I'm developing an rpg setting and I will send the backstory and lore. I want you to analyse it:
500 anos se passaram desde os eventos tumultuados de **A Era Caótica I: Os Deuses da Razão**, um capítulo decisivo na história. Tudo começou durante a Teoclastia, um evento cataclísmico desencadeado quando os Teoclastas, uma raça tecnologicamente avançada, capturaram a poderosa divindade YHVH, resultando na devastação do velho continente de Pectus. Fugindo dos horrores deste apocalipse, os sobreviventes buscaram refúgio nas costas distantes de Yuandi, onde a saga de **A Era Caótica II: A Nova Mitologia** acontecerá.

**Teoclastia:**
O termo "Teoclastia", derivado de *Théos* (Deus, Divindade, Divindade) e *Klastós* (Quebrado, Fraturado), encapsula o momento crucial que incitou o êxodo em massa de Pectus. YHVH, o deus da luz e governante do Paraíso, caiu nas garras dos Teoclastas, levando à apoteose de Ptah-Khnemu. Fortalecidos por esta divindade, os Teoclastas tornaram-se uma força imparável, levando Ma'at, que psoteriormente se aliou dos mortais, a revelar que Ptah-Khnemu imaginou um mundo livre do controle das deidades, mas ainda se via indeciso se deveria exterminar os que discordavam de sua visão ou aliar-se com simpatizantes. Uma traição se desenrolou quando Montu-Sekhmet, filha do próprio Ptah-Khnemu, tomou o poder durante o auge da Teoclastia, tendo intenções contrárias às de seu pai, buscando reconstruir o universo do zero.

Ma'at, que há milênios foi infundida com uma divindade cujo nome se perdeu com o tempo, escapou das garras de sua própria raça, buscando refúgio em Yuandi para não se tornar uma mera ferramenta ou fonte de poder. Com seu conhecimento tecnológico avançado e habilidades divinas, ela ergueu cinco pilares monumentais, envolvendo o novo continente dentro de uma barreira protetora. Este santuário atraiu não apenas habitantes mortais, mas também divindades menores, temerosas de uma incursão Teoclasta. Após a morte de Ma'at, sua essência se fragmentou, cada fragmento contendo uma parte de suas memórias e poderes, enquanto seus restos mortais foram enterrados no relicário do Arcebispado de Ma'at, onde acredita-se que ainda opera milagres.

Após a queda de YHVH, os anjos, anteriormente subservientes à divindade, recobraram seu livre árbitrio, enquanto os demônios foram lançados em desordem após o desaparecimento de seu mestre. O caos que se seguiu levou a um êxodo anárquico do Inferno, domínio de seu senhor ALMF (Alumniferus), resultando em confusão e insanidade, que levou ao suicídiode muitos anjos e demônios. Alguns demônios remanescentes agora se disfarçam de mortais e seres míticos de Yuandi. Embora muitos anjos se esforcem para defender o legado de YHVH através de seus templos, o paradeiro da deusa do caos, NLTP (Niarlatotepe), e do deus das trevas permanecem desconhecidos dentro da barreira protetora.

Estas consequências turbulentas e o equilíbrio instável das forças divinas preparam agora o cenário para uma história épica de sobrevivência, lutas pelo poder e alianças em constante mudança dentro de Yuandi.

Now for the races' lore:
Renshi
The Rénshi are one of the native races of the new continent and are the most numerous race. Most inhabit the Ozumi Empire (based on the Empire of Japan), with significant numbers in the Wildlands, the territory of the Followers of Ma'at, and the southern tip of Igirith. The Shun culture, named after the eponymous Shun Dynasty (based on Chinese culture), once almost dominated the entire continent, making them enemies of other races and cultures. The Ozumi Empire, originating from the outlying 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 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 the Republic of New Medietas. The Ozumi Empire is ruled by an empress who apparently takes 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 a few noble clans from other cultures who swore allegiance to Ozumi and were allowed to rule their ancestral lands. The "Wild Renshi" or "Barbarian Renshi" live outside of the Ozumi Empire's administration, mostly on the tundra and arctic climates of the far southern portion of the continent. They are mostly hunters, reindeer herders, and fishermen. They wear animal skins, live in tribes, and are very resistant to the cold (based on Inuit and Chukotko-Kamchatkan cultures)
their warrior class (akin to the samurai) is in decline due to the widespread use of firearms, thus many warrior clans founded conglomerates and began hiring commoners to work in fields such as metal processing, textiles, weapon fabrication, mass production of arcane goods etc. "Archaic" practices, such as martial arts, archery, and swordfighting are preserved due to their cultural value and people in the military are still trained for them
They have vast natural reserves that their national deity itself deemed sacred so that the nation doesn't lose its natural beauty. That's why most of the Ozumi factories and facilities are located in the mainland on lands traditionally inhabited by the Shun Renshi

Humans
The humans are the descendants of the humans who fled the Theoclasm on Pectus. They managed to obtain some examples of 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 Nova 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 Nova Medietas does not have a formal clan 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 neighboring 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.

Sulkai
Since they originated from Yuandi, the logistics of returning most of the Sulkai population from Pectus were simpler. Their empire has remained stable for the ~500 years since the Theoclasm took place. They appreciate refined food and items and place great importance on money and nobility. A good portion of the sulkai settlers in Pectus were merchants. As a general rule, they are gentle, delicate and sometimes passively aggressive. Their society and technology used to be more sophisticated than Pectus's until the humans made incredible advances. Their ship models are still the most used to navigate what little ocean that was left 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 came to Pectus seeking to amass wealth returned to the Sulcaic Empire completely poor and in the condition of 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. Their tales and stories often involve much more magic and the forces of nature. Superficially they look like pale humans with blue, green, or white hair and blue, green, or grey eyes, but their bodies function in quite 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 where they interbreed with 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 are descendants of the same ancestral population that originated the humans and eniyan of Pectus, who then interbred with faeries when they landed from the lost continent in the north of the world.
While the nobility holds great importance, heads of banks and commercial enterprises, each with a personal army, and each locked in a constant struggle against all the others, hold great relevance and economic power. They have enough capital to resolve any foreign diplomatic quandaries with a well-placed sum of money or threat of withdrawal from trade. Thus, many conflicts in other nations were resolved by the economic influence of certain organizations and companies.
Their religion differs drastically from the Church of YHVH. It is based on semi-mythical ancestor worship, who fulfill a similar role to saints. The existence of gods is recognized, but generally relegated to a secondary role, even if the 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 the hatred of 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 the Theoclasm, it was the sulkai's turn to cede territory to their allies. Their aptitude for trade is always welcome in the farthest reaches, and even tribal chiefs seek out the sulkai for business.
As mentioned earlier, it has been confirmed that sulkai descended from the union of proto-humans with fairies, or nature spirits. Namely naiads and haliads (water spirits), epigeia and dryads (nature spirits), aureads and boreads (wind spirits).

Anglo-Elves
Elves and Weisslander humans, after fleeing Pectus during the Theoclasm, unexpectedly found themselves sharing the same land west of the continent of Yuandi. Despite the mutual dislike between both races, they ended up mixing, resulting in the hybrid race known today as the Anglo-Elves. 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 red, orange or pinkish hair and elven eye colours (blue, green, golden).
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 towers, the Red Pillar, in their territory and want the Black Pillar, stating that Hazrun cannot be trusted to possess it.

Mustalf
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 only 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 in Yuandi, and a number of mustalf live in the territory of the Followers 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 Alveglaan elves symbolically interpret the darkening of traitors as the mark of their unforgivable crime. Everyone is expected to work for the good of society, including 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 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 it 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.

Hazrun
One of the races native to Yuandi 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 found themselves finally free and slaughtered the remaining Rénshi in their 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 militarized and today have large armies with highly efficient units, the result of their domestication of draconic species, such as drakes, wyverns, sauroids and avioserps. Many have returned to their old ways of life as reindeer herders, hunters and fishermen to forget their hateful past under another race's rule.
Their nation, known as the United Hordes of Jirkaeriya, is ruled by a Soho (Hazrunic: leader, ruler, king), who must be of "divine ancestry". In case the next leader is not elected peacefully, pretenders 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 siblings to unify the Hazrun race.
Hazrun culture is diverse, with multiple "peoples" within the same nation. The biggest ones are Berihazrun (“Plain Hazrun”), Keiozhazrun (“River Hazrun”) and Damohazrun (“Mountain Hazrun”). Generally, women 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 have no body or facial hair. Women walk with midriff-revealing clothes while single to indicate they are available, but cover them up once they get boyfriends or husbands. The Hazrun wear earrings, necklaces, and body paint with various symbols that other races do not understand. Wars and battles are mostly fought only by men, as hazrun women are naturally physically smaller and weaker. Some hordes have women who specialize in magic and assassination.
The most peculiar feature 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, harder nails, and sharper fangs. Individuals with branched horns like those of a deer, called Adarkahazrun ("Branched Horn"), make up the "upper caste" of the hazrun, i.e., clan chiefs, rulers, and military leaders. The hazrun see hornless races as unworthy or dishonorable. They are not able to breed 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 feel spicy tastes very well.

Usagizok
They have a strong sense of balance and agility, allowing them to move quickly and gracefully through the natural landscapes. Usagizok developed unique cultural practices based on their connection to nature. They have a ritual for thanking the plants and animals they rely on for sustenance 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 in a frequency that only members of their own species can hear.
The Usagizok were enslaved by the Shun Dynasty for being exotic and were even seen as pets by some. This led to tensions between the two races even after the fall of the dynasty. The Usagizok 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 farther away than the other races. Their incisors are bigger and stronger due to their mostly vegetarian diet which consists mostly of root vegetables, leaves, and fruits. Some of them have short tails very similar to a rabbit’s. In terms of their current situation, the Usagizok 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, Usagizok 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 Usagizok 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 cultivate plants 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
Usagizok 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.