongest trees can thrive. Still Ipkatomac climbed, and rested only to...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-And so Ipkatomac braved the Forest of Bears, Dotalli upon her back, sick with fever, to ask of the harpies in their mountain nests the child&#039;s fate. At last she came to the foot of the Perch, and ascended the slope of the highest peak, pursued by beasts and gods both, until the air grew thin and her breath sent forth smoke into the air. Then fell back her foes, unwilling to tread where not even the strongest trees can thrive. Still Ipkatomac climbed, and rested only to feed her babe. Such was the strength of men in those days, that even when she had reached the summit, she did not fall upon her knees. Ipkatomac knew no danger had passed, for she had heard the beating of wings in the nights of her climb, and smelled the carrion stench upon the bitter air, and knew she was not alone. Upon the peak of the mountain she called out to the skies and was heard by her twisted stalker, and Gethra descended to her, to learn what bargain she would make.&lt;br /&gt;
&lt;br /&gt;
    &amp;quot;Any price I can give to you, I shall,&amp;quot; said she, for she had forsaken all right to clan and holding in preparation for the journey, &amp;quot;but tell me the fate of my son, and how he might be saved.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Alighting upon the peak in a flurry of feathers came Gethra, her eyes shining fearsomely with blinding glare, to fix upon Ipkatomac as a still lake catches the setting of the sun. from her tattered wings hung the bones of many creatures, which clacked and whistled in the wind as she flew. &amp;quot;Show to me the child, then, and I shall tell you its fate,&amp;quot; said she, &amp;quot;then we shall discuss your payment.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    Out came Dotalli from the pack upon Ipkatomac&#039;s strong shoulders, to rest on cold stone before the piercing gaze of Gethra, who studied the child with glee. Out came wicked talons, sharp as obsidian and fast as snakes. Open the child&#039;s belly, blood upon stone and feather. Down fell Ipkatomac to her knees, too fast for tears to fall with her. Up swooped Gethra upon a sudden breeze, cackling. &amp;quot;In your face I see my price already paid, and in the sacrifice&#039;s entrails I see that Dotalli shall die, and there shall be no saving him, now!&amp;quot;-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verdandi (pl:verdandai, adj.: verdandar)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beliefs: personal philosophy, often based on secrets gleaned from the past and future.&lt;br /&gt;
&lt;br /&gt;
Values: secrecy, cleverness, inflicting suffering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verdandai are a secretive race with intimidating arcane prowess and a hedonistic passion for cruelty and mischief. They have great talent for magics that peer into the past and foretell the future, which has greatly shaped many aspects of their culture. This unique propensity, as well as their solitary and vicious nature, means that verdandai have little mythology or religion of their own. That is not to say that verdandai lack inquisitiveness or a penchant for philosophy; these characteristics are archetypes of the verdandar mindset. Verdandar beliefs are as nuanced as they are private. Being largely self-sufficient and anti-materialistic, verdandai hoard knowledge above all else, using secrets as bargaining chips and delighting in the feeling of superiority that withholding important information gives them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biology: variant lifespan, avian, unstable, unique ocular abilities, hollow bones, efficient liver capable of rehydrating off of salivated water and resisting most poisons&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verdandai come in a variety of forms, all of which are wild, chimaera-like amalgamations of humanoid and avian parts. While no two verdandai are exactly alike, they do have a few archetypal forms. (Four-legged, human head, wings; human torso and head, wings instead of arms, bird legs; bird head, human body complete with arms and legs, wings extended from shoulders.)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most unique feature of the verdandar anatomy, however, are their eyes, which are avian in appearance, and usually golden or silver in color. Verdandar vision is both powerful and nuanced. Verdandai can see for miles clearly and can discern great detail at close range, even in the dark. This last detail is especially important, since verdandar eyes are incapable of seeing the light of the sun, and, by extension, the moon, which appear to them only as dark circles which blot out the light of the ever-present stars. Verdandar hearing is notoriously poor, however, and most verdandai rely on close proximity or lip-reading to communicate. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mating and family: solitary parent, multiple hatchlings, sparse upbringing&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Male and female verdandai are occasionally seized by an instinctive urge to reproduce during a time they refer to as a “continuation.” During this time, a verdandi seeks out a verdandi of the opposite gender and bargains for their aid in conception, often with arcane knowledge or prophecies which might prove useful to their potential mate. If the propositioned verdandi is amenable to such a deal, it is summarily consummated. A short period of time then follows while the female verdandi lays eggs, during which the male is expected to provide fresh kills, the amount of which is usually specified in their agreement, but otherwise leaves the female alone. After the eggs are laid, the verdandai not in continuation departs, leaving their mate to move the eggs to a secret location, where they watch over the eggs during their gestation period, which lasts anywhere from one month to three. During such a time, they recite aloud what knowledge they think will be useful to their offspring, including rituals and spells they wish to pass on. Upon hatching, juvenile verdandai are raised by the parent verdandi for the better part of a year, during which time they are taught only rudimentary language and a single charm used to peer back in time, so that they might learn all else their parent has to offer them. The verdandi then destroys all evidence of their nesting grounds, leaving its offspring to fend for themselves. Often, the parent will return to their nesting grounds at a later date to ensure that it’s location remain secret.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Language: largely self taught, sparse system of glyphs involving specifying time and place of events.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The early accustomation to gleaning knowledge directly from the past has made most written forms of verdandar language obsolete. Instead, verdandai have a set of astronomically-associated glyphs which can be used to specify date and place with great accuracy. In the rare case that a verdandi wishes to make record of some event for posterity or leave a message for another verdandi, they simply speak what information they would like written aloud, and inscribe upon stone a few glyphs to denote the time and place. Any other verdandi coming upon the glyphs might then fly to the location and peer back to that time to view the message or event that was intended to be communicated. Verdandar knowledge of astronomy and its recording is precise enough that many cultures which have had the good fortune to bargain with verdandai for knowledge of these glyphs use them to record dates or to navigate by starlight. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Customs/games: fortune telling, riddle-making,  questing for knowledge, bargaining, confounding other sentients.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Government and law: anarchic, oath-based.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Verdandi are, in large part, solitary creatures, preferring the freedoms of travel, the rigor of self-sufficiency, and their own contemplative cunning to the bindings of social structures, the ease of cooperation, and the strength of numbers. However, the verdandar love of secrets, cruelty, and bargaining usually ensures that verdandai never wander too far from civilization. Verdandai who were born stunted or with some deformity, an occurrence made common by the eclecticism of verdandar forms, have been known to form small flocks for protection, but such groups are prone to infighting among their members, and often foist their cruel desires upon others to avoid their malice turning inwards. Such flocks inevitably either tear themselves apart, or else become such menaces to their neighbors that they invite destruction upon themselves.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Technology/magic: potent oracular abilities, mostly natural tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Art/clothing: most art forms based off of manipulating the remains of dead creatures. Known for creating eerie bone musical instruments which are powered by natural wind, like flutes, whistles, or wind chimes. Very little clothing.&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=Higath&amp;diff=10</id>
		<title>Higath</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=Higath&amp;diff=10"/>
		<updated>2023-05-25T23:01:51Z</updated>

		<summary type="html">&lt;p&gt;Quinn: Created page with &amp;quot;&amp;quot;If it moves, a higath will either bow to it nice-like, or he&amp;#039;ll kill it outright, so if they&amp;#039;re not bendin&amp;#039; an&amp;#039; prayin&amp;#039; when they sees us, you jus&amp;#039; go ahead an&amp;#039; run for it. &amp;#039;Course, a particularly polite higath might do both, and not necessarily in that order, so when they start bowin&amp;#039;, IF they bow at all, you follow my lead. Each tribes got different greetins&amp;#039; and such. No, I don&amp;#039;t know which tribe we&amp;#039;re comin&amp;#039; up on now, so don&amp;#039;t ask. They&amp;#039;re always on the move, you s...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;If it moves, a higath will either bow to it nice-like, or he&#039;ll kill it outright, so if they&#039;re not bendin&#039; an&#039; prayin&#039; when they sees us, you jus&#039; go ahead an&#039; run for it. &#039;Course, a particularly polite higath might do both, and not necessarily in that order, so when they start bowin&#039;, IF they bow at all, you follow my lead. Each tribes got different greetins&#039; and such. No, I don&#039;t know which tribe we&#039;re comin&#039; up on now, so don&#039;t ask. They&#039;re always on the move, you see, and never the same tribe in the same place at the same time of year. Only settle down once or twice every decade or so, and then only to decide which tribes movin&#039; where next, and for how long, and how many nosy foreigners they&#039;ll tolerate afore they get out those big hammers of theirs and start whackin&#039; &#039;til you&#039;re jus&#039; paste quick-freezin&#039; in the snow.. Alright, alright, so I made that last bit up to scare you, sure, but sometimes folk need scarin&#039; afore they meet their first higath. Most folk think they&#039;re slow, though I can&#039;t imagine why; jus&#039; &#039;cause someone don&#039;t do much talkin&#039; don&#039;t mean they&#039;re slow. An&#039; you won&#039;t think so either if one figures you&#039;re more trouble than you&#039;re worth. Mostly on account of bein&#039; dead, I suppose. Higath don&#039;t much like anythin&#039; they can&#039;t think of a way to get some use out of. Anyhow, you jus&#039; do what ol&#039; Hennikk tells you and you&#039;ll be alright.&amp;quot; -Mountain guide.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Higath: (pl: higath adj.: higathuan)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beliefs: pantheistic, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The beliefs of the Higath are marked heavily by their characteristic lack of curiosity. While some of their shamans profess to certain beliefs about the creation of the universe and the form of its laws, they do so hesitantly, and only in as much as they find such theories useful for the practice of their medicines and magics. For the Higath, there is little point in knowing what came before, or what will happen after. The former is either evident from its effects on the present, or else is wholly unimportant, and the latter will be experienced, and therefore understood, when it eventually happens. Their beliefs about divinity are just as practical; life itself is divine, and is worshipped in the manner to which it is accustomed. They make no distinction between gods and beasts, save by their usefulness or danger. To a Higath, all interaction with the fauna of Ko is a form of worship, whether it be the defense of one’s tribe, the slaughter of livestock, the avoidance of poisonous animals, or getting out of the way of a rampaging god. Higath are therefore sometimes flummoxed by the appearance of certain gods which don’t readily conform to their ideas of animal life, as well as some of the more ambulant plant life in Ko, but such distractions are momentary. As their tribes usually live in regions less hardy creatures could not, such problems of theology rarely crop up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biology: bulky, tall, furred, muscular, hot-blooded.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Values: respect, utility, strength&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mating and family: short gestation period, most children conceived during celebrations held during interaction between tribes, little distinction made between tribe and family &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Language:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Customs/games:&lt;br /&gt;
&lt;br /&gt;
Government and law:&lt;br /&gt;
&lt;br /&gt;
Technology/magic:&lt;br /&gt;
&lt;br /&gt;
Art/clothing:&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=Trowloshes&amp;diff=9</id>
		<title>Trowloshes</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=Trowloshes&amp;diff=9"/>
		<updated>2023-05-25T22:59:56Z</updated>

		<summary type="html">&lt;p&gt;Quinn: Created page with &amp;quot;-The first trowloshe was Jagur, whom Oderac wrought by singing to the stone of the gate of his great hall beneath the mountain-which-is-not-mountain, and after Oderac had sung upon the stone, and shaped it, he breathed knowledge into the form of Jagur, singing, “Thou I hast wrought as tool for my forge, so that ye make take part in the forging of others. Know that, though mine hand be the forger, yea, and also mine song be in the forged, even as it is in ye, yet the ea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;-The first trowloshe was Jagur, whom Oderac wrought by singing to the stone of the gate of his great hall beneath the mountain-which-is-not-mountain, and after Oderac had sung upon the stone, and shaped it, he breathed knowledge into the form of Jagur, singing, “Thou I hast wrought as tool for my forge, so that ye make take part in the forging of others. Know that, though mine hand be the forger, yea, and also mine song be in the forged, even as it is in ye, yet the earth that shall be also in the forged, even as it is in ye, is not mine. So shall the forged be thy kin in stone, and the making shall be yours.” And Jagur did then step forth from the gate into the roots of the mountain-which-is-not-mountain, and sang to the stones about him in the dark places, in which the blood of Oderac was flowing, calling out the names of the first trowloshes to be. “Mamre and Gellar” he did name, “and Fadil and Tiltli” he did name, and so they rose from the stone and knew themselves. These four did Jagur make from the blood of Oderac, but no more.-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trowloshè (pl: trowloshes adj.:trowloshéwé)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beliefs: dual creator gods, ascendancy of mortal beings, ancient enmity with komorae&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In trowloshewe mythos, Oderac, the father (aspects: fate, earth, permanence) and Korkal, the mother (aspects: mania, sky, change) gave birth to the realm and the two races, trowloshes, which were the favorite of Oderac, and komorae, much loved by Korkal. They split over disagreements in philosophy and in competition between their children, and divided the realm between themselves. Oderac had foreseen this outcome, and so, when he and Korkal created metal, which both coveted greatly, though Oderac primarily for its strength and utility, and Korkal for its beauty, he had imbued it with great weight, so that when the realm was divided, it sunk down into the earth, his own domain. Korkal, desirous of the shiny stuff, but unwilling to put her favorite creation to work, created humans for her komorae to use as slaves, digging down into the earth for metal to offer to Korkal in tribute. A great war was begun between komorae and trowloshes then, a dark time of destruction and powerful magics which obliterated all, even the graven memories of the trowloshéwé lineages. Eventually, Oderac and Korkal made truce, Korkal agreeing to use only what metals she could scrounge from the surface, and Oderac agreeing that his people would bear only dull metal above ground, in order to avoid tempting Korkal with their subterranean riches. Trowloshes honor this structure by wearing jewelry and tools with matte finishes above ground.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The trowloshes believe that the gods of the land are ascendant beings, the heroic and powerful ancestors of elves and dwarves who elevated themselves to the status of Demigods through worship and feats of might and magic. Accordingly, they believe that mild-mannered or otherwise useful gods were once trowloshes, and the more destructive, malicious ones komorae. If one does not ascend during their lifetime, trowloshe believe that the spirits of the dead go to the realms of one of the two gods, to eternally feast with Oderac in his halls of stone, or to be put to some nefarious use in the realm of Korkal. Komorae nearly always go to Korkal, of course,  for though trowloséwé doctrine does not specifically prohibit particularly virtuous komorae from dwelling in the hall of Oderac, a Komora is much more likely to ascend through great deeds than to live properly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biology: long-lived, back spines, hunched, muscular, excellent hearing, large chest cavity housing four lungs, limited night vision, pale, neutral-toned flesh. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trowloshe are short, yet incredibly stout humanoids whose backs, from scalp to tailbone, bristle with thick, spike-like quills, similar to those of a hedgehog. They are hunched in stature, causing them to be apparently shorter than humans, though their actual hight is of a match. Trowloshe have long, well-muscled arms with massive hands at their ends, and their legs and torsos are shorter in proportion. Neither males nor females have hair, but males sometimes grow “beards” of thinner, more flexible spines. Most humans would consider trowloshewe brutish and ugly, but trowloshewe visual art seems to suggest that trowloshes revel in the espressiveness their oversized facial features, often depicting them as larger than life. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Values: duty, utility, creativity, beauty&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mating and family: marriage within social castes, few children, large families, ancestral worship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Language: highly intoned. Written form has two alphabets, one for intonation, one syllabic. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Customs/games: birthday celebrations, even for the deceased; art competitions, especially poetry and music;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Government and law: demotion in caste is a common punishment, as is reparative fines to be payed in service or donation of wealth. The highest form of punishment is demotion to the lowest caste, the “unheard” which usually results in exile or slavery.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Technology/magic: most advanced metallurgy in the realm, sturdy masonry, excellent craftsmanship of instruments and tools.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Art/clothing: complex music, fine jewelry, ornamental trinkets worn on spines and arms. Apron-like clothing made from a variety of materials, many of which must be traded for, highly decorated with various metals.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Trowloshe love jewelry, and decorate their spines with rings, or else drill small holes through them to dangle various other metal baubles. They eschew such decorations upon their hands and forearms in favor of colorful tattoos, which are used to delineate clan and trade. Trowloshe are also fond of music, and Trowloshan instruments are almost as sought after as their bronze.&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=Humans&amp;diff=7</id>
		<title>Humans</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=Humans&amp;diff=7"/>
		<updated>2023-05-25T22:58:50Z</updated>

		<summary type="html">&lt;p&gt;Quinn: Created page with &amp;quot;Humans:     Beliefs: varies, includes: god-worship, ancestral worship, spirit-worship.    Humans have a wide variety of beliefs, thought by the other races to be a result of their exceedingly short generational memories. In general, however, their understanding of the world can be divided into two groups:    The most common of these is the belief that the mortal realm was once created as a sort of proving ground, a battlefield of ideas and fundamental forces, for the god...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Humans: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beliefs: varies, includes: god-worship, ancestral worship, spirit-worship.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humans have a wide variety of beliefs, thought by the other races to be a result of their exceedingly short generational memories. In general, however, their understanding of the world can be divided into two groups:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The most common of these is the belief that the mortal realm was once created as a sort of proving ground, a battlefield of ideas and fundamental forces, for the gods, who each resided with their kin in separate realms of their own design, which lay outside the mortal realm, touching it wherever that god exerted their influence. At some time beyond living memory a great disaster rocked the many planes of existence, making them uninhabitable, and the gods were forced to wander for a time. Because the mortal realm was made resilient by its position at the center of the multiverse, and by its constant harsh use by the hands of higher beings, it was spared the worst of this cosmic disaster. Yet Ko, being made for mortal creatures, and not the immortal gods and their servants, was forbidden to them, and so they were forced to birth themselves into the realm, in the manner of mortals. In the doing, the gods lost their immortality and memory, but preserved their essences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Devout humans therefore seek to restore the memories of the gods. Some seek to understand their aspects and essences through worship and emulation, or else by dredging the annals of history for records of ancient deities. The highest goal of such worshippers is to eventually commune with their god, granting a sort of revelation unto the god-child, and so they often study closely the behaviors of the gods, hoping to establish lines of communication in the manner of tamers and beasts. Others believe that the gods imbued themselves with certain animalistic reflexes upon their birthing, primal instincts that would drive them to complete specific tasks within the mortal realm, tasks that, upon completion, would restore them to their former grandeur. These latter usually seek to help further the goals of their god. Because emulation of a god grants one power, both types of worshippers are reassured of the righteousness of their ideals, believing their god or gods have granted them boons to aid them in completion of their tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Those who follow such a doctrine believe that their souls are taken in by the god they worship upon death, sometimes being granted some sort of boon or protection upon death. More often than not, they instead believe that their souls are transported to the empty realms once inhabited by their gods, to wander the blasted and forsaken realm until such a time as their god can reclaim it. Such a belief only adds to the fervor with which they express their faith. After all, if those realms were abandoned by the gods themselves, what hope that the souls of mortals might find peace within them?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A sub-set of humans, taking issue slight issue with the cosmological model, believe that the mortal realm is not, in fact, particularly unique among the multiverse, excepting the fact that it, and perhaps only it, survived whatever ancient catastrophe drove the gods to mass exodus. The realm must therefore have its own god within it, still immortal, still powerful, just as the hideously mortal gods once dwelt in realms of their own. Such humans are usually pantheistic, worshipping the forces of nature, the elemental spirits, even the land itself, anything that can be said to be immortal, and therefore divine in a way that the cosmic interlopers others worship are not. The god of the realm is one of harmony and balance, the perfect cycling of the seasons, of life and death. The distortions of reality surrounding the gods, and the strange magics they grant to their followers are violations of these principles. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biology: same as earth. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Values: Varies from tribe to tribe. Humans are usually communally-motivated, relying on numbers for strength rather than any specialized magical, technological, or biological feature. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mating and family: Sex and birth as on earth, family structures vary.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Language: varies, low literacy rates makes oral histories and imagery important.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Customs/games: varies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Government and law: varies&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Technology/magic: mostly stone-age tools, usually must trade for metals, but have some craftsmen capable of maintaining or altering them. High aptitude for visual and performing arts makes for formidable welders of god-magic.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Art/clothing: varies. Influenced primarily by the technology and materials available to the tribe.&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=Komorae&amp;diff=6</id>
		<title>Komorae</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=Komorae&amp;diff=6"/>
		<updated>2023-05-25T22:58:08Z</updated>

		<summary type="html">&lt;p&gt;Quinn: Created page with &amp;quot;&amp;quot;There is much knowledge the komorae could give the young races. Almost as much as has been lost to the ages, but such knowledge is no gift. It is a curse. Knowledge is power, yes, but no power comes without cost. The young yearn for knowledge because they think they know its price, that it is like every other sort of power. For every meal, the life of a beast; for every step, a flower crushed underfoot; for every night of warmth, the felling of a tree. They think the co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;quot;There is much knowledge the komorae could give the young races. Almost as much as has been lost to the ages, but such knowledge is no gift. It is a curse. Knowledge is power, yes, but no power comes without cost. The young yearn for knowledge because they think they know its price, that it is like every other sort of power. For every meal, the life of a beast; for every step, a flower crushed underfoot; for every night of warmth, the felling of a tree. They think the cost of knowledge is like that, that it falls upon others. They think the komorae cruel, hoarding our knowledge, allowing the price to be payed by their ignorance. Nothing could be further from the truth. The price of knowledge can be payed only by the knower. The komorae must serve as the mountain-wall which saps the storm&#039;s wrath before it reaches the plains, the candle burning down to keep the dark of night at bay. The gift is ignorance, safety from the horrors of the past. Let us bear the curse of knowledge alone, one last noble act before the day comes when the last komora dies, and the secret is buried. Take the gift we offer; we give it freely. Take it, and be happy.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Komora (pl: komorae, adj.: komorae)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Beliefs: dead creator gods, cultural atonement, &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Komorae hold that the goddess Ko, (aspects: creation, harmony, guidance) created the realm, then invited her sibling-gods into it to add their own creations to it. Odri (aspects: craftsmanship, stone, binding) created the dwarves, Vada (aspects: cunning, sky, solitude) the beasts and birds, Emmar (aspects: valor, water, war) the race of man, Tiat (aspects: strength, fire, destruction) dragons and monsters, and Gul (aspects: wisdom, nature, wilderness) created plant life. Ko married Gul, enriching his plants with her own power, and together they created the first tree, thereafter a symbol of matrimony and home. Tiat’s creation of the dragon’s threatens Ko’s realm, and as she flees the wrath of her siblings, she creates all other monsters. Ko remains in her realm to protect it from Dragon, Tiat’s first creation, and the komorae, at first with the goddess’ consent, but ever more recklessly, begin to draw upon her life-essence. When the gods return to the realm, exhausted from fighting Tiat’s other creations and empty-handed, to put a stop to this, the komorae turn on them with the power of their eldest sister and slay them. Tiat, grieved at being the last of the gods, rips herself to pieces in order to fit through the bars of the cage the komorae have fashioned for Dragon, whom she has been hiding within. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Komorae believe that the monstrosities that roam the land are creations of Tiat, scattered across the nether realms during their “golden age” now called “The Hunting Age,” brought forth by her death cries in the final moments. Since their gods are dead, komorae do not believe in an afterlife; instead, they think that, in a final act of mercy, Ko bound the komorae spirits to wander the world of dreams until they could be reborn in the flesh. In a final act of vengeance, however, Tiat cursed the dreams of komorae to forever display the horror of their past.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Biology: extremely long-lived, gangly, two opposable digits, excellent climbers, yellow or orange skin tones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Komorae are humanoids with long-boned forelimbs and several more vertebrae than humans, making them exceptionally tall. Their pinkies are opposable. Their skin tones span a paler spectrum than most humans, and often display a yellow or Orange tint. Young Komorae, being shorter in stature, look very similar to human beings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Values: honor, duty —Pilgrim: penance, remembrance —High: hospitality, isolation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mating and family: apprehension around birthing new children, long gestation period, marry for life. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Language: ancient religious tongue which is still occasionally used, but has morphed slowly into two major dialects with slight tribal differences.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Customs/games: —Pilgrim: old religious observations performed in remembrance, rather than true worship; constant patrols of old ruins; composition of dedicative music and art; physical competitions. —High: meditation, crafting,&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Government and law: spiritual advisors in charge of administering penance, serious transgressions punished by exile.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Technology/magic: some knowledge of ancient, well-researched building and crafting techniques. Impressive knowledge of magical arts, which are conservatively applied. Universal minor proficiency in dream walking. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Komorae are all proficient dream-walkers, being trained from a young age to seek out and inhabit the dreams of other creatures in order to take respite from their nightmares. This skill requires several years to master, however, and because of this, most komorae are hesitant to bear children. Some humans believe komorae hold trees to be sacred, and will seek out and steal the dreams of humans who use tools fashioned from the wood of a Komoran forest. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Art/clothing: —Pilgrim: beautifully crafted wooden tools; long, braided hair; wooden masks; and tight-fitting, sparse, mostly plant-based clothing. —High: masterful pottery and tile work with colorful enamel; short-cut hair; veils; and long, concealing robes of wool or fur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Most Pilgrim Komorae wear wooden masks when interacting with members of other races as a symbolic representation of their shame, though they do not take any special care to hide the rest of their bodies, especially their hair, which they wear long and pleated into complex knots. High Komorae more often eschew the practice of covering their faces, in keeping with their hope of eventual redemption, but those who ascribe to such penance wear cloth veils and heavy robes to hide their flesh. High Komorae usually favor shorter, more practical haircuts, and komorae Spirit-Guides shave their heads, regardless of gender.&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=Main_Page&amp;diff=5</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=Main_Page&amp;diff=5"/>
		<updated>2023-05-25T22:36:43Z</updated>

		<summary type="html">&lt;p&gt;Quinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Realm of Ko, a land at once burgeoning with life and deadly to its inhabitants. Once a peaceful realm ruled benevolently by its custodians, Ko is now besieged by disaster and tragedy, laid bare to the savagery of cruel creatures, and sent into turmoil by the machinations of powerful men and women. Eldritch creatures roam the land, twisting the laws of nature to suit their mysterious whims, remnants of a great catastrophe long forgotten, known to some few lorekeepers as the Exodus. Tribal civilizations, all that remain after the devestation of the events leading up to the Exodus, worship these monsters as gods, obtaining strange and powerful magics in the imitation of their cryptic mannerisms. Ancient races cling to corrupted vestiges of their old faiths and customs, struggling to reconcile them within a realm usurped by newer civilizations, antithetical magics, and alien gods. Great and terrible magics and technologies once used to defend the land have been lost to time, and new races and civilizations, fighting among themselves for power, have arisen to take custody of the once bountious realm. The players, sent questing by their shared tribe to obtain knowledge, power, and salvation, must wander through this hostile world, making pacts with spirits, fighting off abhorrent beasts, and plundering secrets from the anceint remnants of past civilizations as they do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=Main_Page&amp;diff=4</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=Main_Page&amp;diff=4"/>
		<updated>2023-05-25T22:36:17Z</updated>

		<summary type="html">&lt;p&gt;Quinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Realm of Ko, a land at once burgeoning with life and deadly to its denizens. Once a peaceful realm ruled benevolently by its custodians, Ko is now besieged by disaster and tragedy, laid bare to the savagery of cruel creatures, and sent into turmoil by the machinations of powerful men and women. Eldritch creatures roam the land, twisting the laws of nature to suit their mysterious whims, remnants of a great catastrophe long forgotten, known to some few lorekeepers as the Exodus. Tribal civilizations, all that remain after the devestation of the events leading up to the Exodus, worship these monsters as gods, obtaining strange and powerful magics in the imitation of their cryptic mannerisms. Ancient races cling to corrupted vestiges of their old faiths and customs, struggling to reconcile them within a realm usurped by newer civilizations, antithetical magics, and alien gods. Great and terrible magics and technologies once used to defend the land have been lost to time, and new races and civilizations, fighting among themselves for power, have arisen to take custody of the once bountious realm. The players, sent questing by their shared tribe to obtain knowledge, power, and salvation, must wander through this hostile world, making pacts with spirits, fighting off abhorrent beasts, and plundering secrets from the anceint remnants of past civilizations as they do so.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;strong&amp;gt;MediaWiki has been installed.&amp;lt;/strong&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consult the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents User&#039;s Guide] for information on using the wiki software.&lt;br /&gt;
&lt;br /&gt;
== Getting started ==&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Configuration_settings Configuration settings list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:FAQ MediaWiki FAQ]&lt;br /&gt;
* [https://lists.wikimedia.org/postorius/lists/mediawiki-announce.lists.wikimedia.org/ MediaWiki release mailing list]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Localisation#Translation_resources Localise MediaWiki for your language]&lt;br /&gt;
* [https://www.mediawiki.org/wiki/Special:MyLanguage/Manual:Combating_spam Learn how to combat spam on your wiki]&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=The_Lore_of_Ko:About&amp;diff=3</id>
		<title>The Lore of Ko:About</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=The_Lore_of_Ko:About&amp;diff=3"/>
		<updated>2023-05-25T22:23:30Z</updated>

		<summary type="html">&lt;p&gt;Quinn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Lore of Ko is a supplemental wiki to the Cities of Stone RPG setting, which utilizes an early version of the Torchlight Tales (a placeholder name at the time of writing this) roleplaying system. This wiki houses primarily the setting lore for the Realm of Ko, the fantasy world in which the game takes place. The Realm of Ko is a world rife with danger and besieged by disaster and tragedy. Players and game masters of Cities of Stone are welcome to use this wiki to learn about the world in which they play, though they should take careful note that not all of the information in this wiki is known to all characters. Indeed, the race of men, the default race that players create their characters as, are new to their role as the dominant species of the realm and largely ignorant of its history. The player&#039;s journey is one of discovery, and, wherever possible, this wiki attempts to support players by giving specific insight into more popular in-universe interpretations or understandings of the material presented. For game masters, this wiki should provide useful context in designing a campaign set in the Realm of Ko, but remember: each culture presented here has its own takes on the history, metaphysics, and theology of the Realm, and while all build on the deeper underlying truth, some portions of which are revealed within the Lore of Ko, you need not appeal to any one over another when running your game!&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
	<entry>
		<id>https://ko.atomram.com/index.php?title=The_Lore_of_Ko:About&amp;diff=2</id>
		<title>The Lore of Ko:About</title>
		<link rel="alternate" type="text/html" href="https://ko.atomram.com/index.php?title=The_Lore_of_Ko:About&amp;diff=2"/>
		<updated>2023-05-25T22:22:25Z</updated>

		<summary type="html">&lt;p&gt;Quinn: Created page with &amp;quot;The Lore of Ko is a supplemental wiki to the Cities of Stone RPG setting, which utilizes an early version of the Torchlight Tales (a placeholder name at the time of writing this) roleplaying system. This wiki houses primarily the setting lore for the Realm of Ko, the fantasy world in which the game takes place. The Realm of Ko is a world rife with danger and besieged by disaster and tragedy. Eldritch creatures roam the land, twisting the laws of nature to suit their myst...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Lore of Ko is a supplemental wiki to the Cities of Stone RPG setting, which utilizes an early version of the Torchlight Tales (a placeholder name at the time of writing this) roleplaying system. This wiki houses primarily the setting lore for the Realm of Ko, the fantasy world in which the game takes place. The Realm of Ko is a world rife with danger and besieged by disaster and tragedy. Eldritch creatures roam the land, twisting the laws of nature to suit their mysterious whims, remnants of a great catastrophe long forgotten, known to some few lorekeepers as the Exodus. Tribal civilizations, all that remain after the devestation of the events leading up to the Exodus, worship these monsters as gods, obtaining strange and powerful magics in the imitation of their cryptic mannerisms. Ancient races cling to corrupted vestiges of their old faiths and customs, struggling to reconcile them within a realm usurped by newer civilizations, antithetical magics, and alien gods. The players, sent questing by their shared tribe to obtain knowledge, power, and salvation, must wander through this hostile world, making pacts with spirits, fighting off abhorrent beasts, and plundering secrets from the anceint remnants of past civilizations as they do so.&lt;br /&gt;
&lt;br /&gt;
Players and game masters of Cities of Stone are welcome to use this wiki to learn about the world in which they play, though they should take careful note that not all of the information in this wiki is known to all characters. Indeed, the race of men, the default race that players create their characters as, are new to their role as the dominant species of the realm and largely ignorant of its history. The player&#039;s journey is one of discovery, and, wherever possible, this wiki attempts to support players by giving specific insight into more popular in-universe interpretations or understandings of the material presented. For game masters, this wiki should provide useful context in designing a campaign set in the Realm of Ko, but remember: each culture presented here has its own takes on the history, metaphysics, and theology of the Realm, and while all build on the deeper underlying truth, some portions of which are revealed within the Lore of Ko, you need not appeal to any one over another when running your game!&lt;/div&gt;</summary>
		<author><name>Quinn</name></author>
	</entry>
</feed>