The Remains of a God

The Remains of a God: A Brief Overview of the Races of Godsbane
An Academic Work by Grandscholar Darylias of Lyrios, Published 1F4142

Introduction
To study the races of Godsbane is to better understand ourselves, our cultures, and indeed the very world in which we reside. It is to better understand what it means to be human, what it is for a god to die, and what it is to be human no longer. The relationship between gods and men is a complex interplay of emotions, desires, and ambitions that dance together in a chaotic song of life and death. The various races of the world are a product of this unpredictable dance, and undeniable proof of the power contained within a god’s death. These races are the last remnants that the Dead Gods have left behind upon the face of Godsbane, the fingerprints that have remained to linger upon the world they have abandoned.

To begin our study, we must first go back to the beginning, to the creation of man. No matter what your views of creation are, credible scholars all agree on one undeniable fact: mankind was created. Whether by a singular all-powerful creator god, or by the united efforts of the gods who walk the world, mortal man is the product of divine creativity. Thus mankind, humanity, was brought forth upon the world. Humans were the first among the races, and many argue that they are the most pure among all races. It was humans that first spread across the continent and it is from humans that all other races come forth. So how did mankind come to be splintered into the wide array of races and peoples that walk the world today? Quite simply, it all begins in death. It all begins with corruption.

Corruption
Little is known or understood about the process of corruption. The most that can be reliably known of the event is that it is the moment of transition wherein a dying god’s essence is transferred into a group of mortal recipients. It is an extremely rare event that usually occurs amongst the outcasts of any given culture, far from the prying eyes of civilization. Thus, historical records of the process are few and they usually tend to be an oral tradition passed down for a handful of generations before being committed to written word. The primary focus of these documents are cultural and religious in nature, and indeed these accounts often get grafted into the holy texts and hymns of the regional religions. It is therefore unsurprising that these texts lack the academic and metaphysical details that the scholarly minded would hope for.

The clearest and most well-documented case of corruption, poetic though it be, comes from the Brysth corruption account, The Sacred Stones Sunder. According to the account, a large tribe of nomadic hunters along the Frozen Shore found themselves caught in a devastating blizzard. Within a few days, with supplies quickly dwindling and the death toll rising by the hour, they called out to any and all gods in their prayers. They were answered by the goddess Ilenya who came to them, propositioning the hunters with a pact between themselves and the goddess.

She had long been seeking mortal death, an escape out of a world of pain and monotony. According to her, the only way for a god to die was through mortal assisted suicide, to willingly pass along her identity and her sin to the helpless hunters in exchange for the permanent extinguishing of her life. She warned them that mortals were incapable of bearing the burden of divine sin unscarred and that the process would change them in unpredictable ways. The account continues on to say that the hunters eagerly took her up on her offer, lest they all die in the wilderness. She then supposedly convinced the entire tribe to take an oath confirming their willingness to bear the goddess’ burdens and sins “from this moment until forevermore”. Upon completion of the oath, the goddess began to wither away before their eyes, rapidly shriveling and decaying until all that remained standing was her skeleton which promptly burst into flames. At this exact moment, it seems all of the hunters became consumed in flames themselves and experienced an excruciating pain from deep within that spread it’s way outwards. When the flames died, the hunters emerged changed. No longer were they human, but instead stony creatures immune to the cold and wind that had been plaguing them. As for the goddess, all that remained was a pile of ashes that quickly vanished into the wind.

I would highly recommend any scholars interested in a deeper historical understanding of the process of corruption to study the various cultural accounts themselves, as this brief overview is merely for academic exposition and hardly exhaustive. Regardless, this rendition of the Brysth corruption account is where most scholars base their studies and hypotheses. Though the text is poetically hyperbolic, many of the occurrences within the text can be cross-referenced with other corruption accounts to confirm the validity regarding specific facts about the process. The Shulran corruption account, for example, also speaks of a need for a grand corporate taking of oaths. The Vassati account speaks of a “great hellwind” that “consumed the flesh of gods and men alike”.

Thus is the extent of our scholarly knowledge when it comes to corruption, the rest being left to the winds of speculation and assumptions. What can be certainly known is that humans, usually finding themselves in dire need or on the verge of a mass death, reach out in great desperation to any gods willing to grant aid. A god in search of  death then appears and, taking advantage of the situation, brokers a deal between himself and the group in need. The god promises them aid in the form of new bodies and adaptive abilities through the process of corruption. The humans must then agree to assist in killing the god by vowing an oath to bear the god’s sins, thus freeing the god of his curse of immortality. This is then followed by both parties being consumed in flames, one emerging dead, and the other emerging as new creatures.

To most laymen, this is satisfactory enough as an explanation. But for scholars of the Academy, Observers of the Arcane, and the religiously devout, many questions still remain. Is the process of corruption truly the only way for a god to perish? Why do all corrupted races emerge vastly different in appearance and ability? Are these appearances and abilities determined by the god, the mortals, the environment surrounding them, or some combination thereof? Or are these new traits entirely random, inherited as product of pure chance? Can an already corrupted race be corrupted twice over, or is it a process only applicable with humans? Is such a thing reversible? Has a reversion of a corruption ever been attempted by other gods? The answers to these questions are outside of our grasp and they may forever remain so. Until then we content ourselves with studying the tangible races left in the wake of divine deaths.

Origins
Upon the dawn of Firstfall humans walked alone across the face of Godsbane. After the end of the Unfallen Era, in the aftermath of the Great Gods’ War, the gods vanished and went into hiding, not to be seen again for roughly five hundred years. Thus for the first five hundred years of the era, known as the godless age, humans remained the sole inhabitants of the land as they rapidly spread across it. However it was not long after the gods finally resurfaced before the first corruptions would take place, and the racial landscape of Godsbane would be forever changed.

In 1F552, the city-state of Beyren split along religious lines into two opposing people groups. One held to the traditional Beyrenian beliefs surrounding the Creator god, while others saw the return of the gods as a sign that they had been deceived into believing lies regarding the creation of man and holy rule of a Creator god. Civil war broke out, eventually forcing the rebellious half of the country southward into the deserts where heat and famine began to kill by the thousands, sometime around 1F554. This weakened the morale of some, who claimed that the gods were no longer worth fighting for. Unable to bear the suffering any longer, they called out to the gods for aid, and were quickly answered by two gods who both offered them the salvation of corruption.

The gods in question were the brothers Karstom and Kaslilth. Both heavily petitioned the people of the Beyrenian rebellion to try and win them over for their own, each fearing that if their opponent won the crowd over, they would lose their own opportunity for corruption and thus be forced to seek out new hosts. Karstom attempted to rally the crowd into action, promising them the blessings of new bodies and strengths with which they could use to launch a holy war against Beyren in retribution for their lies and deceit. His call to arms garnered hefty support from the more radical or the rebels, but also sizeable objection. While many of the rebels sought to undo their Beyrenian brethren, many did not desire any further violence, simply desiring to live peacefully and quietly away from oppression of Beyren. Kaslilth reportedly leapt onto this reasoning and tried to win the crowd over in his favor, promising them new bodies with which to endure the heat so that they might live at peace in the desert. Unsurprisingly, many of the rebels objected to this proposition as well and the camp proceeded to descend into chaos. The accounts differ as to how long the infighting lasted - a fortnight according to the Vassati account, and a month according to the Rajreki account - but both account agree that eventually the rising heat and soaring death counts drove them to accept a compromise. The rebels would agree to separate along philosophical lines, and forever live apart from one another in separate lands as separate peoples. Thus, the dispute having been settled, they gathered together as a united people for the last time, one half gathering around Kaslilth and the other around Karstom, and there they gave their oaths and received their corruption. The event has come to be known as “The Twin Corruptions” among historians. The former humans emerged as two new peoples, the first of the new races to walk the earth: the Vassat and the Rajrek (commonly referred to as the Locusts and the Tribe Folk, respectively).

Appearance & Traits
Out of every known corruption that has thus far occurred, none has more changed the appearance of its subjects than that of the Vassati corruption. The men who entered into the oath emerged as towering and imposing man-shaped insects. The average individual stands at an impressive 17 and a half hands tall (roughly 6 feet for any southern readers) although it is not uncommon to reach up to 22 hands (roughly 7 and a half feet). As for their bodies, their “skin” is composed of thick durable plates of jointed chitin that serve as a protective exoskeleton which acts as a natural armor against attack, as well as a surprisingly effective insulator against heat. The typical exoskeleton is usually a nondescript shade of brown, but many Vassat also bear green, red, yellow, black, and white exoskeletons. The average Vassati individual also tends to be solid colored, but on very rare occasions some may find themselves patterned with two or more of the naturally occurring colors. This is deemed to be extremely desirable in Vassati culture and it is not uncommon for the more wealthy among society to imitate this ideal by applying body paint upon themselves in intricate and colorful patterns.

Most are also born with a set of iridescent wings attached to the shoulder blades and draped across the back. The size of the wings varies wildly from individual to individual and is not uncommon to be born without them, something that is often considered to be a shameful trait. On the other hand, the larger the wings and the more iridescent, the more attractive an individual is thought to be. It should also be noted that although winged, very few Vassat actually posses the ability to fly, however those rare individuals who are capable of flight are often revered, respected, and considered to be the pride of their community.

In addition to wings, they also sport four short antennae along the brow rides of their head, two above each eye. The eyes themselves have remained relatively human in appearance with small circular pupils set inside of immense yellow, green, or grey irises that dominate the rest of the visible eye. The rest of the face, however, aside from its general shape, has not remained human in any way. There is no nose, and the mouth is instead replaced by a series of articulating digits that drape over the mandible and can be used to take hold of food and direct it into the mouth. This configuration can make it extremely difficult for the average Vassat to speak any variation of the common tongue, as the anatomy of the throat and mouth makes it nearly impossible to produce such sounds. It is only after many years of hard study and practice that the aspiring Vassati interpreter or linguist is capable of mimicking the sounds of any other spoken language.

Though some may consider the Vassati appearance to be gruesome or unpleasant, the practical benefits of such anatomy cannot be denied. And despite the general fear or distaste most other races bear towards the Vassat, one cannot deny the impressive hardiness and resilience of their people.

Location and Culture
The Vassat, as most other races, have remained in relatively the same location since the advent of their corruption thousands of years ago. Finding themselves uniquely suited to the intense heat and dry climate, they quickly spread across the deserts of southwestern Godsbane, building their own civilization and founding the nation now known as Sátak. The Vassat are generally viewed to be the “least pure” of all races by the vast majority of human cultures, due to their appearance bearing the least resemblance to their original human form. As such, they bear the brunt of an unimaginable amount discrimination and typically find themselves unwelcome in most other parts of the world. As a consequence of this, most Vassat are extremely resistant to the idea of travelling outside their borders and remain heavily skeptical of any outsiders. This has lead to a very insular culture, hidden away from the rest of the world in such a way that has left scholars with frustratingly little information about their day to day lives.

What we do know however, is that as a people, the Vassat place significant importance on the values of honor, loyalty, family, valor, and nobility. As a result, the Vassat are fiercely protective of their own, especially their immediate and extended families. They will usually defend one another to the death, and without question if need be. Due to these cultural norms it is also rare for infighting to occur. To fight, thieve, or slander against one another is to dishonor the entirety of the Vassati people, and to dishonor the Vassati people is a crime punishable by exile to Dakmet-vi, or “the Land of Dead Men” as it is known in the common tongue. The alternative method to settle such disputes is a duel of honorable combat between the offending parties, ending only upon the death of a combatant. To accept the dual over exile is viewed to be more noble of a decision. For more extreme incursions, the Vassati government has even sanctioned an organization of assassins and charged them with guarding the honor of the Vassati people. They are contracted to hunt down and execute any individual who has in any way brought severe dishonor to their people by murdering, adultering, or raping one of their own. Thus, it can be said that the way in which the Vassat relate to one another is indeed volatile, but also extremely structured and saturated with respect and care.

How they relate to those of other races is an entirely different story however. The Vassat bear a strong suspicion of outsiders, and though they will eventually accept individuals of other races into their community and treat them with respect, it is by no means a quick process, often taking many years to earn their trust. In general, however, to associate with outsiders is deemed to be distasteful and is strongly discouraged, unless the association in any way brings a practical benefit to the Vassati people. This includes those with vocations such as traders, diplomats, and their interpreters, whose direct involvement with outsiders yields practical benefits to the people as a whole. Anything outside of this however, is frowned upon. Thus it has been incredibly difficult for scholars and historians to learn much about the Vassati culture and their day-to-day life, and what little we have learned throughout the centuries has mostly been through their merchants and refugees. Yet despite the insular nature of their culture, we scholars remain hopeful and eager to learn more about their rich and vibrant lives as the years roll by.

Origins
The Rajrek were the second party present at the Twin Corruptions, covered earlier in the text. According to their corruption account, following the events of their corruption, the Rajrek encouraged the Vassat to come and feast with them one last time in honor of all they had gone through together. The night was spent in equal parts celebration at their newfound liberation from the tyranny of Beyren, mourning at their inevitable parting of ways, and wonder at the new forms and abilities they had been blessed with. It was a long raucous night filled with music, bonfires, and dancing, but it wasn’t to last. With the rising of the sun the next morning, the Rajrek gathered themselves together, bid farewell to their Vassati brethren, and left the desert sands to head north to their new home. They left in pursuit of a grudge against Beyren, they left in the pursuit of blood.

Appearance and Traits
Unlike the Vassat, the Rajrek emerged from the flames of corruption with a relatively human appearance. Their skin was now the color of bronze and their hair various dark shades of black, brown, red, and in exceptionally rare cases, muted purple. It is also not uncommon for the average Rajrek to bear lined, dotted, or mottled patterns across their skin, particularly along their limbs, neck, and temples. These patterns, referred to as the Rajrek as “beauty scars”, always share the same color as the individual’s hair. Likewise, the iris of the eyes also share the same color as the hair and markings. These markings are thought to be attractive and the more prominent and numerous the marking, the more attractive an individual is perceived. Like the Vassat and their body paint, many Rajrek who lack these markings will often use sharpen reeds to embed ink under their skin in a process they call “ink branding”, in an effort to emulate the visual aesthetic.

In terms of physical build and stature, the average Rajrek stands about as tall as the average human, yet tends to be more graceful and powerful. The men generally develop more muscle and stand larger than the average human, yet are surprisingly swift and agile on their feet. The women, on the other hand, are thin, lithe, and nimble, yet deceptively strong. This makes the men fantastic warriors in close quartered combat, and the women tend to be exceptional hunters and assassins. This amazing agility, strength, and graceful movement is thought to be due to an increased suppleness in bone structure, a greater range of motion within the joints, and a greater density of muscle fibers. Another contributing factor is that they have slightly longer limbs in proportion to their body in comparison to humans, however the difference is fairly slight and goes unnoticed by most.

The Rajrek also possess an incredible hearing range, able to detect sounds from much farther away than all other races. They also enjoy a vastly superior and greatly keen sense of eyesight, able not only to spot small movements from greater distances, but to also maintain adequate vision in environments far too dark for the average human. All of this together proves invaluable while hunting prey, detecting intruders, or laying siege to enemy armies. As a result, this has caused Rajreki armies to become the most feared and respected in all of Godsbane, but also the most desired and sought after when in search of mercenaries.

Although they face discrimination from many humans (as most races do), many humans find the Rajrek altogether attractive, possessing a very exotic and desirable form of beauty in their bronzed skin and graceful movements. This has even lead to many touring carnivals to eagerly enlist Rajreki acrobats for use in their spectacles. What few outsiders know however, is the danger and viciousness that lays just under the surface, like a serpent waiting to strike.

Location and Culture
Upon their parting of ways with the Vassat, the Rajrek headed north into the vast swath of grasslands, savannahs, and steppes that separate the North Sea from the Central Sea, driving out the roving bands of nomadic hunters that they found there in small bouts of guerilla warfare. Like the Vassat, after claiming the land for their own they founded their own nation, the nation of Jedar, and there built their own civilization. This placed them in close proximity with the nation of Beyren to the north, their sworn enemies, whom they fought for a few millennia until the conflict died down into an uncomfortable truce. This also placed them in a powerful position with access to ports on both the Central and Northern Sea, as well as controlling all land (and therefore trade) passing from the north to the southwest of Godsbane.

The Rajrek, above everything else, place a high value on harmony and oneness with the land, and live life by what they call “the nine walking ways”. Bearing a strong affinity with nature, they view themselves as equals with the beasts and prey of the savannah, as well as patrons and caretakers of the land itself. That beings said, they are by no means pacifists and scavengers. Among their philosophical values is the pride, thrill, and sportsmanship of hunting, warfare, and domination. They view the practices of hunting and combat to be a test of one’s mettle, endurance, and physical limits. Thus, although they view themselves and the gazelle as equals and kinsmen by nature, they view their hunting of the gazelle to be a sportsmanlike and honorable test of physical prowess. Therefore whoever succeeds, the hunters in dispatching their prey or the prey in escaping its pursuers, is held in high esteem, praised, and is viewed to have succeeded a test in “nature’s arena”. Likewise, their affinity for nature does not prevent them from tilling the soil and gathering their harvests. Though they view themselves as caretakers of the land, they hold the fundamental belief that the land is meant to, in turn, take care of it’s caretakers. Thus the Rajrek sow and reap much as any other civilization, with one notable difference being the establishing of specialized watering holes and grazing fields far out in the wilderness for the sole purpose of providing food and water for the beasts of the land. These grazing sites are maintained year-round by a small permanent tribes of Rajreki entrusted to the task. To be permitted the privilege of seeing to such grazing sites is viewed to be the highest of all possible honors that can be bestowed upon a Rajrek.

In regards to how they relate with one another, the Rajreki people are unnaturally jovial and amiable with their fellow kinsman. The Rajrek enjoy an easygoing social culture and greatly value one another’s time and talents. As a result they are a festive people, enjoying frequent nighttime carnivals in the midst of their great bazaars where they put on fantastical displays of acrobatics, dance, fire play, percussion music, and wrestling.

The differences in physical traits between Rajreki men and women has also lead to specialized gender roles within Rajreki culture. The men, being large and muscled, spend much of their time as builders, movers, warriors. All construction and military needs are handled by the men, who spend their lives engaged in hard labor. In times of peace, most men also enlist as mercenaries to earn money for the Rajreki people. The women, being swift, nimble, and stealthy, usually find themselves as hunters by trade. Indeed, the role of hunter in Rajreki culture is exclusively occupied by women. The grasses of Jedar are continuously roved by large bands of women in search of prey. These hunting parties can be up to 100 strong and can stay out in the wilderness for months at a time with only brief return trips to bring their spoils back to the cities and tribes. This role is invaluable, as the Rajrek do not practice the keeping and breeding of livestock, instead preferring the honor of hunting their prey themselves. Thus, women serve as the providers and men as the defenders. Although, it should be noted, that women also exclusively serve as assassins when the need arises due to their amazing skills in stealth.

In regards to outsiders, the Rajreki are fairly open and accepting of other races, though they remain slightly bitter towards humans due to their longstanding feud with the nation of Beyren. Despite this, they still accept most humans into their lands and they maintain a healthy political and trade relationship with the humans of all other nations. Though they prefer living in community with one another, they have been known to accept members of other races into their tribes and cities, provided those individuals share the same values regarding life and nature. This is fairly rare however, and although foreigners do exist within Rajreki communities, most races find it difficult to adapt to Rajreki culture. There is also little stigma against leaving the Rajreki people to travel the world provided that they, as Rajreki people, don’t let their values become corrupted. Therefore many Rajrek live abroad in other nations, though most eventually return home after some time.

Origins
Seeing as the Brysth corruption account has already been sufficiently covered earlier in this very text, there isn’t much need to consider the Brysth origins here. However, there are still some valuable bits of additional material regarding the context surrounding the Brysth corruption that I believe many may find helpful and informative.

The Brysth corruption account is believed by most scholars to be the most complete and detailed of all accounts, although there are still minor errors that must be addressed. Within the Brysth corruption account, the author mentions that nothing of the like had ever been seen before on the face of Godsbane. This is of course untrue, as the Twin Corruptions in 1F554 had preceded that of the Brysth in 1F632. It is unfair to place blame upon the original author for this anachronism, as this was a time when mankind was still spreading and settling once again across the face of Godsbane after the great hellwinds that marked the end of the Unfallen age. The world’s population at this time was relatively small by today’s standards and most civilizations were either still travelling to new lands or were relatively small and insular, cut off from each other, even within nations and people groups. That an incredibly small group of nomadic hunters along the Frozen Shore had not yet heard of the Twin Corruptions is unsurprising and expected.

Another aspect of this corruption that is utterly unique to the Brysth is the vastly underwhelming size of the corrupted party. According to the account, written by one of the men present, a poet by the name of Thóryll, the entire hunting party was composed of a mere 22 individuals. 17 men and 5 women. Even more surprising is the fact that they managed to survive and endure to walk the earth today. The blizzard in which they were initially caught did not let up after their corruption, but rather intensified and marked the beginning of a harsh and unrelenting winter. They set out to return to their village, yet despite their newly acquired attributes, six of them perished during the journey. Upon arriving at their village, they found that all but four of their human kinsman had perished in the snow. The winter was no kinder the following months, and when the snows finally relented, every human had died, and only 11 Brysth remained. Yet despite near extinction of both the humans and Brysth across the entirety of the Frozen Shore, the remaining Brysth survived as did pockets of humans in other villages. And today the Brysth are as healthy and plentiful as can be.

Appearance and Traits
The Brysth, also known as Stone Striders, stand at an imposing height, towering anywhere between 21 to 30 hands high (7-10 feet). They are also incredibly dense, weighing between 40-60 stones (560-840 pounds for any southern readers). Their thick skin is composed of a strong and impenetrable barrier of unknown composition. It bears an uncanny semblance to rough weathered stone, but is stronger and more durable than even that. This stony exterior is usually various shades of grey but it is not uncommon to see variants of black and brown, or in rarer cases, rust colored or a quartz-like white. Much like stone, many Brysth bear marbled, veined, and speckled patterns across their exterior in various colors ranging from black and white to gold and silver. The whites of their eyes are non existent, instead replaced by a pupil and an unending iris that is usually gold, grey, or brown, although blue isn’t unheard of.

Despite their height, their proportions and build are roughly that of a human, and despite their weight, they are quite swift once they’ve gathered up speed. Gathering such speed can take a while to work up to given their weight, but once a Brysth has settled into a sprint they are nearly unstoppable, and are devastating if barrelling through enemy armies. It’s even been said that a large Brysth in a full sprint is enough to burst through a reinforced stonework wall. Given their extreme mass and reinforced exterior they are easily the strongest of the races, though nimbleness and swift reflexes are qualities which they find physically impossible.

While their thick and bulky exteriors may seem the perfect blessing against harm, it can also be the cause of extreme harm in and of itself. Unlike the Vassat, whom have a thick exoskeleton, the Brysth’s exterior is not a support in and of itself. The Brysth possess an internal skeletal system and although the bones are well protected by their stony exteriors, if a bone were to break, the incredible weight and mass of the exterior then pushes down on the fracture with unimaginable force. The bone, already broken, is usually unable to support such weight, and splinters. This, although incredibly rare can prove excruciating, and even deadly if in the absence of healers.

Another, albeit slower, downside to this thick rocky skin is the fact that it thickens with age. A newborn Brysth has skin as soft and malleable as a human. Over time, this outer layer thickens and calcifies into a protective layer. Yet as a Brysth ages, the thickening hastens, working it’s way progressively deeper into the flesh until it begins to interfere with joint movement, basic mobility, and sight. Thus, the usual cause of death for an aged Brysth is usually suffocation or heart failure as the stony exterior thickens down to the deep tissues and organs. The process even continues after death, solidifying them to the core and preserving them.

Location and Culture
The Brysth have mostly remained along the Frozen Shore ever since their corruption, and even declared the land as the independent nation of Ysbrin when all other surrounding nations admitted they had no desire to rule over the barren wastes of the Frozen Shore. Though they originated at the far western side of the Frozen Shore, they have spread across the entire breadth of the northern part of the continent and even own land as far south as Safe Harbour Bay. To the east, they spread as far as the Far Flung Isles, which remain contested territory between Ysbrin and Westwall. Though they mostly live among their own in the north, a small band of Brysth also live in the northern stretches of Heartwood along the Ysbrin border, between Brushwood Forest and Two River Copse.

Though undoubtedly the strongest of all the races, the Brysth hardly ever resort to violence, using their strength mostly for hard labor such as mining, tree felling, and construction. The Brysth only ever resort to violence as a last resort, instead preferring diplomacy and negotiation. In general they are a very stoic, pensive, and wistful people, fond of poetry and philosophy. They are always eager to enter into religious and philosophical debate and greatly enjoy discussing morality, purpose, divinity, and futility. Indeed, although known for their strength, the Brysth are a highly intelligent people, quick to be lost in introspection and quiet thought.

In regards to community, the Brysth have preserved a practice held by many early northern cultures, that being the leadership of elders. Each major city and village is overseen and given guidance by the elders of local families, who offer up their wisdom to younger generations. The local elders usually gather together four times every year in a grand council where they discuss and evaluate the current issues on hand, mining their own life experiences and personal understanding to advise the people in what course of action is best to take. The elders are held in high esteem and their word is taken incredibly seriously. To defy or disrespect an elder is the highest of all offenses and is punishable by execution. The respect for elders is upheld even after the elder’s death, as most Brysth believe the spirits of their ancestors linger upon the earth after death, overseeing the lives of their people in mysterious and supernatural ways.

In day-to-day life, the average Brysth family revolves around the man as laborer and provider, whereas the woman serves as the mother and caretaker. The average man spends his day out working, felling trees, mining, fishing, ect. The woman spends her days raising her children, preparing food for the family, and caring for the sick and elderly of the community. The workplace is reserved as a place for men, not as a show of pride, but as a way to protect the woman from the everyday dangers of incidents such as cave-ins during mining, shattering ice during ice fishing, and tree felling gone awry. That being said, most of the decision making and leadership of the household is left to the man by mutual agreement, although women are encouraged to participate as elders and philosophers.

In regard to other races, the Brysth are welcoming and friendly towards most races, though indeed this doesn’t mean much as the overwhelming majority of Brysth have never met individuals of any other race besides the humans that they share the nation of Ysbrin with. The exception to this is the Thraval, with whom the Brysth have a longstanding distaste for. Though it has rarely erupted into full blown warfare The Thraval and Brysth have been at each other’s throats for centuries over contested land along the mountain range, as well as access to certain mining sites. And although the Brysth of Ysbrin and the citizens of Westwall have long disputed over possession of the Far Flung Isles, neither nation has ever seen it to be an issue worth fighting for and they more or less share equal possession of the land. In general the Brysth are welcoming of foreign guests, though such an event is a rare occurrence, and are usually human delegates from Heartwood, Greystone, or Westwall.

Origins
The origins of the Thraval and their motivations for seeking out a suicidal god first require some background explanation to provide historical context. Following the Beyrenian rebellion of 1F552, and the subsequent Twin Corruptions in 1F554, the nation of Beyren was thrust into volatile and uneasy social seas. While the end of the rebellion had left Beyren with the semblance of peace, the truth remained that many citizens still sympathized with the exiled rebels and doubted the existence of the Creator god. Though not as initially militant in their expression as the rebels preceding them, there grew a large group within Beyren that harbored a disdain and animosity towards the priests and rulers of their nation. This group eventually came to be known as “The Seekers of Truth” sometime around 1F590, later colloquialized simply as “The Seekers”. The Seekers set as their personal goal to question all teachings espoused by the priests of Beyren’s Lord, expose all lies contained within their “contaminated” doctrine, and push towards the knowledge of authentic truth.

Over the course of several decades the tension between the Seekers and the Beyrenian priesthood gradually rose until it reached breaking point and the Second Beyrenian Rebellion, also known as the March of Truth, erupted across the nation in a flurry of brutal warfare in 1F638. The war lasted for 32 years, ending upon the succession of the eastern half of Beyren, the region of Greystone, as it’s own independent nation separate from the theocratic rule. Thus Greystone gained nationhood in 1F670, built upon the principles of truth, honesty, and scholarship.

Greystone quickly became a nation welcoming all who sought to find their own way and discover the truth for themselves. Thus, it was swiftly established as a bustling mecca for scholars, academics, and intellectuals alike. While the people of Greystone grew to appreciate and enjoy this reputation, they were soon to endure the very strife of succession that they had once instigated upon their former nation of Beyren, albeit in a much more deceitful manner. Although they were indeed a nation for the curious and learned, the early Greystone people maintained a strong and clear set of laws which one was not permitted to cross, no matter the reasoning. It was this very moral code, these laws, that began to rub raw a small group of exceptionally curious scholars who were prevented from performing the experiments they so wished to pursue due to the extreme and unethical nature of their studies. Necromantic puppetry, poisoning and infecting living test subjects, live dissection, bloodworks, and the inducing of psychological torture were but a small number of the studies being performed in secret by this growing group of “Sanguine Scholars” as they came to be known.

After several of their order were imprisoned or exiled due to their crimes and knowing they could not continue enduring within the heart of Greystone, the Sanguine Scholars relocated to the mountains in the north of the nation, isolated from civilization and free to perform their experiments in peace. For the people and officials of Greystone however, this was not enough to atone for their crimes. After a raiding party of Sanguine Scholars was captured abducting fresh test subjects from the alleyways of Shaleport, the people of Greystone had had enough, and the time for justice was at hand. A legion of Greystone soldiers was sent to deal with the threat, but found that the Sanguine Scholars had secluded themselves high up in the rocky slopes and were quite well barricaded. Try as they might, the soldiers could not reach them. This pattern of dispatching soldiers to deal with the Scholars continued for years, with varying amounts of success until one fateful day in 1F742 when the soldiers arrived to find that the Scholars had changed, warped into a form that was no longer human. The terrified soldiers fled back to the cities, telling tales of phantoms and ghouls that prowled the mountain crags, all that remained of the Scholars after their experiments had corrupted them.

This of course was not the case, but was the commonly held belief of much of Godsbane for millennia, that the Stone-Maw range was haunted by the twisted and perverted remains of the Scholars. In truth, the Scholars had sought out a suicidal god assuming, quite correctly, that undergoing corruption would drive fear and confusion into the hearts of their harassers and grant them the peace and solitude they had so long sought. Thus, abductions were now attributed to the ghouls and monsters of the Stone-Maws and the Scholars, now transformed into the Thraval, were free from the law of Greystone and the peering eyes of outsiders.

Appearance and Traits
The Thraval, also known as the Pale Folk, are one of the races which have remained relatively human in appearance, although the ways in which the Thraval have changed are indeed quite distinct. They are slightly taller than the average human, standing at an average height of 19.5 hands (6.5 feet). They are also quite lanky, though not to the point of scrawniness, instead possessing an slender but powerful quality about their form and movements. The eyes of the Thraval are usually a deep muted purple, but other various shades of purple, as well flinty greys and icy blues, are not uncommon. Their most outstanding feature however, is the sheer stark whiteness of their skin, which shines the color of freshly fallen snow. Though considered beautiful by some, many humans find such a pale pallor to be eerily haunting and ghostly. This unsettling whiteness and ghostly visage is amplified by the Thraval’s lack of hair, a trait shared by both men and women. No Thraval possesses hair of any kind, be it on their scalp, eyebrows, underarms, groin, or anywhere else across their body, the Thraval are completely and utterly devoid of hair. Also, unlike most other races, the Thraval don’t bear any patterns or designs across their skin, although it is fairly common for a Thraval’s purple spiderwebs of veins to show clearly through their pearly skin, especially among the elderly.

On the surface, this is where the differences between the Thraval and humans end, as the Thraval possess a strikingly human anatomy. Beneath the skin, however, is a different story. Well measured and charted by the Thraval themselves, the average Thraval brain is slightly larger than that of the average human. Likewise, the lungs are larger, possessing greater air capacity, and the veins and arteries are wider in diameter, allowing for a greater volume of blood. The exception to this trend lies with the heart and stomach, both of which are considerably smaller than their human counterparts. The effect, if any, that these differences in internal anatomical proportions has had on the Thraval is unknown as the Thraval seem to function in much the same way as humans.

The Thraval also didn’t seem to emerge from their corruption with any unique abilities or skills, as have many other races. They have no superior physical prowess, no increase in reflex speeds, no refined eyesight or earshot, no increased mental acuity or anything else for that matter. For the Thraval, it seems that their corruption was merely one of physical appearance and nothing more. Whether this was a blessing, curse, or missed opportunity is up for debate.

Location and Culture
As mentioned earlier in our study, the initial Thraval communities were established deep in the crags of the Stone-Maw Mountains just north of Greystone in order to escape from the prying eyes of their neighbors to the south. These small pockets of civilization eventually spread across the entirety of the mountain range, as the Thraval found the quiet isolated peaks to their liking. The Stone-Maws were at that time largely uninhabited do to the cold and harsh conditions, and therefore this widespread expansion went unnoticed. Though they do have outposts dotting the surface, the Thraval expanded their land subterraneously, hewing entire villages, towns, and cities out from the stone itself. This was done largely to help aid in their concealment from unwanted prying eyes, but also served to protect the Thraval against the cold, snow, and icy ravaging winds of the mountain peaks.

Their existence beneath the mountains went undiscovered for such a long stretch of time that when the rest of Godsbane were finally alerted to the existence of an entire civilization replete with bustling cities, just underneath the northern peaks, they were quick to officially acknowledge them as an independent nation. Though not what the Thraval were seeking or desired, they took the honor in stride and began to initiate in trade with the outside world as the nation of Valthan. This was merely a superficial pleasantry however, as they had very little desire to associate with the outside world, and wished to keep to themselves and their experiments within their mountain halls.

As such we know nearly nothing about the Thraval as a people. Their social lives, their religious beliefs and practices, their customs, their ceremonies, and their government all remain shrouded in mystery and secrecy. The little we know of them is gleaned through the brief interaction of their official delegates and traders, though these occurrences are rare as they only dispatch delegates in extremely dire or specific situations, and trade is rare and infrequent at best. All that can be said for certain is that they wish to be left alone. Whether they view the outside world with disdain, frustration, indifference, or flippancy is unclear, although it can be confidently stated that they don’t hold the outside world in the highest of esteems. The search for answers has set many scholars in hunt of their subterranean cities, though most never find their way into the mountain cities of the Thraval despite being equipped with the best expedition teams money can buy. Those that do find entry never return.

Origins
Many centuries passed before another race would be corrupted into existence. Indeed, it was not for another 600 years until a series of fateful events transpired that led to the impetus of a new corruption upon the face of Godsbane: the Shulra. In the year 1F1338 a large sect of worshippers was flourishing in the south of Heartwood, along the shore of the Central Sea, and found itself in the throes of rapid growth and public favor. This particular sect of zealots were nomadic worshippers of the god Trenth, a former Regretful god by nature who was beloved and respected by not only the people, but also by the other Regretful themselves and many of the Weary as well. Every night, Trenth would walk among the people, encouraging, blessing, and uplifting them wherever he went and emboldening them in their faith. Although his followers had on many occasions offered to build a city and temple fit for his glory there on the coast, he admonished them repeatedly, telling them that they day would soon come for them to exercise their faith in him. He told them that they would indeed build their cities, but elsewhere, somewhere they could be alone from the distractions of the world to ponder life and the decisions made within it. So the people held fast to his word, eagerly awaiting his promised signal to act upon their faith. Until he went missing that was.

Trenth, the Regretful god, patron to the zealots of the coast, vanished from the people and walked among them no more. The priests said this was to test their faith and to embolden their adherence to his ways. This explanation did not prove satisfactory to the people however, who began to grow anxious and despairing in the absence of their god. Months passed before the zealots were finally given the answer they had so desperately sought as to their god’s silence. A prophet, known as Aralas, awoke one morning declaring to the people that he had received a vision from their lord Trenth. According to the prophet, Trenth had been away, preparing a new home for his chosen people on the far side of the world, a land of new holy waters. Upon hearing the news, the people erupted into praises of joy, exclaiming that they would join the prophet Aralas in the long and dangerous  journey to their new home.

According to the vision, they were to watch the skies for the Void, and whichever direction it travelled across the sky, they too were meant to travel. Thus, upon looking towards the heavens they glimpsed the Void high in the sky, beginning its journey eastward towards the distant horizon. Eager and passionate, Aralas rallied the people together, and as one they embarked upon their journey eastward to the far side of the world. Though initially encouraged and emboldened, the people grew increasingly weary and disheartened as the exodus grew longer and longer. Not only did the journey take longer than usual due to the sheer size of the group and the goods being transported with them (roughly 20,000 strong and each family with a tent full of belongings), but frequently they were forced to stop due to inclement weather, ravenous wildlife, and disease.

When they finally arrived to the swampy shores at the far eastern coast of Godsbane two years later, their morale dropped to an unbearable low. Not only had the journey been brutal, cutting the group from an impressive 20,000 at the outset of their exodus to a mere 6,400 upon arrival, but there was also no sign of their god Trenth, who had promised to be awaiting them. Also conspicuously absent was the home they had been promised, leaving them instead with nothing but a vast expanse of insect and disease-ridden swamps and marshes.

Understandably, the people despaired, calling out to the prophet Aralas for answers and guidance. He did his best to console them, saying that the best thing to do was to wait for the arrival of their faithful lord, who would surely have the answers and insight they sought. Despite his resolute faith, Aralas fell victim to disease and, after a long period of grueling agony, perished three weeks after their arrival. Thus the people despaired, naming the land “The Weeping Shore” and cried out to Trenth with all the energy they had left. Their pleas fell upon deaf ears however, and it was not long before several of the remaining zealots began to take their own lives before it was taken for them by disease.

It wasn’t until this moment, when all that remained were 2,300 emaciated worshipers on the verge of death that Trenth finally revealed himself to them. To their great dismay he revealed his true intentions, admitting to them his desire for death. He told the people of how he had, with aid from his Bitter brethren, manipulated them in such a way that they would be brought to a breaking point where their desire to survive and feeling of betrayal would outweigh their unwillingness to allow their beloved god to die. Fortunately for Trenth and unfortunately for his people, his plan worked to perfection and the people eagerly took Trenth up on his offer, a murderous rage in their eyes as they burned with the desire to kill the god they had once worshipped - the god who had betrayed them. Thus, the oaths were quickly and curtly performed and corruption ensued in great haste. It was in that moment, in the fateful year of 1F1340, that the Shulra came to walk the earth.

Appearance and Traits
More than any other race, it is the Shulra that most lead scholars to believe that the surrounding environment might have a significant contributing factor into the final appearance of those subjected to it. The Shulra, also known as Mirelings, are incredibly well adapted to their environment and thrive heartily within the swamps and marshlands. They are the only amphibians of all the races, possessing the ability to thrive both within the murky waters and along the surface. Their skin is usually a murky green, but greys, muted blues, and black are also common. It is also clammy and porous, allowing the absorption of water and air if need be.

The Shulra possess two sets of eyelids, the second set being a standard set and the first being a thin transparent set that can be closed whilst underwater in order to protect the eye while still allowing an underwater sight that is unrivaled amongst other races. Additionally, the Shulra are webbed between their fingers and toes, and wear webbed fin-like wings draped along their back which, while quite useless for flight, are tremendous aids for swimming. Some also possess gills along their sides, allowing them a greater capacity to breathe underwater than their un-gilled brethren who simply absorb what is needed through their skin. All Shulra are equipped with standard air-breathing lungs.

While the Shulra do have subdermal eardrums, they do not have ears as they are thought of in the typical sense. Although they can still hear, their hearing ability on the surface is far weaker than that of the other races. Underwater, however, their hearing ability is unrivaled. Some have even used this fact to their advantage, and lie hidden under the water eavesdropping in on conversations being held on the surface, as the sounds become crisp and clear to their ears upon striking the water’s surface. This has lead to many being enlisted as spies and confidants, especially in areas and amongst professions with an abundance of water.

Most Shulra are completely smooth skinned, although some come with patches of scales along the limbs, and some even sport tentacles. Though exceedingly rare, the tentacled variety of Shulra are thought to be exceedingly attractive among the Shulran people. It is unclear what the purpose or function of these tentacles are, as oftentimes they are too short to be of any real use. Those with tentacles usually have a swath of longer tentacles draped across the scalp much like hair along with shorter tentacles that dangle from the jaw, arms, and shoulders. Many who have tentacles along their shoulders frequently have them removed as they often interfere with the mobility and practicality of their webbed wings.

Apart from these differences, the rest is rather human in appearance, proportion, and height. Their appearance is generally found to be enigmatic and strange by humans.

Location and Culture
Despite it’s horrid conditions, the Shulran people have lived in the swamps of eastern Godsbane since their corruption. Much like the Brysth, the surrounding nations had little issue with the Shulran people taking the land for their own, due to the sheer inhospitable nature of said land. Thus the Shulran nation of Ulmura was formally recognized by all other nations in 1F1367. The Shulra were quick to populate and dominate the land, constructing large cities and aquatic farms across vast swaths of swamp. These cities are unique in their architecture, frequently being constructed partially underwater, diving the city into two distinct districts: the Arboretum and the Waterworks.

These cities are usually partially constructed out of the swamp trees themselves, usually using banyan trees as walls or structures. This is interlaced with stonework to form the framework of the city itself. The use of trees in their architecture is why the surface district is referred to as the Arboretum District, whereas the Waterworks District is usually constructed with tree roots, stones, and glass. Typically the Waterworks tend to be residential whereas the Arboretum is regarded as the center for work and military activity.

The Shulra are by no means averse to outsiders, but outsiders are usually incredibly adverse to them. This general apprehension of the Shulra in combination to the harsh conditions of Ulmura, have led to a relatively small population of foreigners within Ulmura’s borders. The Shulra themselves are fairly common and widespread among the southern nations however, typically working as delegates, laborers, or spies. Due to their amphibious nature however, the Shulra find dry and arid environments to be unbearable, and are therefore only capable of living in certain nations. Therefore, although the majority of Shulra regard Ulmura as their home, it is not uncommon to find them taking residence in Milada and Goldwater, and to a lesser extent in southern Heartwood (around the Twin Tears, specifically), along the Lyriosan shores and in the jungles of Wekela.

The most defining characteristic of Shulran culture is their extreme orderliness and organizational nature. Everything from their morality, to their government, to their incredibly well trained military, to businesses, and to families is very clearly and strictly organized with a very strong sense of right and wrong. Most scholars believe this cultural development was derived as a response to their betrayal at the hands of Trenth and is a strategy in which to keep motives and methods transparent to all citizens. Along with this sentiment comes their understandable suspicion of all gods and religious persons. They are by no means an irreligious people, but they instead handle all interactions of faith and divinity with extreme caution, analyzation, and consideration.

Origins
The Osyla, also referred to as the Brittle-Boned, or the Brittle Folk, are arguably the most recent of all races (more on this later) and are indeed one of the most interesting races for us scholars to study for several various reasons. One of the most intriguing aspects of the Osyla is the complete and utter mystery surrounding their corruption. Of all the other races, we have been left varying degrees of information surrounding their corruption accounts within religious and historical texts. Yet regarding the Osylan corruption, absolutely nothing is known, not even the date. It is not that the religious and historical accounts are missing or damaged beyond the point of coherent legibility. Indeed, it seems that the account was never even committed into writing. This is incredibly perplexing, as such a colossal event with such far reaching impacts and implications is of incredible value to all cultures and it usually considered of utmost importance to have a written account for posterity, reflection, or worship.

What we do know is that the Osyla were corrupted by the goddess Elsea, and must have been corrupted somewhere along the Lyriosan peninsula and roughly around the year 1F3327, as it is around this time and location that the local inhabitants first reported the appearance of the strange new race. Even the first generation of Osylan people would not divulge the circumstances of their corruption to outsiders, nor did they pass on the information to their children, choosing instead to take the secret with them to their graves. Though many dedicated scholars still seek the answers regarding this mystery, it is doubtful that any revelations will ever come to light.

Appearance and Traits
The Brittle-Boned have earned their nickname due to their frail and gaunt stature. The average Osylan stands shorter than a human at about 15-16 hands high (roughly 5 feet), and has the appearance being severely malnourished or underweight. This is merely their outward figure however and despite their meager appearance this is normal and is no indicator of ill health. Taken more directly however, the Brittle-Boned are quite literally brittle-boned, possessing a skeletal system significantly more frail than the average human. Indeed, these bones are so weak that even a single forceful blow delivered by the average human is often sufficient enough force to collapse the Osylan ribcage or skull.

Despite this incredibly apparent weakness however, the Osyla are actually quite desirous on the battlefield due to the innate and powerful ability the possess to pry into the minds of unsuspecting targets, an ability they refer to as mind-stride. Starting from birth, all Osylans are endowed with this ability, though they may sharpen and hone it over time if they so wish, just as one were to exercise a muscle. If left untrained, the ability is rather ineffective, giving the user only a general sense of the current emotions of his target. If honed however, the user can sharpen these vague emotions into distinct concepts and are able to discern the thoughts, plans, and memories of their target. It has even been said that, on a few rare occasions, this skill had been so well trained, that it was possible to plant false thought, memories, and desires into their targets. And indeed there is even the infamous tale of the Cavosi Betrayal, in which a Osylan ship captain was reportedly able to take control of an enemy captain and puppeteer him into destroying his own fleet with cannon fire. As one can imagine, this is an incredibly valuable skill, and one much sought after by merchants, royal courts, and military tacticians all over Godsbane.

Though they use mind-striding as a primarily offensive ability, it should be noted that the skill also possesses a defensive side, in which the Osyla are able sense the presence of a mental intruder and may muster a counter effort in order to block them from entry. Thus, entire Osylan wars can be fought without one ever departing from his home. Though rare, there have been several unverified reports that, under the tutelage of the Osyla, other races have been able to develop an admittedly weaker version of this skill for themselves, leaving many scholars to conclude that mind-striding is a skill inherent to all races, but one that sits dormant in the subconscious.

All else aside, the Osyla possess a striking visual quality about them as well. Their skin is usually a deep muted blue although it can be any shade of dark or midtone blue, ranging from almost grey, to almost black, to a shockingly vibrant navy. Most also bear small amber colored markings around their scalps, ears (which jut out and are slightly pointed), necks (which are slightly longer than a human’s), and underneath their eyes. Their eyes are also a vibrant amber and are much like that of a human, save for the whites of their eyes which are instead a dark brown, almost black. Excepting the grey and white brought on by old age, all Osylans have jet black hair that has a slight auburn sheen when catching the sun. Many men prefer to shave their heads and many women prefer intricate buns, although thick braids are favored among both sexes.

In general the Osylan people are thought to be neither attractive nor unattractive by most human races, although they are generally held in high respect due to their acute mental abilities.

Location and Culture
Unlike all other races, the Osyla came into being after all other land had already been claimed and settled. As a consequence, they did not have the leisure of founding their own nation, a fact they seem perfectly content with. As such, the Osyla (apart from humans) are the most widespread of all races, residing in nearly every nation on Godsbane. They are also curious among other races in that they do not hold any particular sentimentality regarding those of their own. That is not to say that they disdain each other, indeed they bear a strong affinity with their families and friends. They simply do not feel the need to be around others of their own race in order to have a sense of brotherhood, belonging, and camaraderie. This is relatively unsurprising as they are the least numerous of all races as well as the most widespread, a fact that makes the formation of Osylan communities rather difficult.

Out of all the races, they are easily the most friendly and welcoming, generally bearing little prejudice against those of other races. As such, they have spread far and wide, and can be found in Cavos, Goldwater, Greystone, Heartwood, Jedar, Lyrios, Wekela, and Westwall. They may also be found, to a lesser extent, in Beyren, Milada, Sátak, and Ysbrin. As a result of being so widespread, the Osyla have little to no culture of their own, instead adapting and assimilating to the local culture surrounding them. This can cause many Osylans to have a stronger allegiance to their host nation or culture than to their own flesh and blood from other cultures or nations.

Due to their unique abilities in regard to mind-striding, many Osylans find themselves to either be the pride or the outcast of their local communities. Many non-Osylans find the mind-striding ability to be an invaluable commodity that can be used for the advancement and strengthening of their community whereas on the other hand, some view it as an incredibly invasive tool that has the potential to violate their own personal privacy. Ultimately, public opinion of any given nation or community plays the largest role in the treatment of the typical Osylan, wherever in Godsbane it is that he might find himself.

Also due to their unique giftedness, Osylans are typically hired for the roles of spies, confidants, military strategists, royal advisors, merchants, workplace overseers, and interrogators. Though it has been known to happen on occasion, it is rare that any Osylan takes up the role of warrior, laborer, or athlete. Those that do usually do not last long in their respective field before the strain of physical endurance becomes too much, resulting in serious injury or death. Thus, over the last few hundred years of their existence, the Osyla have integrated themselves into everyday society and have become a vital cornerstone of most cultures and civilizations across the world. Indeed, it is rather difficult to imagine the world without them.

The Disappearance of Revas
Several expeditions have been launched deep into the heart of Milada in search for answers over the last 40 years, but all attempts have been met in vain. Even the locals, who have lived in the jungles their entire lives, have denied any knowledge of this supposed new mystery race. Interestingly, the only new information unearthed by these expeditions is the increased hostility of the local wildlife over the past couple of decades. How, if at all, this odd occurrence is related to the supposed corruption of a new race is uncertain and still being thoroughly studied in the search of some sort of connection.

Conclusion
Through the inevitable erosion of time and fateful decisions made by men and gods alike, the world of Godsbane has been forever changed. The uprising of entire nations, the blossoming of vibrant cultures, and the eternal passing of ancient gods… all of it has been brought about in this dangerous and complex interplay of emotions, desires, and ambitions. This chaotic dance of life and death, mortality and immortality. Within the study of the various races that inhabit our world, we come to understand the nature of flawed divinity, the nature of flawed humanity, and what happens when the two intersect. It is in this way we observe the lasting legacy left behind by the Dead gods.

And surely, as time goes on, history will only repeat itself, multiplying our mortal diversity until the gods themselves vanish into memory, with only us left lingering as a sign that they had ever existed.