Analyse this setting and races:

# History
Five hundred years have passed since the tumultuous events of **The Chaotic Era I: The Gods of Reason**, a decisive chapter in history. It all began during the **Theoclasm**, a cataclysmic event triggered when the Theoclasts, a technologically advanced race, captured the major deity YHVH, which spelt the doom of the old continent of Pectus. Fleeing the horrors of a potential apocalypse, the survivors sought refuge on the distant shores of Yuandi, where the events of **The Chaotic Era II: The New Mythology** will take place.
**Theoclasm:**
The term "Theoclasm", derived from *Théos* (God, Deity, Divinity) and *Klastós* (Broken, Fractured), summarises the pivotal moment that incited the mass exodus from Pectus. During a climatic battle, YHVH, the god of light and ruler of Paradise, was defeated by the mysterious technology of the Theoclasts, leading to the apotheosis of their leader Ptah-Khnemu. Strengthened by the power of a major deity, the Theoclasts became an unstoppable force, leading Ma'at, who later allied herself with mortals, to reveal that Ptah-Khnemu imagined a world free from the control of the deities, but was still undecided whether to exterminate the mortals who disagreed with his vision or to ally with them. A betrayal unfolded when Montu-Sekhmet, Ptah-Khnemu's own replicant, seized power during the height of Theoclasm, having intentions contrary to those of her father, seeking instead to destroy and rebuild the universe from scratch.
Ma'at, who millennia ago was infused with a deity whose name was lost to time, escaped the clutches of her own race, seeking refuge in Yuandi lest she become a mere tool or source of power at the hands of the other Theoclasts. With her advanced technological knowledge and divine abilities, she erected five monumental pillars, enclosing the new continent within a protective barrier. This sanctuary attracted not only mortal inhabitants but also lesser deities, fearful of Theoclast incursions. After Ma'at's death, her essence fragmented, each fragment containing a portion of her memories and powers, while her corpse was enshrined in the reliquary of the **Archbishopric of Ma'at**, where she is believed to still work miracles.
Four of the nine races of Pectus were able to hastily migrate to Yuandi. The Sulkai, natives of Yuandi who came to Pectus as explorers and merchants, rescued as many Sendralese humans as they could in an act of good faith, since the Empire of Medietas and the Sulcaic Empire were allies. The modern Republic of Medietas is a continuation of that ancient nation. 
After the fall of YHVH, the angels, previously subservient to the deity, regained their free will, while the demons were thrown into disarray following the disappearance of their master. The ensuing chaos led to an anarchic exodus from Hell, the domain of their lord ALMF, resulting in confusion and insanity, which led to the suicide of many angels and demons. Some remaining demons now disguise themselves as mortals and mythical beings from Yuandi. Although many angels strive to defend YHVH's legacy through their temples, the whereabouts of the goddess of chaos, NLTP, and the god of darkness remain unknown within the barrier.
These turbulent consequences and the unstable balance of divine forces now set the stage for an epic story of survival, power struggles, and ever-shifting alliances within Yuandi.

The name **"Yuandi"** comes from the Shun Renshi language. The continent is called **"Ivande"** by humans, **"Ywondy"** by Anglo-Elves, **"Iuonde"** by the Sulkai, **"Genden"** by the Ozumi Renshi, **"Yuanir"** by the Mustalf, **"Yuaneriya"** by the Hazrun and **"Ywand"** by the Usagzok..
Before the Theoclasm, Yuandi had only two great powers: The **Sulcaic Empire** in the north and the **Shun Dynasty** from west to east in the upper half of the continent, while the rest was divided between tribal societies of Wild Renshi, Hazrun, and Usagzok. Some places had small states, such as the many polities in the Ozumi Islands and the isolated and scattered Hazrun confederacies.
With the migration of races from Pectus and the conflict against the Theoclasts, the Shun Dynasty fell, and in its place rose the Ozumi Empire. The Hazrun and the Usagzok were freed from their slavery and massive migrations of former slaves to the west resulted first in the reunionn of the three major Hazrun tribes and later in a mutual alliace between them, called the **Jirkaeriya Confederacy**. The Sulkai granted the Chien Peninsula to their human allies, who formed the **Republic of New Medietas** and the **Igirith Kingdom** was founded by a branch family of the old royal house of Sonne Insel. The **Archbishopric of Ma'at** is said to have been established by the demigoddess herself, though the fact is contested.

# Republic of New Medietas
- **Ruler(s)**: President Iuanes Gómez de Selegalba
- **Capital**: Suttevicello
- **Population**: 1,2 million
- **Area**: 280,737 km²
##### **Geography and Climate:**
The Republic of New Medietas' landscapes range from sprawling industrial cities with towering smokestacks to fertile farmlands. The climate varies, offering both temperate and subtropical zones. Large rivers crisscross the territory, providing water sources crucial for industrial processes. The nation boasts a coastline with bustling port cities facilitating trade and maritime activities.
##### **Economy:**
New Medietas thrives on an industrialised and capitalist economy, driven by technological innovation. The nation excels in the production of machinery, enchanted items, and artificial constructs. The relentless pursuit of wealth and economic dominance is evident in the competitive markets. The upper echelons of society, tied to influential noble houses, control major industrial conglomerates. Artificial life, in the form of synthetic meats, clothing, and even pets, has become a burgeoning industry, shaping consumption patterns.
##### **Magic and Religion:**
Enchantment magic, a subtype of magic developed in New Medietas, is used to infuse items, constructs, and golems with specific commands. Alchemists specialising in this magic are highly sought after across the continent. Despite the technological advancements, a significant portion of the population identifies with various sects and cults, with YHVH's faith being the most widespread. Minor gods have limited presence, with isolated shrines dedicated to their worship.
##### **Social Disparities:**
The nation faces a growing socioeconomic gap between the affluent upper classes and the struggling lower classes. The integration of golems and homunculi into the workforce has led to increased unemployment among humans, especially in manual labour sectors. Some industries are almost entirely automated, contributing to widespread dissatisfaction and social unrest. The migration of citizens seeking better opportunities in other nations is a testament to the growing discontent among the populace.
##### **Relations with Other Nations:**
New Medietas strategically allies itself with neighbouring powers, particularly the Sulcaic Empire and the Ozumi Empire. These alliances strengthen mutual interests, security, and technological collaboration. The republic also engages in trade with various nations, exporting its technological innovations and enchanted products. However, the migration of discontented citizens to other nations has strained relations, with concerns about a brain drain affecting New Medietas.
##### **Challenges and Tensions:**
The primary challenges faced by New Medietas include social unrest stemming from unemployment caused by automation. The lower classes, disenfranchised and economically marginalised, pose a potential threat to the stability of the republic. The government must grapple with finding a balance between technological advancement and social welfare to address these issues. Additionally, managing relations with other nations becomes crucial as internal tensions spill over into international dynamics.

# Sulcaic Empire
- **Ruler(s)**: Emperor Laurent Chevalier Corbeau
- **Capital**: Fonvilmiers
- **Population**: 19,4 million
- **Area**: 1,365,246 km²
##### **Geography and Climate:**
Its geography is diverse, encompassing lush forests, sprawling plains, and coastal regions. The climate varies from temperate zones to more tropical areas. The empire's advanced navigation techniques, particularly the Sulkai ship models, enable them to navigate the remaining ocean around Yuandi. The little oceanic expanse is a vital element in their maritime activities and trade.
##### **Economy:**
The Sulkai's economy is deeply intertwined with trade, reflecting their historical roots as traders from Yuandi. Appreciating refined goods and attaching great importance to money and nobility, the Sulcaic Empire engages in extensive economic activities. The society is loosely divided into castes. Many Sulkai who ventured to Pectus seeking wealth returned as refugees, impacting the socio-economic landscape to this day. Noble families, organised into clans, hold artifacts with semi-mythical origins, similar to the old relics of Pectus. The **Blue Pillar** is located on the northern shores of the large **Isle Desrosiers** to the north of the mainland.
##### **Magic and Religion:**
The Sulkai have a high aptitude for magic, with the potential for magical abilities present in 4 out of 5 individuals. The Sulcaic Empire's magic was once the most sophisticated, but the incredible advances made by humans and elves in Pectus shifted the balance. Their religion is centered around the cult of semi-mythical ancestors, akin to saints, and nature spirits, including fairies. The existence of gods is acknowledged, but they hold a secondary role. This divergence in religious beliefs sets the Sulkai apart from the Church of YHVH.
##### **Social Disparities:**
The society's structure, while featuring nobility and semi-divine ancestors, allows for social mobility. Individuals can change social status relatively easily. Economic power is not solely concentrated in the hands of the nobility; heads of banks and commercial companies wield substantial influence. These entities often engage in power struggles, using economic leverage to resolve external diplomatic issues. The Sulkai face challenges of internal conflicts and diplomatic dilemmas tied to these economic power dynamics.
##### **Relations with Other Nations:**
Their alliance with the Republic of Medietas is rooted in historical collaboration. The Sulkai consider humans as allies for granting the Colony of Levantia to the Sulcaic Empire during the times of the Empire of Medietas. The aptitude for trade of the Sulkai is sought after, even by tribal chiefs in remote locations. The empire's economic influence and diplomatic finesse have resolved conflicts in other nations, making them both valuable partners and potential rivals.
##### **Challenges and Tensions:**
One of the primary challenges faced by the Sulcaic Empire is the impact of economic shifts on their society. The subclass descended from Sulkai refugees and the integration of new technologies have altered the socio-economic landscape. Managing internal conflicts arising from economic power struggles and addressing the growing social disparities within their society pose significant challenges.

# Ozumi Empire
- **Ruler(s)**: Empress Susa-no-Iyo
- **Capital**: Azumanokyou
- **Population**: 60 million
- **Area**: 1,397,799 km²
##### **Geography and Climate:**
The Ozumi Empire, home to the majority of the Renshi, is located in the eastern regions of the continent. The empire boasts a diverse landscape, from the Shun cultural heartlands to the more temperate areas in the south. The islands east of the Shun lands house the origins of the Ozumi Empire. The climate varies, providing fertile plains as well as colder regions, particularly towards the southern regions.
##### **Economy:**
The Ozumi Empire is technologically advanced, owing much of its progress to a strategic partnership with New Medietas. The Renshi in the empire engage in agriculture, manufacturing, and trade. Firearms have led to the decline of the once-dominant warrior caste. Multiple noble clans, including those who have sworn allegiance from other cultures, contribute to the empire's ruling structure. Economic prosperity is tied to cultural values, with the pursuit of knowledge and virtue playing a central role in the empire's economic landscape. The **White Pillar** is located on the island of **Sakaishuu**, the largest and easternmost Ozumi island.
##### **Magic and Religion:**
The Ozumi culture reveres many deities, especially the divine ancestor of their imperial clan, Susa-tsu-Nushi-no-Mikoto, whose supposed direct orders guide the empress in ruling the Ozumi Empire, while the Shun culture revere an ancient Sky Father. Minor deities are worshipped throughout the empire, with shrines receiving many pilgrims coming to pay respects and thank the deities.
##### **Social Disparities:**
Social disparities within the Ozumi Empire are exacerbated by the colonisation of the Shun culture by the ruling Ozumi elite. The cultural and historical dominance of the Shun Dynasty is being systematically eroded as Ozumi influences permeate various aspects of society. The decline of the old intellectual aristocracy, once a symbol of Shun power, has created a vacuum that the Ozumi culture is quick to fill with its own values and structures.  This shift has led to a palpable tension between the old guard adhering to Shun traditions and the new elite pushing for modernisation under Ozumi influence. The Ozumi culture itself faces a rift between tradition and modernity with the decline of its warrior caste.
##### **Relations with Other Nations:**
The Ozumi Empire's relations with other nations are complex. Historical animosities stemming from the dominance of the Shun culture have left a lasting impact. The empire's rise to power during the instability caused by Theoclasm has created tension with other Renshi cultures. Some view the Ozumi rulers as tyrants who imagine themselves superior to their own race. Despite this, the Ozumi Empire maintains partnerships, particularly with New Medietas, contributing to its technological advancements. Noble clans from different cultures who have pledged allegiance to Ozumi are allowed to rule their ancestral lands. 
The major Ozumi clans are **Susa** (imperial), and the *Nine Great Houses*: **Kikuchi, Takeuchi, Aran, Oonuki, Yamane, Kokubu, Yagami, Matsubara,** and **Ebina**.
##### **Challenges and Tensions:**
The colonisation of the Shun culture by the Ozumi Empire presents profound challenges and tensions. The once-dominant Shun Dynasty's fall has led to a struggle for cultural identity, with the Ozumi elite imposing their values and customs. This cultural clash has created internal strife, as the Shun people grapple with the erosion of their traditions. Resistance movements, fueled by a desire to preserve Shun heritage, pose a challenge to the imperial authority. 

# Confederacy of Jirkaeriya
- **Ruler(s)**: Urasoho Huzur Tartsusime (regency), Soho Tazkiairga Jadaera (ill)
- **Capital**: Tunweiri
- **Population**: 11,3 million
- **Area**: 1,102,959 km²
##### **Geography and Climate:**
The Confederacy of Jirkaeriya encompasses diverse landscapes, from expansive plains to winding rivers and imposing mountains. The Hazrun's connection to nature is reflected in their settlement patterns, with tribes often aligning with specific geographical features. The climate varies, with colder regions in the mountainous territories and milder conditions in the plains. The hazrun adapt their lifestyles accordingly, engaging in reindeer herding in the colder areas and pursuing fishing and hunting in the more temperate zones.
##### **Economy:**
The Hazrun economy is intertwined with their lifestyle and resource-rich territories. Herding, hunting, and fishing contribute to sustenance, while trade between tribes facilitates the exchange of resources. The Hazrun value their natural surroundings, utilizing them for sustenance and crafting. In recent times, the Hazrun have also engaged in trade with neighboring nations, leveraging their unique resources, such as draconic species, for economic exchanges. The island of Haşarin, which became a hub for Hazrun of all tribes and even some Mustalf seeking to trade, houses the **Black Pillar**.
##### **Magic and Religion:**
Hazrun magic is deeply entwined with nature and their reverence for the divine. Shamanistic practices, drawing power from Şicin, the Earth God, are common. Hazrun mythology says that they were taught magic by dragons. The belief in divine ancestry, coupled with a pantheon of nature and star gods, shapes their religious practices. Sacred ceremonies involve offerings to ancestors and astrolatry (star worship). A dragon cult is seeing a recent resurgence as wel.
##### **Social Disparities:**
Hazrun society, despite its diversity, strives for a sense of unity under the leadership of the Soho. The caste system, notably the Adarkahazrun, introduces a hierarchical structure. Though opportunities for advancement exist, the Adarkahazrun maintain a prominent role in societal affairs. The perception of hornless races as dishonourable contribute to social disparities. Challenges persist in fostering understanding with other races.
##### **Relations with Other Nations:**
The Confederacy of Jirkaeriya maintains a cautious but pragmatic approach to relations with other nations. Their history of enslavement by the Shun Dynasty and subsequent conflicts has instilled a sense of wariness. However, the Hazrun recognize the importance of diplomacy, engaging in trade and alliances when beneficial. They are currently at war with the Igirith Kingdom for ownership of the island of Haşarin.
##### **Challenges and Tensions:**
The Hazrun face tensions in reconciling their diverse cultures and ensuring the continuation of their traditions. Additionally, interactions with other races pose challenges, with some nations harbouring prejudices against the Hazrun due to their history with the Shun Dynasty. Their territorial war against the Kingdom of Igirith is a major issue that keeps the tribes united for now despite Soho Tazkiairga's illness. His wife, Huzur, rules in his stead, facing disapproval due to the fact that she is not an Adarkahazrun.

# Igirith Kingdom
{{descriptive
- **Ruler(s)**: King Sudryal Genlen Loranorin
- **Capital**: Irineminwe
- **Population**: 10,1 million
- **Area**: 920,736 km²

##### **Geography and Climate:**
The Igirith Kingdom is geographically defined by a sweeping mountain range originating from the Archbishopric of Ma'at, creating a diagonal division from the northwest to the southeast. The northern region features temperate plains, while the southern half transforms into a cold taiga. This diverse terrain influences the kingdom's climate, offering a mix of temperate and colder conditions.
##### **Economy:**
The Anglo-Elven society has cultivated a balanced economy that integrates elven sophistication with Weisslander pragmatism. Agriculture thrives in the fertile plains, with a focus on the cultivation of crops and orchards. Trading routes, connecting Igirith with neighboring nations, bolster economic exchanges. The kingdom's strategic location and its control of the **Red Pillar** facilitate trade, making Igirith a crucial player in regional commerce.
##### **Magic and Religion:**
Magic is an integral part of Anglo-Elven society, with a significant portion of the population demonstrating magical potential. Guilds of wizards play a pivotal role, both in education and governance. The syncretic faith practiced in Igirith combines elements of YHVH worship, elven ancestor reverence, and the polytheistic traditions of the Weisslanders. Temples dedicated to YHVH coexist with private shrines honouring ancestral figures. A temple located in the capital keeps the mummified remains of all elves who have died in the past 500 years and serves as a pilgrimage destination for pure elves and Anglo-Elves alike, who come to honour their ancestors.
##### **Social Disparities:**
Within Igirith, the social fabric is intricately woven with distinctions, most notably between elves and their hybrid counterparts. Elves, by virtue of their race, are automatically bestowed with noble status at birth, fostering a sense of inherent superiority. This hierarchy has led to a complex social dynamic, with many Anglo-Elves grappling with a profound identity crisis. Some Anglo-Elves, yearning for a more refined elven culture, distance themselves from their human ancestry, intensifying tensions and divisions within the population.
##### **Relations with Other Nations:**
The longstanding conflict with the Hazrun over the ownership of Haséaleen (Haşarin) Island shapes Igirith's foreign relations. Tensions with the Confederacy of Jirkaeriya are a focal point, fueled by territorial disputes and the strategic importance of the Black Pillar. Diplomatic engagements with neighboring nations are characterized by a cautious approach, prioritising the kingdom's interests and maintaining the delicate balance between elven traditions and Weisslander pragmatism.
##### **Challenges and Tensions:**
The ongoing war against the Hazrun is a prominent concern, as territorial disputes and strategic interests fuel hostilities. Internally, a growing rift between the pureblood elves and the Anglo-Elves exacerbates existing tensions. The identity crisis within the Anglo-Elven population poses a unique challenge, with individuals torn between embracing elven traditions and acknowledging their Weisslander heritage.

# Archbishopric of Ma'at
- **Ruler(s)**: Archbishop Solène
- **Capital**: Milseasal
- **Population**: 625 thousand
- **Area**: 239,958 km²
##### **Geography and Climate:**
The Archbishopric of Ma'at is situated in the centre of the continent, nestled within the embrace of towering peaks, with valleys and plateaus cradled between majestic summits. The climate has crisp air and serene landscapes, characterized by cool temperatures and alpine vistas. The sacred peaks are not just geographical features but hold spiritual significance, fostering a sense of divine connection and tranquility.
##### **Economy:**
The economic structure of the Archbishopric is unique, driven by the collective commitment to the worship of Ma'at and the preservation of the Five Pillars. While not emphasizing material wealth, the society sustains itself through communal efforts and a harmonious integration of diverse skills and professions. The presence of skilled artisans, scholars, and caretakers ensures the prosperity of the community. On their exclave located in the far south of the continent, the Archbishopric manages the **Green Pillar**.
##### **Magic and Religion:**
Magic in the Archbishopric is intertwined with religious practices centered around the worship of Ma'at. The Five Pillars, erected by Ma'at herself, serve as both symbols of divine protection and conduits of her essence. The Archbishopric values the fragments of Ma'at's essence, each holding memories and powers attributed to the benevolent Theoclast. The Archbishopric's magic is deeply rooted in maintaining the balance and harmony advocated by Ma'at, and its residents often undergo spiritual training to attune themselves with these divine energies.
##### **Social Disparities:**
The Archbishopric stands out as a beacon of inclusivity, with inhabitants representing various races, united by their shared devotion to Ma'at. Social disparities are minimised, as the focus lies on communal harmony and mutual support. The society places a premium on virtues such as compassion, empathy, and equality, fostering an environment where individuals are valued for their contributions rather than their social standing or race.
\column
##### **Relations with Other Nations:**
The Archbishopric is known for its neutral stance in international affairs. Its commitment to providing asylum for the poor and disenfranchised has earned it respect and goodwill across nations. While not engaging in military conflicts, the Archbishopric plays a vital role as a mediator and peacemaker, leveraging its moral authority and divine connections to promote understanding and cooperation.
##### **Challenges and Tensions:**
Despite its overarching commitment to neutrality, the Archbishopric faces challenges in maintaining the delicate balance within and beyond its borders. The quest to preserve the Five Pillars requires constant vigilance and protection against external threats. Internally, ensuring that diverse races and cultures coexist harmoniously poses an ongoing challenge. As the fragments of Ma'at's essence hold significant power, there may be tensions over the control of these divine relics, as well as potential disputes over interpreting Ma'at's will. Balancing these challenges while upholding the principles of Ma'at remains a perpetual endeavour for the Archbishopric.

# Races
## Renshi
*Humanoid*
___
**Lifespan** :: 100 years
**Height** :: 170cm (male), 160cm (female)
**Skin** :: White, yellowish, tanned, brown
**Hair** :: Black, brown
**Eyes** :: Black, brown
**Base Cultures** :: Chinese, Japanese, Eskaleut
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
|   0   |   0   |   0   |   0   |   0   |   0   |   0   |   0   |   0   |   0   |
___
### Racial Skills
#### Adaptability
Grants 10% growth rate to all stats
}}
The Renshi are one of the native races of Yuandi and are the most numerous race. The majority inhabit the **Ozumi Empire**, with significant numbers in the **Wildlands**, the territory of the **Archbishopric of Ma'at**, and the southern tip of the **Kingdom of Igirith**. The Shun culture, named after the Shun dynasty of the same name, once dominated almost the entire continent, making them enemies of other races and cultures. The Ozumi Empire, originating from the remote islands east of the Shun lands, took advantage of the previous empire's weakness during the instability caused by the war against the **Theoclasts** and seized power. The other Renshi cultures under Ozumi's rule consider them tyrants who imagine themselves superior to their own race. They are technologically advanced thanks to a partnership with **New Medietas**. The Ozumi Empire is ruled by an empress who apparently receives direct orders from her divine ancestor, **Susa-tsu-Nushi-no-Mikoto**. There are several noble clans and a warrior caste that is in decline due to the use of firearms. There are still some noble clans from other cultures who have sworn allegiance to Ozumi and have been allowed to rule their ancestral lands.
Family values lie at the core of Renshi social structure. Filial piety is revered as one of the highest virtues. Children are raised to honor and respect their parents, considering their wishes and well-being above their own. Especially in the Shun culture, the familial unit is an extended network, with generations living together under one roof, sharing responsibilities and maintaining a collective harmony. In the Ozumi culture, children are expected to be more independent while still respecting the clan head. Branch families pay respects to their original clans in annual ceremonies, celebrating their ancestors.
Education plays a pivotal role in the Ozumi Empire, as knowledge is seen as the key to wisdom and virtuous living. Scholarly pursuits are highly esteemed, and the pursuit of self-improvement is regarded as a lifelong journey. The arts are celebrated as a medium for expressing the beauty and harmony inherent in daily life. Traditional music, poetry, calligraphy, and painting are cherished forms of creative expression, serving as both a means of personal reflection and a reflection of the collective spirit of the society.
The "Wild Renshi" or "Barbarian Renshi" live outside the administration of the Ozumi Empire and on the borders of Igirith's territory, primarily in the cold climates of the continent's south-central and southern tip. They live by hunting, fishing and herding animals such as reindeer. They wear animal skins, live in tribes and are resistant to cold and attuned to nature.

## Human
*Humanoid*
___
**Lifespan** :: 80 years
**Height** :: 175cm (male), 160cm (female)
**Skin** :: White, pinkish, tanned, brown
**Hair** :: Black, brown, blonde, red
**Eyes** :: Brown, blue, green
**Base culture** :: Italian, Castillan, Portuguese
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | 0 | 0 | 0 | +10% | 0 | +5% | 0 | 0 | +5% |
___
### Racial Skills
#### Specialist
Passively increases Special Gauge by 1D8 each turn.
}}
Descendants of the humans who fled **Theoclasm** in Pectus. They managed to obtain some Theoclast technology during the war and, after reverse engineering, drastically developed their weapons, tools and architecture. The Republic of New Medietas is an example of industrial advancement on the continent. Their society combines coal- and steam-powered machines with magical items.
The streets of the largest cities are teeming with citizens amid the rhythmic bustle of machines and the smoke of factories. The citizens of New Medietas boast an unwavering work ethic, where labor and industry reign supreme. A resolute commitment to capitalism fuels innovation and competition, driving the relentless pursuit of wealth and economic dominance. Although New Medietas does not have a formal clan or caste system, a select group of influential noble houses wield considerable power, guiding the nation's policies and future. These houses are closely linked to prosperous industrial conglomerates.
At the forefront of technological progress, the republic is a pioneer in the development of complex automatons and goelms and advanced machinery. Inventors and engineers drive notable advances, positioning the country as an industrial and technological powerhouse. The Republic of New Medietas strategically allies itself with neighbouring powers. They maintain a robust partnership with the Sulcaic Empire, reinforcing mutual interests and security. Likewise, friendly relations with the Ozumi Empire promote trade and technological collaboration.
Recently, advances in artificial life have been made. What is most available to the general population are artificial meats for consumption and clothing products, such as leather, fur and feathers. The upper classes can buy artificial pets or even homunculi, which they display at parties and meetings of society's elite.
Humans have developed a subtype of enchantment magic to "program" orders and commands into items, golems, and other types of artificial life. Its alchemists are valued by all nations.
Many humans declare themselves practitioners of YHVH's faith despite different sects and cults existing, but a relatively small number can truly be called practitioners or believers. The worship of minor gods is uncommon throughout the territory of New Medietas. There are isolated shrines with the sole purpose of appeasing the lesser deities.
A growing gap has been developing between the richer classes and the lower classes due to the ease of obtaining labor using golems. Some companies and conglomerates are mostly operated by golems, with only human supervision. The poorest, left without job opportunities, are on the verge of rebelling. Many humans migrated from New Medietas to other nations, more specifically the Kingdom of Igirith and the Jirkaeriya Confederation due to their low industrialisation. A good number also migrated to the more provincial regions of the Ozumi Empire and the Sulcaic Empire.

## Sulkai
*Humanoid, Fairy*
___
**Lifespan** :: 140 years
**Height** :: 170cm (male), 165cm (female)
**Skin** :: Pale, white, pinkish
**Hair** :: Blue, green, white
**Eyes** :: Blue, green, grey
**Base culture** :: French, Occitan
***Bonuses:*** ?
\column

### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| -5% | 0 | 0 | +5% | +5% | +5% | 0 | 0 | +10% | 0 |
___
### Racial Skills
#### Communion
Recovers 5 MP, SP and HP per turn if the user is outdoors (outside buildings in general).
}}
Since they were originally from the continent of Yuandi, the logistics of returning the majority of the Sulkai population from Pectus were simpler. Their empire has remained stable during the ~500 years since **Theoclasm** occurred. They appreciate refined foods and items and attach great importance to money and nobility. A good portion of the sulkai settlers in Pectus were traders. As a general rule, they are gentle, delicate and sometimes passive aggressive. Their society and technology used to be more sophisticated than that of Pectus until the humans made incredible advances. Sulkai ship models are still the most used today to navigate the little ocean that remains around Yuandi.
Their society is loosely divided into castes, but an individual can change social status relatively easily. There are the commoners, the merchants and artisans, the knights and soldiers, the burghers, the elite wizards and the nobility, with the imperial family at the top. Many of the sulkai who went to Pectus seeking to accumulate wealth returned to the Sulcaic Empire completely poor and as refugees.
Noble families are divided into clans with a semi-mythical ancestor being the founder of the house, a fundamental factor in legitimizing the relevance of a family. They have artifacts, which were supposedly forged by their ancestors, extremely similar to the old relics of Pectus. Their tales and stories generally involve much more magic and the forces of nature. Superficially they look like pale humans with coloured hair, but their bodies function in very different ways. Their longevity is greater, as is the time between childhood and maturity (a 30-year-old sulkai is considered a teenager). Their bodies are lighter and metabolic processes seem to affect their bodies much more, for example, it takes much less time for a sulkai to get drunk or for a medicine to take effect. In the rare cases in which they mix with other humanoid races, the resulting progeny are always born sulkai. The incidence of aptitude for magic is extremely high, with 4 out of 5 having the potential. Their susceptibility to cold iron stems from the fact that they partially descend from fairies, as well as from ancient humanoids who lived in a lost continent. Those same ancient humanoids are also the ancestors of the humans, the Eniyan, and, by extension, of the Anglo-Elves.
Although the nobility has great importance, heads of banks and commercial companies, each with a personal army, and each locked in a constant struggle against eachother, have great relevance and economic power. They have enough capital to resolve most external diplomatic dilemmas with a well-directed amount of money or threat of withdrawal from trade. Thus, many conflicts in other nations have already been resolved through the economic influence of certain organisations and companies.
Their religion differs drastically from the Church of YHVH. It is based on the cult of semi-mythical ancestors, who fulfill a role similar to saints. The existence of gods is recognised, but generally relegated to a secondary role, even if Theoclasm made them inhabit the Barrier. Their fairy ancestors, or nature spirits, are worshiped instead.
They are considered to be more sophisticated and superior to other races, sometimes attracting hatred from some individuals. They get along especially well with the humans, whom they consider their allies for having granted the Colony of Levantia to the Sulcaic Empire. With Theoclasm, it was the turn of the Sulkai to cede territory to their allies. Their aptitude for trade is always welcome in more remote locations, and even tribal chiefs seek out the Sulkai for business.
As previously mentioned, it has been confirmed that the sulkai descend from the union of proto-humans with fairies, or nature spirits. Namely naiads and haliads (water spirits), epigeias and dryads (nature spirits), aureads and boreads (wind spirits).

## Anglo-Elf
*Humanoid*
___
**Lifespan** :: 130 years
**Height** :: 180cm (male), 160cm (female)
**Skin** :: Pale, pinkish, yellowish, brown
**Hair** :: Scarlet, orange, pink
**Eyes** :: Blue, green, yellow
**Base culture** :: Gaelic, Welsh, Anglo-Saxon
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| +5% | +5% | +5% | +5% | -5% | 0 | 0 | 0 | +10% | 0 |
___
### Racial Skills
#### Conservation
25% chance to reduce the MP/SP cost of skills and spells by half
}}
Elves and Weisslanders, after fleeing Pectus during the **Theoclasm**, unexpectedly found themselves sharing the same land west of Yuandi. Despite the mutual dislike between both races, they ended up mixing, resulting in the hybrid race known today as **Anglo-Elven**. Even before the assimilation between both races, it was noted that children of elf-human couples always resulted in an appearance almost identical to that of humans, without the golden skin, pointed ears and light hair that elves prized. Strangely, the fruits of such unions were always born with scarlet, orange or pinkish hair.
Despite the mixing of these two races, there is still an elite of pure elves who govern the nation in a not so explicit way. Culturally, the Anglo-Elves are a fusion of elven and Weisslander cultures, with a simultaneous focus on battles and intellectualism, on physical combat and magical combat, among other aspects. There are also a significant number of dark-skinned Anglo-Elves descended from the Eniyan of Pectus.
Magic is a revered aspect of society, guided by guilds of wizards who educate potential wizards. Approximately half of Anglo-elves show potential for magic, with only a few becoming accomplished wizards.
The Anglo-Elves practice a syncretic faith that has characteristics of the faith of YHVH, the ancestor worship practiced by the Elves, and the tribal polytheism of the Weisslanders. Clans can trace their lineages to specific individuals who embarked on the journey fleeing the continent of Pectus. While ancestor worship is typically done in family shrines at home, the worship of YHVH is done in public temples.
The Anglo-Elves have long been at war with the Hazrun over territorial claims to an island to the west of both nations. This island, called Haséaleen by the Anglo-Elves and Haşarin by the Hazrun, has one of five pillars that maintain a protective barrier around the continent. The Anglo-Elves already have one of the pillars within their territory, the Red Pillar, and want the Black Pillar, stating that Hazrun cannot be trusted to possess it.

## Mustalf
*Humanoid*
___
**Lifespan** :: 200 years
**Height** :: 170cm (both sexes)
**Skin** :: Black, grey, dark blue
**Hair** :: White, blonde, red, brown
**Eyes** :: Red, yellow, orange, blue, green
**Base culture** :: Dunmer (Elder Scrolls), Kurdish, Roma
\column
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | 0 | 0 | +10% | +5% | 0 | 0 | 0 | +5% | -10% |
___
### Racial Skills
#### Damnation
Adjacent enemies have all test chances reduced by 10
#### Dark Vision
Allows the user to see on environments with little to no light
}}
Pectus' "accursed race" again survives a great cataclysm and finds itself destined to roam another continent without its own land or nation. Unlike the ancient Dark Elves, the Mustalf (In Elvish: Must = Dark; Alf = Elf) no longer live in underground shelters, currently choosing to live as nomadic traders who roam the nations buying and selling exotic goods. They have a few autonomous territories scattered throughout Yuandi, and a number of Mustalf live in the territory of the Archbishopric of Ma'at.
They are considered a cursed race by the elves. Thousands of years ago, the "Bloodstained Emperor" murdered the other three members of the Quadrumvirate and fled from the Sonne Insel archipelago to Pectus' mainland with thousands of followers, who were later cursed by an unknown deity or altered by a powerful relic of the elves. The elves symbolically interpret the darkening of traitors as the mark of their unforgivable crime.
Everyone is expected to work for the good of society, inincluding children, the elderly and women. The Mustalf are trained from childhood to perform certain tasks or jobs and continue to contribute until they are unable to do so in some way.
Their ears are movable and expressive, just like an elf's. They have no body and facial hair (except eyebrows and eyelashes), which they consider a sign of barbarity. Short hair is socially accepted, both in men and women, but is seen as a sign of youthfulness and immaturity. Probably as a result of their ancestors living underground, their hearing is sharper and their eyes are sensitive to light.

The Mustalf have a strong sense of community and place a high value on loyalty and solidarity with their own kind. They have a tendency to put the needs of the community above the needs of the individual. Many of them consider it essential to learn at least one foreign language, to play at least one instrument, and to know at least one trade, since most of their livelihood depends on trading with different races.
Despite their nomadic lifestyle, the Mustalf have preserved their traditions and customs through oral histories and a vibrant tradition of storytelling. These stories, often told around communal fires in their temporary settlements, serve not only as entertainment but as a means of instilling their values in younger generations.
They are excellent artisans, particularly in crafts that require a keen sense of detail, such as jewelry making, textile work, and the creation of musical instruments. These crafts are highly sought after, not just among their own people but by other races as well, further cementing their role as traders. Their nomadic caravans are marvels of efficiency and artistry, often decorated with intricate patterns that tell stories of their travels and trade. These caravans are also mobile workshops, where the Mustalf craft their goods as they travel from one place to another.
Despite their harsh past and the challenges they face, the Mustalf have a surprisingly harmonious internal structure. Disputes within the community are rare and are usually resolved by elders, whose wisdom and experience are highly respected. This harmonious existence is rooted in a deep sense of loyalty and mutual respect among the Mustalf, who see the survival of their race as a collective responsibility.
While many view them with suspicion due to their cursed heritage, the Mustalf have gradually earned a reputation as reliable traders and skilled artisans. Their willingness to learn foreign languages and engage with other cultures has opened many doors for them, and in places like the Archbishopric of Ma’at, they are slowly becoming a part of the local social fabric.
Religiously, the Mustalf are an eclectic people, incorporating elements of the myriad faiths they encounter in their travels into their own spiritual practices. This syncretism is seen not as a dilution of their beliefs but as an enrichment, a way to understand the divine through multiple lenses. Still, at the heart of their spirituality is a profound respect for their ancestors, likely a remnant of their elvish heritage, which they interpret through the prism of their nomadic experience. Their spirituality is deeply personal, lacking a central dogma or universal pantheon. Instead, the Mustalf often worship localized deities or spirits, honoring them with private rituals or offerings to ensure safe travels and profitable trades.

## Hazrun
*Humanoid*
___
**Lifespan** :: 90 years
**Height** :: 175cm (male), 150cm (female)
**Skin** :: Marble white (naturally), from gray to black (from sun exposure)
**Hair** :: White, grey, black
**Eyes** :: Yellow, orange, red, brown
**Base culture** :: Evenki, Buryat, Ainu
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| +5% | 0 | +10% | 0 | 0 | 0 | 0 | +5% | 0 | 0 |
___
### Racial Skills
#### Ferocity
Critical hits deal 3x damage instead of 2x damage
}}
One of the continent's native races and the third most numerous. The Hazrun were dominated for centuries by the **Shun Dynasty**. With the collapse of the old empire and its subsequent takeover by **Ozumi**, the Hazrun were finally free and massacred the remaining Rénshi in their traditional territory, later joining the few free Hazrun that remained, creating hybrid cultures with aspects of the culture of their former masters. To prevent another invasion and the enslavement of their people, the Hazrun militarised and today have large armies with highly efficient units, the result of their domestication of draconic species, such as *drakes, wyverns, sauroids and avioserpes*. Many returned to their old lifestyle as reindeer herders, hunters and fishermen to forget their detestable past under the rule of another race.
Their nation, known as the **Jirkaeriya Confederacy**, is ruled by a *Soho* (Hazrunic: leader, ruler, king), who must have "divine ancestry". If the next leader is not elected peacefully, suitors can unify the cultures/tribes. The current Hazrun nation is the result of the conquest of Tazkiairga and his wife Huzur, who fought against Tazkiairga's relatives to unify the hazrun race. Before this event, Jirkaeriya was composed of two major nations, one composed of the alliance between the Berihazrun and Keiozhazrun and another in the Damohazrun territories, along with many other minor statelets and polities.
Hazrun culture is diverse, with several tribes within the same nation. The largest are *Berihazrun* ("Hazrun of the Plain"), *Keiozhazrun* ("Hazrun of the River") and *Damohazrun* ("Hazrun of the Mountain"). Though customs vary between tribes, women generally have short hair, letting it grow only after marriage, while the opposite occurs with men, who may also cut their hair during military service as a symbol of their "marriage to the nation". Like the ancient elves, they do not have any body or facial hair. Women use midriff-revealing clothes while single to indicate they are available, but cover them up once they have boyfriends or husbands. The Hazrun wear earrings, necklaces and body paint with various symbols particular to their cultures. Wars and battles are mostly carried out by men only, as Hazrun women are naturally physically smaller and weaker, though there are hordes with female mages, and female Hazrun assassins are considered especially deadly. Despite this, it is said that a Hazrun woman is as strong as a man of another race.
The most peculiar characteristic of the hazrun is certainly the presence of horns, which are highly prized in all their cultures. They also have four fingers on each hand and foot, stronger nails and sharper fangs. Individuals with branched deer-like horns, called *Adarkahazrun* ("Branched Horned Person"), make up the "high caste" of hazrun, that is, clan heads, rulers and military leaders. The Hazrun view the hornless races as unworthy or dishonorable. They are not able to reproduce with other races, so it is more accurate to refer to them as another species. It is noted that they are very resistant to alcohol and cannot perceive spicy tastes very well.
As soon as they arrived on the new continent, the races coming from Pectus suspected a connection between the ancient Golofn, the Orcs and the Hazrun due to the presence of horns. Their origins are not known for sure and their origin myths do not tell of an exodus from distant lands. Furthermore, the Golofn were immortal, possessed extreme control of magic and had divine blood running through their veins, while the Hazrun appear to be ordinary mortals. Ancient accounts of the Sulkai and Shun do not clarify anything, since, wherever they came from, they were always in their lands before the other races.

## Usagzok
*Beast*
___
**Lifespan** :: 60 years
**Height** :: 160cm (males), 165cm (females)
**Skin** :: White, pinkish, tanned
**Hair and fur** :: White, grey, black, orange, brown
**Eyes** :: Brown, yellow, blue, pink, red
**Base culture** :: ?
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| +5% | 0 | +5% | -5% | -5% | +5% | 0 | 0 | 0 | +10% |
___
### Racial Skills
#### Hare's Kindred
The user can move as a free action during combat and has +20 bonus in hearing tests.
}}
The usagzok have a strong sense of balance and agility, allowing them to move quickly and gracefully through the natural landscapes. The usagzok developed unique cultural practices based on their connection to nature. They have rituals for thanking the plants and animals they rely on for sustainability and have developed a system of using natural resources sustainably. Their enhanced hearing also plays a role in their culture. They have developed a form of communication at a frequency that only members of their own species can hear.
The usagzok were enslaved by the Shun Dynasty for being exotic and were even seen as pets by some, with some ancient documents reporting they were even hunted for their furs. This led to tensions between the two races even after the fall of the dynasty. The usagzok have long ears like rabbits or hares, a fur-covered body, resistant claws for digging and very strong leg muscles that enable them to jump higher and further away than the other races. Their incisors are bigger and stronger due to their largely vegetarian diet, which consists mostly of root vegetables, leaves, and fruits, though they can occasionally feed on wild game and small animals. Some of them have short tails very similar to a rabbit’s. In terms of their current situation, the usagzok are struggling to find their place in the world since being freed from slavery. They have difficulty integrating into other societies and prefer isolating themselves and live a more nomadic lifestyle in their partially underground warrens.
As a result of their enslavement and appearance, the usagzok are usually not taken seriously by other races. They may have difficulty finding work or housing outside of their own communities, and may face discrimination or violence. Despite this, the usagzok have managed to carve out their own niche in society. They are skilled at jobs that require agility, such as acrobatics or hunting, and have developed a reputation as skilled scouts, mercenaries, assassins, and spies due to their heightened senses and physical abilities. Many Usagizok have withdrawn from the larger world and created their own isolated communities, hidden away in forests or other remote areas. These communities are wary of outsiders and have their own unique customs and traditions.
The Usagizok are matriarchal; a warren is mostly composed of related members descended from the same maternal ancestor. They are very fertile. A pregnancy lasts for only 4 months and the offspring, often born as quadruplets or triplets, reach childhood in 2 years and sexual maturity in 10. The females in the warren take turns nursing the newborns while the males farm or go out to trade, forage or hunt. To avoid inbreeding, they have a tradition of visiting other warrens to find suitable spouses. A matriarch can have multiple husbands. Like the Hazrun, they cannot interbreed with other races
The usagzok are grappling with their own internal divisions and conflicts between different tribes and factions. This is related both to differences in religious or cultural practices and by more pragmatic concerns such as access to resources or disputes over leadership.

## Outsider
*Foreign*
___
**Lifespan** :: Unknown
**Height** :: Variable (130cm to 200cm)
**Skin** :: Purple, blue, pink
**Hair** :: White, grey, black, purple, blue, pink
**Eyes** :: Blank
**Base culture** :: ?
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | +5% | 0 | +10% | 0 | 0 | 0 | 0 | +5% | +5% |
___
### Racial Skills
#### Phase
The user may randomly become intangible.
}}
The Outsiders’ arrival into Yuandi remains an event cloaked in mystery and subject to much philosophical debate among the continent’s scholars and sages. While some theorise a conflict against the Theoclasts, others whisper of a vengeful deity tearing the very fabric of the cosmos, banishing these beings to a plane not their own. Such a cataclysmic event likely didn’t occur without leaving scars, both on the lands of Yuandi and the essence of the Outsiders themselves.
Over the 72 years since their appearance, the Outsiders have become a norm within the continent’s landscapes, yet they do not form associations or clans of their own; instead, they are unified by their shared displacement and the longing to understand their origin and purpose.
The physical form of Outsiders is both alien and mesmerising. Their height can vary drastically, with smooth skin that radiates soft light at dusk. Their unique tentacle-like hair structures suggest an evolved form not limited to the aesthetic, with some Outsiders found to communicate or manipulate objects with these appendages. The absence of aging signs makes their lifespan a subject of much curiosity, as no Outsider has shown any decline or deterioration over their time in Yuandi.
With no memories of their own culture or names, Outsiders have come to adopt appellations and customs from the societies they integrate themselves into, often taking on roles as scholars, artisans, diplomats, or advisors. Their unique perspectives unclouded by personal pasts or ambitions make them intriguing and sometimes unsettling company.
Though their integration varies by region and society, many Outsiders have earned a place of respect, for their impartial outlook and ability to see beyond the distraction of mortal prejudices. In some cultures, they’ve been considered omens of significant change or figures of worship, existing as bridges between the outer realms and the Eartly Realm.
Outsiders perplex the inhabitants of Yuandi not only with their origin but with their method of reproduction — or lack thereof. No new Outsider has been observed to come into being since their first appearance on the continent. This unusual trait has led to numerous theories: that the Outsiders are limited, a finite number of beings with no way to perpetuate their kind, or perhaps they simply have not encountered the conditions needed to initiate their reproductive cycles on Yuandi. Strangely, they exhibit sexual dimorphism, with "females" having breasts and wider hips, but no nipples or genitalia. Both sexes also have navels, hinting at a birthing process similar to most mammals.
The Outsiders are known for their most notable and enigmatic ability: transient phasing. This rare power allows them to become intangible at unpredictable moments, causing them to slip through solid objects, evade physical attacks, or even sink into the earth, only to re-emerge unharmed. Such occurrences are sporadic and uncontrollable, often correlated with their emotional state or environmental stimuli, hinting at a possible connection to an underlying psychic or dimensional trait inherent to their being.
While this ability is viewed with awe and a palpable sense of wonder by other inhabitants of Yuandi, it is also a source of fear and suspicion. Those who encounter Outsiders experiencing moments of phasing can’t help but question the nature of these ethereal wanderers and their place in the world.
Outsiders tend to avoid positions of overt power or leadership unless it serves a purpose that benefits greater societal good. They are pacifists by necessity, as direct conflict could trigger abilities they cannot control, yet their very presence can impact the results of warring factions. It’s not uncommon for Outsiders to serve as mediators and negotiators, given their unaffiliated and unbiased nature.

## Half-Demon
*Demonic + Base race's type(s)*
___
**Lifespan** :: Unknown
**Height** :: Same as base race's
**Skin** :: Same as base race's, can have hints of a different colour
**Hair** :: Same as base race's
**Eyes** :: Red, golden
**Base culture** :: ?
### Growth Rates (same as base race's)
___

| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
___

### Racial Skills
#### Demonic Ancestry
Takes half the damage from **Dark** element attacks (+1 element from the user's choice) but takes 2x damage from **Light** element attacks
}}
Demons have always been present across all cultures in Yuandi as antagonistic forces or tricksters. Now left without a master after ALMF's disappearance, anarchy reigns in Hell. Many demons fled across the  dimensions, though only on the Earthly Realm inside Ma'at's barrier did they find respite. Many disguised themselves as mythological creatures, minor deities, and nature spirits familiar to the cultures of Yuandi to the point that the "new mythology" made mortals distrust the supernatural. There are specialised orders of exorcists who hunt demons, as well as angels, who are their natural enemies due to their former masters' eternal quarrel.
Half-demons have a demon as one of the parents and can exhibit demonic physical traits, such as differently coloured skin, red or golden eyes, fangs,  higher or lower body temperature, among other miscellaneous traits. The one that appears most consistently is an affinity towards magic, more frequently dark magic or whatever element the demon parent was associated with. Half-demons are not necessarily evil and are capable of good as much as the other fully mortal races.
Due to their demonic heritage, half-demons attract supernatural entities with the most varied purposes. Wandering spirits who still have grudges or unfinished affairs from the time when they were living seek out half-demons, urging them to help them find peace. However, not all half-demons are attuned to such entities and their words manifest as simple intrusive thoughts or strange dreams. Half-demons are also more resistant to possession, mind-reading, and hypnosis.

## Angel
*Celestial*
___

**Lifespan** :: Unknown
**Height** :: Variable (130cm to 200cm)
**Skin** :: Variable, often colourless
**Hair** :: Variable
**Eyes** :: Blue, green, grey, white, golden, brown
**Base culture** :: ?
### Growth Rates
___

| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| 0 | +5% | 0 | +10% | 0 | 0 | 0 | 0 | +5% | +5% |
___
### Racial Skills
#### Flight
The user's wings allows them to fly at any moment
#### Angelic Physiology
Immune to **Light** element damage, but takes 2x the damage from **Dark** element damage
}}
After YHVH's death/capture at the hands of the Theoclasts, the angels regained their free will but were left without purpose. Many still work for the Church of YHVH, spreading hope to the faithful about the future lives they can have in Paradise if they follow YHVH's teachings. 
However, tainted by the sins from the Earthly Realm, some angels learnt the evils of the world and lost part of their light. Those angels have black wings and are called "Fallen Ones" by the other angels. Still, angels with black wings aren't necessarily unaligned with YHVH. Special task forces who execute justice across the continent have black wings from eliminating threats and sinners from being exposed to the stench of death. They function not too much unlike mercenaries.
Angels with grey or white wings retained more of their light and are often associated with non-violent activities, such as priesthood, healing, and preaching. All angels with no exception have lost their almighty power that was provided by YHVH, who also suppressed their free will, thus being considerably weaker than their versions from 500 years ago. Still, mortals respect them as symbols of YHVH's divine power and benevolence. Even people who don't worship YHVH approve of the angels' activities, since they help the communities around them.
When an angel's physical form is dissipated (that is, when they're killed), they revert to an ***Angel Core***, a crystal-like artefact imbued with divine essence. As the years pass, the body is reformed, though the memories are lost. The process is more often used to "rescue" fallen angels so that they can be reborn free of sin.

## Homunculus
*Construct*
___
**Lifespan** :: Unknown
**Height** :: Variable (50cm to 300cm)
**Skin** :: Pale white, colourless
**Hair** :: White, pale blonde
**Eyes** :: Blue, red, 
**Base culture** :: ?
### Growth Rates
___
| VIT | VIG | STR | MAG | INT | AGI | DEX | DEF | RES | LCK |
|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|:---:|
| ? | ? | ? | ? | ? | ? | ? | ? | ? | ? |
___
### Racial Skills
#### Custom-made
Allows the player to distribute the growth rates however they want (X points)
}}
Homunculi are artificial lifeforms created by skilled alchemists or mages, most often human alchemists who have mastered "Inscription Alchemy". They're sometimes called flesh golems, since the principle for creating homunculi and golems is similar. Due to a yet imperfect mastery and compreheinson over creating life, homunculi do not possess pigments in their bodies, which explains their "colourless" appearance.
A homunculus' body is internally identical to other humanoid other than the fact that commands and directives have been inscribed on certain organs and bones. Depending on the function, a homunculus can lack  certain organs or have more of them, have more efficient muscles, be unnaturally short or tall, have different bodily processes etc.
Homunculi are often incapable of reproducing and are mostly manufactured by alchemists. It's yet unknown if they have souls. They're made by recombining the genes of other races. The richer classes can commission custom-made homunculi and some are even used in the military or as assassins.
They're most often found in New Medietas serving their human masters as servants (or really, slaves) and working in various sectors of the economy to the detriment of poorer workers. Homunculi are resented by the working class due to a perception that they're replacing them as the workforce.
Depending on its programming, or more rarely, if the programming has been removed, a homunculus can have feelings, personality, feel pain, grief, anger, love, and the full spectrum of emotions other races have. There are organisations all over the continent dedicated to the liberation of homunculi.