Rate this fantasy setting and give me suggestions if needed. I'll begin with a vague description of the main plot and the races:

500 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 powerful deity YHVH, resulting in the devastation of the old continent of Pectus. Fleeing the horrors of this apocalypse, the survivors sought refuge on the distant shores of Yuandi, where the saga 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), encapsulates the pivotal moment that incited the mass exodus from Pectus. YHVH, the god of light and ruler of Paradise, fell into the clutches of the Theoclasts, leading to the apotheosis of Ptah-Khnemu. Strengthened by this deity, the Theoclasts became an unstoppable force, leading Ma'at, who later allied himself 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 allying with supporters. A betrayal unfolded when Montu-Sekhmet, daughter of Ptah-Khnemu himself, seized power during the height of Theoclasm, having intentions contrary to those of her father, seeking to 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. 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 a Theoclast incursion. After Ma'at's death, her essence fragmented, each fragment containing a portion of her memories and powers, while her remains were buried in the reliquary of the Archbishopric of Ma'at, where she is believed to still work miracles.
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 (Alumniferus), 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 (Niarlatotepe), and the god of darkness remain unknown within the protective 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.
Now for the races' lore:

Renshi
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.

Humans
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
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-Elves
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
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 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 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, 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 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 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 brothers to unify the hazrun race.
Hazrun culture is diverse, with several “peoples” within the same nation. The largest are Berihazrun (“Hazrun of the Plain”), Keiozhazrun (“Hazrun of the River”) and Damohazrun (“Hazrun of the Mountain”). 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 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 that other races do not understand. Wars and battles are mostly carried out by men only, as Hazrun women are naturally physically smaller and weaker. 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.

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 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 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 further 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.

Outsider
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, apparently having distinctions between males and females.
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.