Cultural Groups

Cultural Groups
People live in highly variable places across the known world and exhibit a diversity of cultures. Some documented cultures are listed below and sorted by location.

Dust Sea Headriders
Nomadic desert people who have domesticated telekinetic heads for all purposes. They embrace the ephemerality of the world and seek not to remember the past.

Flayfish Fenrirs
Swamp dwelling aquaculturalists who graft the skin of electric fish to themselves in a coming-of-age ritual. The painful act prepares them from the rest of their lives.

Peritelmic Industrial States
Some of the few industrial states of the world. Cities run on living batteries, their civilization having discovered electricity before coal. The ruling class have grafted themselves to immmense metal constructs.

Nymphs of the Fluke
Insect-worshipppers who assume the forms of their sacred animals by taking their limbs, antennae, and wings. The eldest among them are allowed to ascend to full bughood by the lethal touch of a ghoststar.

Fleetgardeners
People who have tamed gargantuan heads which subtend their cities. They farm parasites and hunt the most virtuous among them to ensure their glorious reincarnation.

Kágass Drakeaters
Beast-hunters who travel the end of the earth to find and kill the greatest animals, hoping that they will reincarnate as people to lead the world into a new golden age.

Stilt Gauchos
Hair steppes ranchers who live in stilt-top cities. Masters of domestication and travel, they ferry those mad enough to purchase their service on the back of colossal tickspiders and trainsnakes.

Tressweavers
Deminuitive folks who weave the hair steppes' growths into their buildings' foundation, thus making the only true standing cities in the steppes. They believe in a god of names, one who is simultaneously eternal and non-existant, ethereal and tagent, lucid and dreaming, dead and alive, real and fabricated.

Wyrm's Banks
Bank-complexes acting as semi-autonomous communities and ghettos where ever they lodge. Their paramilitant clerk-priests are known well for their zealous devotion to the profit-god of margin and ledger.

Glasswalkers
Pastoralists in an inhospitable glassed wasteland. They revile their pantheon of fungal gods for bringing them into existance, and seek their end.

Ashsparge Quarriers
Hyper-isolationist kingdom in the heart of a stirring mud-volcano. They worship the blind moron gods of molten silt, the last of which seethes the stone of their settlements.

Parchrinds
Pumice-glacier dwellers in a caustic hypersaline lake. They serve the god of searing waters by melting their own flesh and bone in a cruel suicidal sacrifice.

Trenchmen
Begrudgingly belligerant, they are the only people standing between the skinparters and Adustia, constructing unfathomable trench-cities. Their timeless last-stand has endured thousands of generations, and lest Adustian civilization be extinguished, must endure thousands more.

Fractal Skinparters
Hive-minded raiders who assume many different bodies, all possessed by an undergronud fungal network where their true conciousness lies. Feared and hated across the known world for kidnapping children.

Umbral City of Idbëk
The oldest city of the known world, but the newest among the trans-Idbëkian atria. Those who live here worship a powerful and immense fungal superorganism which makes everything for them - from food, to clothes, to kin.

Church of Star Communion
Wall-side seat of the zealous orthodox sect of starhailing. The inhabitants fish for food in the skysea and travel to the ground by a pulley system driven by beasts of burden and captured slaves. They seek to be reborn as stars by being consumed.

Empyrean Dynasties
Ancient dynasties withering in the Stellar Skychain's shade. They partition their plateaus into numerous lordships, all vying for eachothers precursor ruins. Radiant paladins roam the country, excorsising spirits with boundless cruelty.

Krāñatā Gore-Court
Despotic fishers who live atop a half-lucid supercomputer. Lords of the court prolong their lives by altering and implanting the stem-cells of foetuses, infants, and adult marrow.

Blazework Clans
Alchemical family clans who live on the remnants of a volcanic island at the edge of the lucent zone. Prodigial in the art of gunpowder-making, their fireworks and missiles dwarf even the sunspire's radiance.

Great Generator
Industrialized floating city at the edge of the killzone using focusing glasses to boil water for endless electricity. They are the last heirs of the first peritelmic states, long destroyed in generations of halogenic strife.

Balefire Archipelago
Doomsday-preppers who live south of the wall. Ferociously guard their abundance of precursor relics, chief of which is a miniature sunspire, located at the zenith of the islands.

Fleshcrawlers
Flesh-mech wearing pastoralists who live in eastern wall-side settlements. They ritualistically consume hallucinogens to receive prophetic dreams from a realm beyond time and space.

Profane School
Heretical starhailers who seek to join the stars by flying to the skysea physically, not by offering their flesh and blood for them to consume. Masters of telekinetic flight.

Starslayers
Powerful telekinetic sorcerers who seek to bring down the very stars for abandoning the known world. They farm a race of nerve-stapled humans to harvest their bodies as magical catalysts.

Fellstar's Spawn
Underwater city sprung around a still-living star which fell from the skysea. Telekinetic domesticates are used to form an air-dome in which the people live.

Elusive Cyr
Roaming city suspended under the skysea by a system of enourmous airsacks. They drive their city and light their way with goaded sky serpents and imprisoned stars. Frequent cullings are necessary to keep the city buoyant.