Gods of Chaos: a Riot God Quest

The World: Algals
We begin with a look at the sentient algae, or the Algals. Feel free to ask questions - or make suggestions! - about these info dumps to expand their lore.

The Algals

Algals, or sentient algae, are the first sentient species to arise in this Creation. Individual sentient algae are only around 10 cm in size, but may join together into vast colonies with their kin. These colonies join not only bodies, but also minds, leading to highly complex 'mind-hives' which fuse their component minds into one consensus intellect. When such colonies grow too large to maintain a consensus mind, the hive detaches the 'aberrants' so they might found a new colony elsewhere.

Like their mundane kin, Algals feed on oceanic nutrients and sunlight. In times of scarcity, they can digest the meat of sea animals as well, but prefer not to.

Algals in natural form are voiceless and communicate with visual stimuli, specifically light and motion. They emit bioluminescent blasts and displays of light in intricate patterns alongside dance-like movements as their language. Algae linked together in a colony join neural pathways, allowing for instant and 'telepathic' communication within the hive.

The Algal species has undergone considerable division into three distinct subraces or civilizations. The majority of Algals belong to the Deep Algal subrace.

Deep Algals:

The very first race to awaken on Aebrirea has seen a great deal of change since the beginning of their history. The Algals were born to a world-sea of endless nutrients and plenty, sheltered by the love of the Sea-Spirit. They carry memories of this innocent paradise in their tales, but it is a long time past. The seas have been sundered. The most ancient places of the Algals lie now underneath the masses of continents. Beasts fill the depths, and though the Deep Algals have mastered their environment, it can be a fraught existence.

The Deep Algals today are a society deeply marked by the Art of Shaping. The magic given unto them has allowed the Algals to alter their bodies and biologies to strange new heights, making it possible for them to move with ease on sea or surface, speak with voices of their own, obtain great strength and endurance and more besides. It has also brought dangers: Deep Algal society fears the Abominations, those who transgress the approved Shapings and turn themselves into monsters evolving in uncontrolled and frenzied ways.

The Deep Algals live in cities of coral and forests of kelp in the deep oceans, or on and within cetaceans and Leviathans as nomads. They only construct artificial dwellings when the seafloor is bare, prefering to use what the Spirit has already given them. Each settlement is home to many colonies. These colonies are made of fewer individuals than those of their Ardent kin, for they do not practice Ardency and do not seek to assimilate minds too different from their own.

Deep Algals make little use of tools, preferring to Shape themselves as necessary instead. They have domesticated leviathans and other beasts of the sea into their service through Shaping and conditioning, using them as transports, beasts of burden and rarely as food.

The Deep Algals are not an unified civilization. Each settlement or nomadic pod handles their own affairs. Their colonies generally seek decision-making by consensus, but may choose singular leaders in times of war and crisis. Alliances are common enough, generally raised against mutual external threats – battles among the Deep Algals themselves are rare. Over the past century, skirmishes with Ardent Algals near the City of the First Children have become increasingly common and led to a great deal of mutual distrust and hostility.

Deep Algal culture is inclined towards conservatism and tradition, but they are not immune to the Law of Constant Evolution. Young colonies often challenge the status quo and push the limits of what is allowed, leading both to new technologies and practices being adopted, and to the birth of more Abominations. Leviathan riders and nomads are thought to be especially volatile and prone to radical new ideas.

The great joy of Deep Algals is still in performances of light. Deep Algal light-poems are intricate and sophisticated displays that can last for hours, with subtleties of intensity and color that outsiders are hopelessly lost with. Leviathan and fish racing, creative Shaping and wave-dancing performances are other common pleasures of the Deep Algals. A particular delight found in most Deep Algal settlements are large communal gardens where curiously Shaped aquatic plants can be found and enjoyed.

The Deep Algals primarily worship the Sea-Spirit, showing her respect through light-poems and ritual performances. The coming of the Young Gods has introduced them to deities such as Brusoil, Yggdrasil, the Teller of Tales, Prose and Ikari, who have earned their own poems and shrines in Deep Algal settlements.

Deep Algal cities are defended by war-formed colonies and Leviathan riders. They utilize magics such as Vigor as well as solar, lunar and elemental magics, altering their bodies to better channel them. Other magics are mostly unknown.

Deep Algals view the land-dwelling races with distrust. Some leviathan riders even attack ships on the surface for their goods or for sport. The Algals have not forgotten the horrors of the land-dwellers' coming, when new continents rose and decimated their numbers. As they rarely leave the deep ocean, they have little contact with them in any case. They have some dealings with Baólians, with the Sea-Spirit vouching for the amphibious folk.

Small numbers of Deep Algals have settled the oceans of the Second World as well. They resemble their Aebrirean kin in most ways, but do not actively worship the distant Sea-Spirit.

***​

Ardent Algals:

The Ardent Algals dwell in the City of the First Children off the coast of the Isle of Ouroboros and its surrounding waters. They are a people deeply affected by the Art of Ardency gifted to them by the Maker Bãsn. This magical discipline allows mental and spiritual focus through meditation and self-control, leading to a state of purity in which the Law of Narrative Satisfaction can be harnessed to tweak and bend laws of nature.

The Ardent Algals call themselves the Bãsn-Shaal-Khlomet, 'the Favored Children of Bãsn'. They are governed by a council of colonies most advanced in their studies of Ardency, known as the Masters. All others are expected to submit to their will and live a strictly disciplined existence.

Though the surface waters allow for ample sunlight and aquacultural practices maintain large numbers of fish and cetaceans for consumption, overpopulation after centuries of steady growth has left almost all of the city covered in a covering of Algal colonies. In the absence of a place where they can soak in sunlight, the less fortunate of their society – generally, those unable to progress far in Ardency – are forced to subsist on fish and seaborne nutrients alone. The Masters disallow the expansion of the sacred City, which has forced some Ardent Algals to seek new lives elsewhere and found independent colonies in nearby waters.

Ardent Algals are often cold, pragmatic and seemingly amoral, for these are values instilled by the Masters. Purity leaves little room for emotion and conscience. Ardent Algals who do not delve deeply into Ardency still retain more personality and emotion, but are expected to conform regardless. Ardency also allows the Ardent Algals to form larger colonies than their Deep cousins, as individual algae subsume their wills to the broader collective.

Ardent cultural practices are meant to serve some purpose. Light-poems exist among the Ardent Algals, but they primarily serve as learning aids and focuses for Ardency. Wave-dancing and other arts are performed en masse with the intention of instilling discipline and formation action into young colonies.

The Ardent Algals devote themselves the Great Bãsn, honoring him through rituals of light and motion as well as sacrifices of captured lifeforms. Since the passing of the Maker who created the persona, Bãsn has grown with the power of Myth into an independent divinity. The Algals do not openly worship other gods, but have respect for Lazat, the Architect, the High Moon Holder and Yggdrasil. Cults have formed for these deities. They have an ambivalent relationship to the Sea-Spirit, who sees them as children who have lost their way.

All Ardent Algals are expected to fight against invaders, but fighting efforts are led by Masters of Ardency. Other magic is shunned as distracting from the utter focus demanded by Ardency. Mystical architecture occurring naturally in the City is utilized to focus Ardent practices further, however, and certain rituals and symbols are used as aids by novices as they train.

The Ardent Algals are isolationist and ignorant of the outside world. They usually attack outsiders on sight and use their bodies to feed their young. They have been known to make deals with those offering something they want, but have no concept of honor and will keep to any pacts or promises only so long as it benefits them.

***​

Void Algals:

The youngest branch of the Algal race, the Void Algals were born from the desire of the Deep Algal Shlim-Boolt, who sought to see the stars of the Void. Shlim-Boolt received the Void Scythe, which allows its wielder to survive in the Void and cut open Cosmic Paths at will. Through extensive Shaping, Shlim-Boolt and those Algals who chose to follow him transformed themselves into beings capable on surviving in the airless void purely on solar light and radiation.

These Void Algals are a strange breed as far as the other Algals are concerned. They live in freely drifting colonies in the orbit of Aebrirea and the wider Void, spending their days communing with the stars – sending messages with their own lights and seeking meaning in the lights of the starscape. They have no real use of technology, no real pressures of space or resources, and live spartan but peaceful lives devoted to worship and strange light-poetry.

They rarely need to protect themselves, but when endangered rely on innate reservoirs of magical energies Shaped into their bodies. These gather solar, lunar and elemental magics that are released in directed, volatile bursts to defend against the rare voidborne predator or hunter, such as a grazing Voidbeast mistaking them for food.

The Void Algals revere the stars and the Star-Trails, often performing poems on Legends they identify within the Trails. They worship a great many gods – most of all Ülmánaga the Star Maiden, but also Brusoil, the High Moon Holder, the Architect, the Ember, Katha the Many and the Wayfarer. Unknown to them, one of the stars blinking strange messages to them is no true star, but the eye of an Outer God cautiously spreading its influence among the Void Algals.
 
I love this ♡♡♡♡ ahhh I'm really looking forward to seeing the retrospectives on everyone.

I wonder if any of the more warlike civs will invoke Vanti in her aspect of purposeful destruction. Probably not the Druyul unless the Architect starts claiming that Vanti is its servant.
 
I love this ♡♡♡♡ ahhh I'm really looking forward to seeing the retrospectives on everyone.

I wonder if any of the more warlike civs will invoke Vanti in her aspect of purposeful destruction. Probably not the Druyul unless the Architect starts claiming that Vanti is its servant.
The Architect has that whole solipsistic self-contradiction where they're supposedly the only god in existence yet all other gods should be subservient to it.
 
The informational update we we're all waiting for!

As for questions about the Al gals... well, there's no mention of the elemental bloodlines they have but that makes sense as, if I remember correctly, they distributed those with Shaping? It does make me wonder how the bloodlines I added have impacted other societies, if they have had any impact at all. The timescales are vague so its very possible those Elemental families haven't grown large enough to have any impact at all…

Dang, I can't think of any questions or suggestions for the algals. They're already great.
 
The Architect has that whole solipsistic self-contradiction where they're supposedly the only god in existence yet all other gods should be subservient to it.
Yep but Vanti has been an established greater spirit in the Unseen for a millennium at this point. It would be a pretty easy bit of religious double think to claim that the Architect as the one and only "Creator" made Vanti so that the Unseen would mark the passing of days, and that some less enlightened people began worshiping the tools as opposed to the Architect. Religious syncretism is a favored means of religious conquest/conversion for a reason.

Edit: kinda like how people call upon saints and angels in catholicism
 
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Of course Vanti has been operating in the Unseen for longer the the Architect persona has been around. There's likely records from historical past glimpses into the Unseen
 
I wonder if any of the more warlike civs will invoke Vanti in her aspect of purposeful destruction. Probably not the Druyul unless the Architect starts claiming that Vanti is its servant.

I would expect so. I see Vanti being relevant for siege engines, for example - both for constructing them and for destroying things with them.

As for questions about the Al gals... well, there's no mention of the elemental bloodlines they have but that makes sense as, if I remember correctly, they distributed those with Shaping? It does make me wonder how the bloodlines I added have impacted other societies, if they have had any impact at all. The timescales are vague so its very possible those Elemental families haven't grown large enough to have any impact at all…

They didn't distribute them with Shaping per se, Shaping was just mentioned as a potential path of interspecies reproduction and spreading of the Bloodlines between species.

I have no specific thoughts on the descendants of the Time Skip Deep Algal or the Fire Will Ardent Algal. I think it could be fitting if the Time Skip Deep Algals migrated to the Second World, perhaps sensing the time shenanigans of the Me'vel. The Fire Will Ardent Algals I would think were too different to be tolerated in the City and probably founded an independent new settlement somewhere in the region. Or what do you think they could be up to?

In general I would think the Elemental Bloodlines are respected and often powerful within their societies and races, but perhaps also distrusted or shunned.
 
I would expect so. I see Vanti being relevant for siege engines, for example - both for constructing them and for destroying things with them.



They didn't distribute them with Shaping per se, Shaping was just mentioned as a potential path of interspecies reproduction and spreading of the Bloodlines between species.

I have no specific thoughts on the descendants of the Time Skip Deep Algal or the Fire Will Ardent Algal. I think it could be fitting if the Time Skip Deep Algals migrated to the Second World, perhaps sensing the time shenanigans of the Me'vel. The Fire Will Ardent Algals I would think were too different to be tolerated in the City and probably founded an independent new settlement somewhere in the region. Or what do you think they could be up to?
Ah, right, I must've confused that conversation for something that actually happened in-story. I do like the idea that the Time Skip Deep Algals (what a mouthful, I'll just call them the Deep Ones) would move to the Second World. Do you think their colony (or a splinter of it) would try to reach the Me'vel city? Could be the start of a potential river or even land Algal subrace although that might be pushing it. Only really suggesting it since Second World Deep Algals don't actively worship the Sea-Spirit so some might be willing to Shape themselves to live on land.

You're probably right about the Fire Will Ardent Algals (another mouthful...) leaving the city. Although, maybe started building their own city, reminiscent of the City of the First Children, just made of solidified fire? Would have to be out of view of the City of First Children or else there'll definitely be problems but that could be interesting. Maybe later on they'll even start trading solidified fire with other races (which might not happen since they are still Ardent Algals). It would be a great resource to sell.
In general I would think the Elemental Bloodlines are respected and often powerful within their societies and races, but perhaps also distrusted or shunned.
Definitely agree with that. People fear what they don't understand and shun those that are different from them. Some people will see them as blessed like the Baólians with Water Form and the Highland Myridna with Earth Surfing while others will see them as cursed like the Umbrals with Light Crafting and Druyul with Death Bones. And again some, like Sura's with Ice Veins, will be feared but respected for their abilities. After all, a warrior that doesn't bleed and turns most normal weapons that cut them brittle would have to be respected by a martial society.

Actually, I just remembered the White Ant with Lightning purification. I wonder if they still work for their Queen or if they ran off like Imsamrta. Could go either way, I think.
 
Do you think their colony (or a splinter of it) would try to reach the Me'vel city? Could be the start of a potential river or even land Algal subrace although that might be pushing it. Only really suggesting it since Second World Deep Algals don't actively worship the Sea-Spirit so some might be willing to Shape themselves to live on land.

They could have encountered Me'vel who would have invited them to visit the City. They wouldn't like to be out on the surface much, but the City no doubt can provide them with saltwater pools or canals to stay in.

I don't see any Algals taking the step to live permanently on land, but some might in time Shape themselves to inhabit rivers and freshwater areas. Keep in mind that in shallow waters and coastal areas they would be easy prey for the Yamas (and other foes), so it's perhaps not the most appealing prospect. You can't really bring your leviathan protectors with you inland.

Although, maybe started building their own city, reminiscent of the City of the First Children, just made of solidified fire?

Solidified fire? In the ocean? Well, actually that sounds sensible, but their numbers are probably not great enough to really produce it on any large scale. They can use it for architectural flourishes or in small-scale production of objects. As Ardents, they'd probably make it for utilitarian purposes or then for the glorification of the Great Basn so religious art and architecture.

Actually, I just remembered the White Ant with Lightning purification. I wonder if they still work for their Queen or if they ran off like Imsamrta. Could go either way, I think.

I'll endeavor to include them when I get around to writing the Ants!
 
I don't see any Algals taking the step to live permanently on land, but some might in time Shape themselves to inhabit rivers and freshwater areas. Keep in mind that in shallow waters and coastal areas they would be easy prey for the Yamas (and other foes), so it's perhaps not the most appealing prospect. You can't really bring your leviathan protectors with you inland.
They could go for the Pufferfish route and make themselves highly toxic (to people without magics or cookery techniques to detoxify them anyway) or otherwise too much of a nuisance to eat.
 
The World: Baólians
The Baólians

One of the first intelligent races of Creation, the Baólians are neither weak or strong anywhere; they have no central civilization to call their own, but can be found on every continent, with the largest concentrations in the Hot Lands. Different bands and fleets are aligned with different powers, but in general they are a free people. In recent centuries, Druyul slavers have caught and chained many Baólians, mainly forcing them as galley slaves into their brutish vessels.

Baólians are amphibious creatures found worldwide on coasts and in shallow waters. A Baólian is tall, rising on average to 2m, with a lean and agile body. They have gills on their necks which allow for underwater breathing for hours on end, though they cannot survive in deeper waters unaided. Tentacles extend from the mouths of Baólians, which are highly sensitive and assist in finding food. They have clawed hands well suited for climbing both underwater and aboveground. Baólians are carnivores and feed mainly on fish, though in times of scarcity they can derive nutrition from some plant matter as well.

Baólians are a curious and open-minded race, happy to trade and converse with those they meet, with an affinity for languages. Bands that encounter one another tend to stop to feast, tell stories and negotiate matings before moving on, possibly with brides or grooms exchanged. To some other races, Baólian trading can seem somewhat naive, with little protections against deception or violence - but bands will spread tales of untrustworthy trade partners and issue warnings, or even gather warbands for vengeance raids.

Many Baólians still live in nomadic bands along coasts, carrying their possessions aboard their catamarans and great arks. Others have settled in coastal villages, by major rivers and large lakes. Some dwell on great nomadic fleets and stay on the open sea for most of their lives. On land, houses tend to be built on stilts over or by water sources, with high and narrow architecture favoring light wood as a material. Permanently settled Baólians ornament their dwellings with the household's treasures, displaying their wealth and good fortune to their neighbors.

Baólian bands tend to have one hereditary leader, though succession can be complicated and sometimes violent. Inter-band conflicts are rare. Though hierarchic, Baólians generally abhor slavery and value personal freedom. Baólian marriage customs vary, but monogamy is not particularly strongly maintained, with multiple partners and communal rearing fairly common.

Baólians are the most adept shipbuilders and sailors on Aebrirea. They have developed sophisticated navigational aids and tools, such as the compass, sounding weights and astrolabes, with Baólian children learning celestial navigation from a young age. Their ships tend to rely on an agile catamaran structure and are swift and maneuverable as a result.

The singing of songs is held to be the greatest art of the Baólian race. In this manner they recite oral histories of their bands and tell of the great legends of their past, such as those of Siriine and the Nine Heroes of Baól. When one individual sings, it is the duty of their family and friends to act as a chorus and to act out scenes from their song for the audience.

Baólians value pearls greatly. In many bands and settlements, it is a rite of passage for young adults to dive for their own pearls, which are worn through adulthood in necklaces or even as entire capes. Precious stones and jewels are generally appreciated; textiles and more fragile possessions less so, as they are more easily ruined on the sea. Baólians do not usually work metal and trade for most of their weapons and tools.

Funeral rites for the dead begin at dusk. The dead are adorned with pearls, shells and precious things of the sea and given to the tide. Their friends and descendants then tell tales and sing songs of them until dawn. The Sea-Spirit is customarily called upon to watch over and guard these proceedings.

Baólians hold the Sea-Spirit in the highest esteem, and also worship Yggdrasil, Aekidir, the Teller of Tales, Prose, the Heart of Song, the High Moon Holder, the Star Maiden, the Whisper, Loppu Sinfonia, Lazat, Katha the Many, the Wayfarer, Zorox Unslaad, Ikari and Vathys; the Baólian attitude towards the multitude of gods could be described as 'mercantile', with worship and sacrifice seen as their part of a trade – if the gods do not provide something useful in exchange, they are swiftly abandoned. Baólians enslaved by the Druyul have been known to turn to worship of the Architect. The Baólians consider the City of the First Children a cursed and forbidden place, having lost many of their number to its inhabitants in the infancy of their race.

Baólians tend to favor the Sea-Spirit's magic and consider it sacred. They also utilize a variety of other magics, with an affinity for 'narrative' magics relating to Legend and Artistry. Baólian ships and dwellings tend to incorporate some principles of mystical architecture as well.
 
i cannot believe that you are still updating after you declared you quit. (Please dont quit)
 
Good to see the Baólians are doing alright. It's interesting that they treat worship as a transaction but I guess that makes sense for such a free spirited race. I wonder what the other races think of it?
 
The World: Humanity
The Humans

Humans are a sentient species of mammals with two arms and two legs. They are not especially strong, armored or otherwise physically dangerous, but they are very enduring, intelligent and adaptable. Humans are sexually dimorphic, with males larger and stronger on average and females bearing and nursing young. They are omnivorous, mainly feeding on certain types of plant matter and the meat of animals. Humans possess an innate connection to the World Tree that nursed them and fed them in the childhood of the species. They are often found with Dream Canidae, who they have a primordial pact of friendship with. Humanity also greatly respect Baólians since they fought side by side in the primordial Battle of Askrheimr.

Human tribes tend to be roughly egalitarian, with low social hierarchies. Humans love all growing things and tending to nature, and as such usually make their homes in forests and woodlands. They were the first to invent agriculture and tend to be famed for their skills as growers and farmers. All humans share a love of freedom and vibrant imaginations. Humans can be found on every continent and on almost every habitable world thanks to their diaspora, which flung human populations across the cosmos. For many other species, the stereotypical human is a simple, good-natured and green-thumbed dreamer provoked only by insults to their crop and produce.

Humans are particularly skilled with the magics of Vividry and Refutation, which were granted as gifts to their species. They feel a draw to the Unseen, where their birthplace once lay - many seek to enter or commune with it during their lives. Narrative magics such as Legend and Artistry appeal to the boundless imagination of humans.

The father and mother of the human race are Askr and Embla, two demigods born of divine wood from whose love all ancestors of Humanity have sprung. While Askr is scarcely diminished after the passing of centuries, Embla has been greatly weakened after being fed upon by the Ogre Hródr Greatgirth. As humans have multiplied and new generations have come into being, the divine power in their flesh and blood has gradually weakened and grown thinner. Strong bloodlines may retain more of Askr and Embla's strength, affinity with nature and long life than others.

Humanity has two subspecies: Ogres and Äegridas.

***
Askrheimrians:

Humans in the Arken Lands are known as shadeborn, arklanders or Askrheimrians. The island settlement of Askrheimr between the dual continents is the cultural and spiritual heart of arklander humanity, founded and ruled over by the demigod Askr alongside his wife Embla. Embla spends most of her time in seclusion, suffering from unhealing spiritual and physical wounds at the hands of the Ogre Hródr Greatgirth. Askrheimr is a place of natural splendour, blessed by soil and seeds from the Garden of Men. Most arklanders live in scattered bands and small tribal polities around the coasts of the Sea of Shadows. Some live with the Sura, either as free inhabitants or as slaves. Many humans have also been enslaved by the Druyul of western Arka, the root of deep and bitter hatreds.

Important rituals in the lives of Askrheimians take place at the Lesser Tree of Life in Askrheimr, or around mundane imitations of it raised in smaller settlements. Bowls of ichor are gifted to those who grow into adulthood, give birth, plant their first sapling, bond with a Dream Canidae companion, master a magic, or accomplish any number of other milestones in the lives of Askrheimr's people. Äegridas live in Askrheimr, rarely venturing outside the settlement, and are known to be under the personal protection of Grandmother Embla.

Arklander humans are often worshippers of Yggdrasil, Brusoil, Kronals, Aekidir, the Teller of Tales, the Heart of Song, the Star Maiden, the Whisper, Loppu Sinfonia, Katha the Many, Kharneth, the Wayfarer, Zorox Unslaad and Ikari. A newly planted tree or plant is usually dedicated to a patron deity of choice. Arklanders are rarely devoted to just one god, and may shift their allegiance according to their needs and situation in life.

Arklanders love competitions and contests of various kinds. They take such things seriously, though skillful and entertaining cheating is seen as just as valid as honest effort. Arklanders prize cleverness and wit, with many of their Legends tricksters of some sort.

The Furies are warrior women from Askrheimr who follow in the footsteps of Sigren the Fury, a Legendary hero of the arklanders. They are devoted to freeing humans from enslavement and killing slavers. Furies teach their craft, including their knowledge of the Chainbreaker's Cant, to apprentices in lifelong master-student pairs. They seek the Twilight Arc, a great weapon once wielded by their progenitor and long since lost to the world.

***​

Emblathans:

Humans of the Hot Lands are known as ashborn, firelanders or Emblathans after Grandmother Embla and the Green City. The city of Emblatha is the cultural and spiritual heart of humanity on the continent. The city also holds the greatest population of humans in the world; over a hundred thousand souls and rising with the enduring blessings of fertility and growth. Most ashborn humans live in settled or semi-nomadic tribes around the continent, however, or live together with Myridna and Baólian populations. Other races treasure humans for their green thumbs, with humans generally forming an agricultural specialist class within their communities.

Emblathan settlements tend to be built in circular patterns around central granaries and gardens. Äegridas, the Daughters of the Trees, are given positions of comfort and secluded in special temples both to honor them and to limit the influence of their pheromones on others. Emblathans consider themselves more learned, sophisticated and cosmopolitan than other strains of humanity.

Emblatha itself is the greatest city in the world. Though they have lost their mother and queen Embla after Hródr Greatgirth's abduction, the Green City endures and thrives. The City is located in a fertile valley of volcanic ash seeded long ago with saplings and seeds from humanity's birth-home. The soil is exceptionally bountiful even after centuries of farming. The slopes of the valley are thick with vineyards, rice paddies, fields and groves feeding the City's enormous population.

Emblatha is surrounded by the legendary Green Wall, fashioned with the Staff of the Stone Dancer and by skilled labor to be both sturdy and beautiful. Its towers incorporate esoteric designs and mystical architecture to fuel the magic of its defenders. The inside of the walls is a mastercraft of organic-feeling order, with curving streets forming concentric circles and leaf-like shapes. Each building is further shaped and designed to strengthen the City's mystical architecture.

Vine-wreathed houses with roofs like slender leaves run in rings of orchard-lined streets. Rooftop gardens cast fragrant scents over the city. Under the earth, elaborate warrens house the city's Myridna. A grand central market in the welcome shade of high date palms is frequented by visitors and traders from all around. The River Graetrán, which runs through the valley, is crossed by bridges of natural shaped stone and its cool waters collected and channeled further for drinking, irrigation and communal baths in the heart of the city. A Dungeon built by Monument Makers exists underneath the city.

In the heart of the city is the Garden-Temple, dedicated to Yggradsil, which houses one of the two Lesser Trees of Life and bountiful mundane plant life besides. Its priesthood guards access to the Tree, for its restorative ichor is reserved only for the sick and the wounded in Emblatha. They also watch over the Äegridas and raise them within the Temple grounds. Embla's old dwelling has been turned into a shrine to the Green Mother, the Myth-empowered divinity born of Embla. Emblathans also are particularly devoted to Brusoil, the Heart of Song, Fiel, the High Moon Holder, the Star Maiden, Lazat, Zorox Unslaad and Vathys. YORCTOL also has followers among firelanders.

The City is a center of learning rivaled perhaps only by the White University of Wisdom on the Hive Coast. Practically every kind of magic can be found and studied here, though organized schools only exist for a few. Actually finding a trustworthy teacher among Emblatha's thousands is tricky indeed.

Emblathans are equally known for their cuisine. A particular delicacy is volcano pepper – which grow on Volcanic Flora and burn the mouth and warm the whole body when consumed. It is prized greatly and traditionally eaten outside in Midwinter festivities, where its effects entirely banish any chill and cold.

***​
Skylanders:

Skylanders are human populations living in the floating islands of the Sky Lands. They are not an unified culture, as many islands are isolated with little chance for their inhabitants to move between them. They share some traits, however, such as an even greater love of freedom than what is found among ground-dwelling humanity. Skylander tribes and settlements tend to have no leaders or privileged elites, but are rather organized and led communally. Children are also raised by the community as a whole, with little importance given to who their parents are. The bloodline of the Wood Stalker has spread across skylander populations. Those bearing the gifts of the Elemental Bloodline live as anyone else in their tribes and bands.

Vindskálir, the House of Winds, is the largest human settlement in the Sky Lands. It is inhabited by descendants of Dagrún, who was gifted with the power to influence the wind spirits Nepheles. Nepheles still enjoy the company of Vindskálir's humans, though they are not innately bound to obey or listen to them. Nepheles pull sky-barges of the Dagrúnites, one of the few ways skylander humans have of leaving their home islands.

Skylanders have a troubled relationship with the Sky-Ants of Rumtamat and other flying hives of its kind. Most Sky-Ants live a viciously piratical lifestyle, which includes raiding and extorting skylanders. Those hives willing to trade and bargain do present a rare opportunity for skylanders to leave their native islands and see the world, however. Some skylanders have even joined Sky-Ant crews themselves.

Skylanders hold the gods Yggdrasil, Brusoil, Kronals, the Heart of Song, the Star Maiden, Katha the Many, the Wayfarer and Zorox Unslaad in special esteem.

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Beastlanders:

Humans living in the Clouded Lands are known as beastlanders or cloudborn. They are found across the continent, with the largest concentrations found on the Hive Coast. The human population has still not fully recovered from the shock of the Black Plague and decades of war. Outside the Hive Coast, humans tend to live as slaves or subjects of various warlords and monsters. Independent human bands are generally warlike and wary of outsiders to survive on a harsh and monster-infested continent. As a result, human culture and values in the Clouded Lands are often more hierarchical, brutal and cynical than elsewhere. Dream Canidae bonding with beastlander humans often take on a more savage aspect as well.

Regardless, beastlander humans have great respect for the Sea-Ants of the Hive Coast. The ruins of fallen Hives on the Coast are taboo and off-limits to many bands and tribes out of respect for the fallen beacon of civilization on the continent. Human legends center around the War for the Hive Coast and the Battles of Tamvatra, with many chiefs claiming Legendary grandfathers or grandmothers from either side of that battlefield.

Beastlanders are famed for their skill at taming some monsters, including wyverns. Wyvern-riding marauders can sometimes range as far as the Hot Lands and Stromhiem in search of plunder and loot. Beastlander chiefs seek to win a wyvern mount for themselves to strengthen their authority. Beastlander cuisine is also heavily rooted in the meat and organs of monsters, which are believed to bestow a portion of their might upon their consumer. Beastlanders often send gifted youths to study at the White University of Wisdom, though they value practical and martial magics such as Vigor cultivation over more esoteric pursuits.

Beastlanders worship the gods, with bloody sacrifices thought to be the most appropriate way of doing so. Most commonly, they serve the gods Yggdrasil, Kronals, Aekidir, the Hollow God, Vanti, Azrull, the Whisper, the Ember, Loppu Sinfonia, Lazat and Zorox Unslaad.

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Ogres:

Ogres are cannibalistic infiltrators resembling stocky and ugly humans, created from humans after the Exodus. They are mostly indistinguishable from ordinary humans and may live among them without detection. Ogres are drawn to masquerade as great warriors and heroes in order to put themselves into positions of power and authority, so that they may trick their human followers into their cookpots. Ogres grow in power by eating humans. Most famous of all Ogres is the Legendary Hródr Greatgirth, who succeeded in devouring part of the demigoddess Embla before being slain. Ogres re-enact Hródr's famous feast in secret rituals when gathered in larger numbers.

Ogres are far more cunning than their brutish appearance suggests, and as such often underestimated by their seekers and opponents. Paranoia over Ogres has led to some human communities to murder misshapen or unusual-looking babies at birth and to shun outsiders thought to look suspicious. Ogres may reproduce with ordinary humans as well as each other, with the traits of an Ogre usually not noticeable until puberty, if even then. Despite their monstrous nature and ruthlessness, Ogres share the talent for growing things and pleasure in nature found in ordinary humans.

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Äegridas:

The Äegridas are children of the Lesser Trees of Life resembling human women with green skin, whip-like antennae and glowing green eyes. They have a strong affinity for magics of wood, earth, light and water, as well as a talent for growing things inherited from their human heritage. New Äegridas are born from the Trees in Askrheimr and Emblatha in small numbers every year. They do not need to eat food, though they can, and prefer to sustain themselves on sunlight, water and nutrients.

Though mostly human-born, Äegridas can reproduce with any species, spawning Äegridas taking after the 'father'. Äegridas live for up to a thousand years. At puberty, they begin to emit pheromones making them irresistible to others; by necessity, they've developed means to dampen these pheromones to avoid conflicts in their communities or danger to themselves. Äegridas are peaceful by nature, only defending themselves if attacked. They adapt quickly to the culture they find themselves in.

It lives! Very slowly. Do comment if I've overlooked something or you have questions about humans!
 
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I almost forgot about this! lmao
Of all the races in Aebrirea, are humans the most widespread?
 
Well, there are still a few more updates until it fully ends, so you just have to push it a little bit longer. Still, every update is a gem.
 
It makes me very happy to see that two very minor acts I authored, teaching Embla about mystical architecture and making the Staff of the Stone Dancer, have had such an enormous effects on the way the city of Emblatha grew and how it is still shaped to this day.
 
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