Let's talk about the lore of your world/setting

Let's talk about the lore of your world/setting.
Dwarves were made by the elves out of a magical stone, after a couple thousand years the dwarves rebelled and killed almost all the surface dwelling elves, having most other elves flee underground to live in huge subterranean cities and left the dwarves in the mountains to gather more of the magical stone that allows them to make more dwarves.
What's some of the lore of your setting?

The Old Gods (Titans) waged a war eons ago over the shards of power that became the stars. Stars are the source of all energy, including the magical, so they each tried to hoard them for themselves. At the end, when few Titans remained, they began to grow fearful of even their close allies, and raised an army of living weapons to fight the rest of the war in their stead, which became the New Gods (Dragons). These weapons in turn blessed the mortal realm with life, by taking raw earth in their hands and breathing into them, to make them serve. Elves were wrought from gold, Humans from coal, Dwarves from iron, Gnomes from gems, halflings from clay, Orcs from bronze, etc, etc. These new creatures were given free will of their own so that the Dragons need not command them in battle, but could trust them to wage war on their own. In time, many o f the new beings were driven to extinction. When the last of the Titans were betrayed by Prometheus, who took pity on the mortal creatures who were forced to live and die for the greed of his kind, brought them fire, which inspired them to create, not destroy. Prometheus was killed by the Titans, but the mortals and Dragons revolted, slaying the last of the Titans and earning their right to choose their own paths in life.

The Dragons that remained, knowing their own power, took dominion over the Astral Sea, while the mortals settled upon Gaia. Millennia have passed, and all but the Gods themselves have forgotten the truth.

The humans of the world are not the original inhabitants of the planet. The humans crashed on the planet when their ark ship encountered some kind of cosmic storm that damaged their ship and forced the AI (Arcane Intelligence) to make some difficult choices.

The ship broke into several portions and crashed onto the planet. One of the AIs who was in charge of life support used her nano-machines to try to root herself into the planet and try to terraform the planet as much as possible to make it more habitable for the humans who would be waking from status. In the process she was damaged and her processes were split from her becoming seperate entities on their own and the original AI became dorment as she attempted to repair herself.

Other AIs began to manifest in different ways either do to damage or being seperated from each other so the AI in charge of the ship's defenses split into two effectively becoming two Gods of War (similar to Ares and Athena) The crash sites would eventually either be lost in isolation or form the basis of a new civilization of humans who lacked the full understanding of their own technology causing them to be born into a quasi-techno bronze age where their worship of the various AI systems actually elevated them into Godhood.

Every 3rd tuesday of the month is cocksday in celebration of the penis.

Regular, meat dwarves are actually constructs created by the real dwarves, who are basically part of the machinery of creation and exist to maintain it, in order to better appeal to surface mortals. Especially humans.

Said dwarves are basically regular dwarves+halflings/hobbits+a dash of medieval jew. Super family oriented craftsmen, artisans and bankers that blend in seamlessly with other races while maintaining their own internal culture, and that have thrived living where others don't and doing what others don't like to do

>And such is Ourgos' craftsdwarvenship* that even Diveus admits to need it. The caustic light of the Sun-God would be limited at the horizon of Tallarx, if not for the automata artifact called Aetus Divus. Cast as a huge harpy eagle of multiple wings, each feather is a polished plate capable of independent bristling. United, they reflect all of Diveus heat and light into such a precise focus, that its target shall only glimpse a second sun before being scorched. And despite being wholly mettalic its feathers are made of orichalcum, and so its wing-beat react not against air, but the very mana which permeates Ghara, just as dragons do. It becomes specially nimble at its home among the arcane currents of the Gharian Ring, where it sharpens its beak and talons against adamantine asteroids, digging nests for resting.
>-Delfaiolita Sybilaris, medusa seer of Tallarx

how would the dwarves even catch the elves?

The players are set in a small, fortified, frontier town on the outskirts of the failing orc empire.

Orcs/Half-Orcs: The orcs, until rather recently, were never thought of as an empire building entity. This is because until the last 150 years the Orcs had maintained a very tribal notion of living out on the steppes. However, 167 years ago the orc warlord, Bhurgash Ironfist, realized that how people could carve out an empire from the failing husks of the Bael Turathi and Arkhosian empires. After a brutal 17 year long campaign to unite the orc tribes, the Ironfist was finally in control of nearly all the orc tribes and so he began his assault on the other empires, first defeating the dragonborn then the semihumans. This feat of military strength was completed within only 5 years and the Empire that was created has survived, if only barely, until present day. The Empire initially had alot of human support and as such the remaining humans from the previous Bael Turath empire were absorbed and are now half-orc. Currently, the Empire is experiencing turmoil due to a lack of a legitimate heir and the bastard children of the previous ruler are busy fighting and dividing up the once enormous empire.

Dragonborn: the proud heirs to a noble empire, the dragonborn have a long history of Empire building and the longest continous empire in history, the Arkhosian empire. The dragonborn also have a history of being the "good" guys and fighting what many consider the forces of evil, in ancient days the tyrannical dragon lords and more recently the Tiefling-led empire of Bael Turath. While their power has diminished, their militant history keeps a few dragonborn armies operating out of remote strongholds to this day and many dream of new Arkhosian empire in the near future.

Tieflings: the evil rulers of the Bael Turath empire, the role of Tieflings in the world has greatly diminished and the race itself is almost extinct. The race came about at the beginning of Bael Turath's history as the rulers of the would-be empire made pacts with devils to gain powers otherwise unattainable by the fledgling human kingdom. These rulers became evil tyrants and by the time they meet the Arkhosian empire, their power had grown tremendously and the race was nearly afull quarter of the humans within the Empire. After the fighting began, Tieflings were hunted down and killed by the Arkhosian and Orc armies leaving very few alive. Those who did fled to remote allied towns who saw few of the ravages of war. These Tiefling bastions are almost entirely self sufficient and while the persecution and outright killing of Tieflings is over, they are still looked upon as untrustworthy and evil even if the individual is not.

Hengenyokai: while the Tieflings are the evil rulers of Bael Turath, the Hengenyokai are the good leaders of the resistance. Many humans did not like living under the rule of the harsh and unjust Tieflings and small pockets of resistance sprouted up all over the Empire. The leaders of these pockets eventually began to coalesce together and decided to turn to the spirits of nature for a way to defeat their tyrannical rulers. What they received was a blessing in the form of new powers, specifically the power to turn into animals and use animal traits to enhance their abilities. The blessing worked and by the end of the Empire, the Hengenyokai had reached nearly a quarter of the human population and through their support, the orc conquerors were able to quickly take many strongholds which night have otherwise taken months or years of siege. Many of these resistance fighters and leaders were given prominent positions in the new orc governments and do the Hengenyokai power remains strong to this day.

I realized after i made the setting that it is very edge tastic and furry baity so i scrapped the idea for use and instead use it to see if potential players might turn out to be problematic or cringey, much like the setting i made

By tracking them down and stabbing them

How is any of that edgy or fur baity, at all? Because it doesn't focus on "core" races?

The sword Winnower is the mightiest weapon known to man, elf or dwarf.

Legend tells that he sword has its origin the the ancient past of the world, when the gods still roamed the earth from time to time and the wars between the Sent and the Unsent races had yet to conclude. Khorindel, or Asgar - depending on who does the telling - was among these gods, and on his journeys he came across a fierce queen of warriors who fought like no man or demon could. Smitten, the god of war was rebuffed three times by this queen, and when his temper was finally at its height, he did away with mortal cares and forced himself upon her, leveling her domain as punishment for her stubbornness.

The queen cursed the god's name, ragged and bloody from the violent rape, and without castle or kingdom she staggered into the wastes. The god's seed boiled in her belly for almost five years, and coalescing into a divine child, and for those five years she traveled alone, felling any orc or ogre or demon who faced her, constantly cursing the child weighing down her belly.

When she finally gave birth, the child emerged as a blindingly hot figure of molten godmetal, its cries shaking the mortal landscape. Wracked with pain and shaking with hate for her progeny, the queen acted quickly. Before the godly metal that comprised her child had time to cool and harden, she wound its umbilical around its neck and throttled the breath from its lungs, silencing its birth-wails forever. Driven by an immense, black well of spite, she hammered and chiselled the divine flesh of her child into the shape of a sword, inscribing forgotten runes of death and dismembering along its blade, spitting curses and oaths of vengeance into the molten metal, so that it cooled into a form as black as night and as pitiless as her heart had become.

Sword in hand, she waged a war that nearly devoured heaven itself. From here, her tale diverges significantly, few tellers agreeing upon its ending.

Kinda, it is more about the races themselves and the way some of them interact with each other. Just the teifling and db are enough to make me cringe a little because of their player bases. Then add in hengenyokai and you get your furry stuff.

I suppose i forgot to mention that those are the only 4 races i was gonna allow to be played

I mean it doesn't really seem cringe worthy at all. A bit generic yeah, but not really cringe. I mean you do you but this seems pretty passable as as setting, not particularity exciting but not horribad.

In the year 289, the Second War of Black Feathers, a particularly brutal conflict between the Adjarkein Empire and the tribes of Tanen Geir, was ended because of a lengthy piece of poetry written by one of the Geiric clan priests for the sheyira (ruler) of Adjarkei, titled "Feathers and Leaves Fall Upon the Hillside." The poem's title refers to a lamentation from the perspective of the Geiric god Vaaten, who cries over the deaths of the warriors who fell fighting in the war and has his tears transformed into leaves. The feathers represent the feathered cloaks of the Geiric warriors slain in battle.

The sheyira was so moved by the poem that she not only withdrew her troops but even returned territory that rightfully belonged to the tribes, ushering in a thirty-year period of peace between the two nations. The same poem is now prominently displayed in many Adjarkein houses of learning as a testament to the powers of compassion and forgiveness.

Unbeknownst to the Adjarkein, the poem was also a massive gamble. The Geiric clans knew the empire was much stronger than them and had the capacity to wipe them out, since many of the larger Geiric tribes to the north remained neutral. They gambled on the Adjarkein Empire's religion, which emphasizes compassion, understanding and cooperation, to try to bring about a peace treaty. The Geiric clans all thought the plan was suicide but felt they had no other choice, so they entrusted their wisest poets and seers to compose it.

Amazingly the gamble worked, and the Geiric clans of the south spent the next thirty-five years doing everything they could to sway the northern clans, particularly the great warlord Magrus the Axe. Thirty-five years later the Geiric tribes, now united under Magrus' banner, re-engaged the empire in what became the Third War of Black Feathers.

>Sent and the Unsent

Clarification:

Sent is a poor translation of an elvish term, which refers to being delivered both in the sense of being brought to a place and being born. Which races are Sent and which are Unsent can sometimes be a matter of debate, but the terms generally refer those races created intentionally by the gods as Sent and those that came about through the mutating influence of outer powers that preyed upon the infant world as Unsent.

Elementals, celestials (of which elves are the least powerful breed, dragons, and technically dwarves are Sent races, dwarves being the descendants of elves who became lost in their material greed and were thus cursed, robbed of their beauty, their grace, their height, and their immortality (note: dwarves themselves dispute this. Many would rather theorize that they are Unsent than accept the shame associated with this origin). Sent races tend to have a potent connection to the natural world.

Orcs, giants, ogres, humans, goblins, and beastmen of all breeds are Unsent. These creatures were never intended to exist in the world and are without the sense of duty and connection to the world that Sent races possess, and must find power and purpose through other means.

Magic is completely decentralized and manifold. There is no universal energy source to cast from, merely the secret occult workings of the world behind the veil of mundanity we move through each day. Magic is mystical, capricious and highly symbolic. There is folk magic using herbs and and sympathies, ritual magic using incantations and geometries, alchemy using ores and chemicals, there are the magical seals of ancient land behind which lie an immense primal entity whose power wizards unleash in momentary words of power, there are the blessed tapestries and banners used instead of shields by knights, the soul arts which draw upon the literal force of the will, the elementalist storm-bathers and many many more, including admixtures of all these.

There are little to no actual schools of magic or places of learning. Wizards are equal parts hermit, priest, madman, shaman, seer and wanderer, wizardry is a lifestyle and craft often solitary. It promises ultimate power and understanding, but it can lead to dark glimpses of gnosticism and the embrace of the magical arts has claimed the mind, body and soul of many magicians.

This is neat, I like it

The chasms and rifts and great valleys across the world are the former location of cities, belonging to a civilization that grew immensely in power and spanned the entire world. These didn't use to be rifts, however.

This civilization grew mighty through the power of magic, in a time when the most advanced metal in the world was bronze, and iron was several centuries away. They developed the first spells used to bridge the gap between two locations. Unknown to them, all magic that uses teleportation or portals touches the Void, the terrifying and chaotic place-between-places, where the laws of reality break down and where lurk terrifying things.

This civilization honed and developed their magical arts and discovered a way to create permanent teleportation circles. They placed these circles in all of their major cities and used them to quickly and easily move soldiers, raw materials, and people, giving them enormous advantages over their enemies.

Unfortunately, excessive use of teleportation magic takes a toll on the stability of the borders between reality, and one day, disaster struck. Every teleportation circle used by this civilization was connected, and they all malfunctioned at the same time, causing great rips in reality and plunging their cities into the Void, leaving behind great rifts and chasms and canyons where their proud civilization once stood.

All that remains of this civilization are scattered and remote ruins, obelisks, and roads. Everything else, all their great libraries and temples and art and people, were lost to the Void.

Pulp SF - the eras of known space
The Ancient Era unknown to -30,000: 4 great races formed the driving forces of this time, each disappearing in either a singularity or a war. Having built to last, their artifacts and buildings can still be found. They also brought items and entire solar systems from the past and possible futures into their present, in addition to stealing primitive races to use as slaves and servants. Many of their wars and restoration efforts have left weapons of mass destruction and vehicles of mass construction left lying around - and even the partially broken components of these, or their storage places (often a sun surrounded by an array of ringworlds and dyson spheres) can have strange effects on modern races.
The Great Night approx -30,000 to -15,000: Almost nothing is known of this era, as many races are still evolving civilization and not much happened in interstellar terms.
Antiquity approx -15,000 to -4500: At some point in this large, and mostly still unknown era, Humanity spread into to space, and also created the first Human singularity, the Terra Clade. This singularity has yet to disappear, despite living only partially in our universe. Many of its constructions and experiments still exist in the modern day, including the inhabited ringworld Extra Credit.
The First Era - The Mind Lords approx -4500 to -3000: This era begins when ancient artifacts, or possibly the ancient storage locations, grant seemingly random humans truly vast mental powers. They, along with their psionically uplifted armies, carve out their own empires, before falling into war. Many planets were depopulated as their often billions of people were mentally enslaved in a matter of seconds into fighting the wars.
The First Night approx -3000 to -2700: With the death of the last Mind Lord, the galaxy quieted down to rebuild. Eventually, they made it back into space.
[cont]

Dwarves came to the world from another plane, fleeing the Star Gods (Lovecraftian entities), and promptly became miners and diggers, tunnelling deep beneath the earth where they believed those gods would not be able to see or find them (half-true).

Humanity was brought to Uarus by the Founders, a mysterious race that left mysterious ruins deep underground, near the earth's core. Uarus, itself, is trapped within a dyson-esque sphere of asteroids and dense space rocks. The only star humanity has ever seen is their own sun, and they have lived, trapped in the Sphere, with no way out.

Now, the world is ruled by two massive corporations that control the two supercities that span the continents, and a resistance movement that wants to institute a proper government operates out of the north pole. Several powerful independent mercenary guilds live in massive supercarriers in space, and asteroid miners and space stations fill the void from the Sphere, to Uarus.

Isn't this what /wbg/ is for? Is this the current /wbg/ thread?

The Second Era - the Five Empires approx -2700 to -2300: With the rise of space travel, five worlds quickly established dominance, eventually being opposed only by each other. A stable, but uneasy, peace was settling down when the end came.
The Second Night approx -2300 to -1562: The end of the Five Empires came when someone triggered an ancient superweapon, unleashing an FTL wave of madness across most of known space. Smaller, sympathetic detonations also occurred. Most of the population fell prey to the wave, with a portion being psionically shielded by the few remaining orders and academies of psions. Most of the Night was taken up with avoiding the secondary echoes of the initial detonation, and suppressing the maddened raiders that sought to end everyone else. There were, in legends, unconfirmed reports of Mind Lords returning, but as they were never seen again, those can be discounted. The Night ended when psions confirmed that the last echoes had passed by
The Third Era - The Petty States -1562 to -561: The Petty States Era truly began when a brief dispute over the disposal of dangerous artifacts lead to a fracturing of the alliance that had held strong against the Madness. A few hundred small empires, of 500-1500 systems each, briefly fought before settling into a cold war. THe End was, once again, caused by someone messing around with Ancient Technology.
The Third Night - The Great Shuffle -561 to 0: For an entire week, everyone was shut out of FTL travel, and almost every computer was permanently fried. During that week, the entire galaxy was rearranged, rendering every starmap, archived during the Second Era, useless. Afterwards, FTL travel slowly came back to normal. In a few areas that maintained psionic training, a few ships continued their explorations, as the psionic FTL was not effected.
[cont]

My dwarves ate not!Polynesians. Masters of the waves, and devout worshippers of the God (demon really, but that's semantics) of blood, wine and all life giving fluids. Their culture is tribal, with the different islands warring with each other frequently each lead by clan chief who is a skilled weather mage who guides their fleets and ensures the success of their crops and fishermen. The secret spells that control the wind and the waves and the power over life and death ard passed father to son, so that none but the chiefs line may learn them, thus ensuring the chiefs line will never be ousted, because to do so would be to loose the magic that keeps the tribe alive.

My Elves are Celtic quasi Samurai headhunters with a little klingon mixed in for shit's and giggles. Ridiculous honor codes and a violent culture where one advances purely through merit and ones skill with the blade. Their sword saint, the first and last emperor sune shin, killed their gods, and wrote the tenets they live by. You can tell how accomplished a warrior is by now many heads he has taken. Of course only the heada of others who follow the path of the blade count. Doesn't matter how many dwarves or men or orcs the elf kills, it won't actually incrrase his standing any, but it can get him land and plunder, which is why warlords focus on taking the fight to other races unless they are making a big power play, but up and coming peacocks mostly just kill other elves.

The Current Era - The Stellar Trade Union 0 to 521: This era begins with the founding of the Stellar Trade Union as a method of regulating the trade that interstellar society depends on. Nothing has blown up yet!
And of course, the popular histories forget the multiple smaller Nights that affected small areas, or the multiple partial apocalypses that happened in the previous eras, and so on.

In mine, the Dwarves are the oldest sapient, civilized, and non-asshole race, and their records stretch back so far that they include the history of the species that eventually evolved into Dwarves.
Elves are creations of some unknown higher race, as told by the old, dwarven records. This unknown race created elves as their familiars, and since their departure. Many elves deny the shit out of this.
Humans basically appeared out of nowhere approximately 20 thousand years ago on a continent that has since been abandoned. Whether they were interstellar/planar travelers, evolved naturally, or the agents of some deity is not known.

Magic existed in the times the proto-dwarves recorded history, but was inaccessible to most forms of life. Only the ancient people, the elves when granted the ability, and a handful of other, noncivilized species could access it.
Dragons existed at the time, but weren't magically adept yet, or particularly intelligent. Smarter then dogs, in any event.
When the old ones left, the natural magic of this world was largely rendered inaccessible for everything, save a few artifacts that were stolen by other races before everything got turned off. Some of the ancient magical facilities remained partially active.

The emergence of humans brought a new age of magic, as humans somehow figured out how to make bargains with extraplanar entities. In exchange for various boons, favors, gifts, and so on, the entities would offer a bit of magic. Generally nothing serious, not much better than your average 5th level druid or cleric, but a few favored souls did get a bit more. Dwarves picked up the habit before long, as did a few of the other, younger races. Elves largely did not, since extra-planar entities generally did not like them, mostly due to their origins. Elvish history maintains it was a choice to not associate with unknown powers.

1/2-3

elves have better perception and speed than dwarves

Some of these extra-planar entities would either grow into, or be relabeled as gods, others came and went, and still others remained more fringe.

By about 17 thousand years ago, the world was pretty much set up. Dwarves inhabited almost every pocket of the world, Elves had a presence in every area each of the specific sub-varieties thrived in, a number of previously unnoteworthy races such as Gnomes, Halflings, and Orcs either had their own little places, or were integrated into other societies, and apart from the odd cult, or nasty thing coming out of some asscrack of the world, everything was generally stable.
16 thousand years ago, a massive extra-planar monster showed up out of nowhere and started wrecking the joint. It wasn't really anything personal, it was just a creature whos life work is devouring excess parallel universes. Pruning away some of the infinite branches of reality. A multiversal gardener, so to speak. A God of Destruction if you prefer to be blunt.

Well, the assorted races of the world weren't having that. They amassed basically everyone's army, and went to go try and kick its teeth in.
It went poorly.

With their backs to the wall, some of the more powerful witches and warlocks begged their patrons for a fuckton of energy to deal with this thing. They got some crazy dark magic that promised a bunch of power and a transformation into a comparable beast, at the cost of the soul of the person who uses it, and any casualties.
So a bunch of desperate witches and wizards pop their godzilla spells, and start wrecking the Devourer's shit. Unfortunately, the witches and warlocks were only dealing whith what they called gods, while this thing actually was one. Gods don't exactly die easily.

So, the plan was born. They couldn't kill it, but they were certainly winning fights, so they decided to tear the thing apart into as many pieces as possible, then seal them all away apart from each other.
They did that, and it worked. Kind of.

2/3

Initially, the assorted Witches and Warlocks figured they had made a big mistake, since it was just now occurring to them that they would have to negotiate enough power to do the sealing, and considering how much the previous arrangement had made their benefactors in terms of the casualties of a series of godzilla movies, they were worried about the cost.

Then, the darnedest thing happened. Some of the facilities of the ancient people activated on their own, and began refining the massive pools of God gore that dotted the landscape, and produced raw magic as an end product.

The Dwarves were the first to recognize what the machines were doing, as they had records of these facilities, and were thus the first to realize what could be done. Their early efforts failed, but before long, someone reasoned that the Elves might be able to use this magic.
They used some of their records to assemble a crude sealing spell, and an assortment of Elves sealed the first chunk of the Devourer away near such a facility and hauled a nice glob of gore there to process into magic.
They shared the technique, and before long, all of the major parts of the creature had been sealed. The seals were, as mentioned, rather crude, but the primary issue with them, their magic upkeep, was seen as a boon, since the facilities appeared to keep pace with the magical drain and refined the stuff faster. They reasoned that by the time the seals failed, there wouldn't be enough left to reconstitute.
Also, as this was happening, Elves started experimenting with magic on their own. Before long, the standard Elf wizard began to make an appearance.

Now, as this was happening, the extra-planar entities largely got worried. A few remained on good terms with the mortals, but most panicked when they realized they wouldn't be getting nearly as much business when Elves started offering similar services for more worldly deals.

3/4, it was longer than I thought.

There are many ways to travel with magic, but one of the most efficient means is by using the Dream Realm.

The Dream Realm, which is easier to use at night when most mortals are asleep, is a starry landscape that only vaguely resembles the waking world, but blurry and half-remembered, with colours either absent or changed. Movement through this realm is much faster, because you move essentially at the speed of thought -- as fast as you think you can. However, it's easy to get lost because the landscape changes due to being a reflection of what mortals remember it to be, and one requires either magic or the use of fey crossings to return to reality.

The dream of each slumbering creature appears as an iridescent bubble, within which can be seen the environment of the sleeper's dream. One can force their way through the bubble to enter a dream, but that takes great willpower, and it's easier to use magic to carefully and smoothly pass through. This is why traveling through the Dream Realm at night is easier: you have more points of reference with which to navigate.

However, there are some dream bubbles that act as fixed points of reference. Some of them have been around for as long as mortals have been using the Dream Realm. These are enormous dream bubbles that can be seen from vast distances -- some are unimaginably high in the sky, while others correspond to locations that would be miles underground.

Entering these dream bubbles is easy compared to others, but the deeper one travels into these dreams, the more real the dream becomes -- wounds sustained become real rather than vanishing on returning to the real world, and sometimes objects and even creatures can be brought from these vast, terrifyingly real dreams into reality.

Dwarves have much greater numbers and take more damage

Some of the beings tried to regain authority manually, and at first, things went well for them. The power the Elves were gleaning off the refineries wasn't all that impressive, nobody had really recovered from nearly having their world eaten, and a bunch of people had started getting radiation sickness (figured to be an ordinary plague at the time) from handling the gore directly.
Then, some bright spark figured out that some of the extraneous bones of the Devourer served as amazing magical foci, and the conflict ended quickly.
There was a brief dark age in which the Elves lorder their power over everyone, and the Witches and Warlocks had considerably less power than before.
Then, about a century later, the next crises struck. Turns out the extra-planar entities were sore losers and called the planar cops about a missing deity and a body. A number of beings known as sentinels descended upon the world, determined to correct the error in reality, and delete the world.
The Dwarves had a peculiar record that suddenly made sense now, in the existence of an array of facilities the ancient people used to obscure their actions from beings like these, so the word was spread to get these online as well.
Problem-time. Unlike the refineries, these facilities required an operator, and even the best Elvish mages were mere shadows of the ancients that once used them.

4/5, the next one should be the last, I promise.

All hope seemed lost, until the witches and warlocks stepped forth. There were still a few alive who had the black magics gifted by the now-estranged planar entities and had not used them. These spells wern't revoked, as the contract ended only with the use of the spell, or death of either holder. They offered to occupy these facilities in the forms granted by the black magics. While they may or may not be as strong as the ancients, they had managed to combat a god. It was the best shot the world had.
As no elves had ever been a particularly strong witch or warlock, there was still a problem. The Dark Witch transformations were not intended for long term use, and the form generally ripped itself apart after a few days.

It was a human who put forth that the bones might be able to concentrate magic enough to fuel the Dark Witches for as long as the gore lasted, at which point the lack of a dead God of Destruction might or might not take the world of the interplanar hit list, if anyone even remembered.
And so, the deed was done. Most of the remaining bones of the Devourer were used to channel magic to the Dark Witches who took up their positions in the facilities, and produced a field than made the world undetectable. The Sentinels continued to rampage for a while, erasing swaths of the planet, but one by one, as they left the world to refuel, or whatever it is they do, they didn't return.

Time passed. People rebuilt again, and this time Elves were slightly more worried about the next problem than ruling the world.
People eventually realized it was the gore that was making people sick, and so much of it was collected into dump sites. These dump sites would eventually be responsible for mutating wildlife into more classic fantasy monster forms, and producing shit like beastmen and more modern, spellcastery dragons.

5/6 I have no regrets. This was way longer than I remembered it being. It seemed so simple in my mind.

A few hundred years passed until one human, named Merlin, finally devised how to transform magic into a form non-elves could use. Using a few of the remaining bones, a few poorly chiseled dwarven pictographs, and an Elf absolutely convinced something would come back to ruin the world in any day now, he constructed the first version of what would be known as the Mechanism of Merlin. The Mechanism basically automated the spellcasting process by monitoring the world, and whenever someone performed a particular series of gestures and sounds/phrases, cast the spell and transported the effects to the caster while at the same time siphoning off some of the vital energy of the caster and whatever reagents the caster needed to fuel the process.

Thus, the magic age began. For nearly 3 millennia, nearly everyone on the planet harnessed the power of Merlin's Mechanism. A few creatures prided themselves on natural magics, but as time went by, most of these creatures, including Elves, abandoned their natural magics in favor of the ease and power the Mechanism offered.
All the while, Merlin, kept alive by a spell shared only to a few, continued to improve the Mechanism. Eventually, he ran out of spare bones, and began pillaging the arrays powering the Dark Witches.
You can guess how that went.
After a few bones were removed, three of the facilities failed, the three closest to the (not yet) lost continent, and the site of Merlin's Mechanism, and Sentinels poured through in mere days.
The devastation was far quicker this time, for whatever reason, and in under two weeks, the Lost Continent had been utterly stripped of life. As the world burned around him, Merlin reset as many of the bones as he could, and with his last spell, transported all of the concealment facilities to various, obscure, and difficult to reach locations around the globe.
6/7, I really, really promise this time.

He also transported his Mechanism somewhere, though its hiding place has never been revealed.
That was the end of Merlin, as far as anyone knows. The Sentinels hardly scratched the rest of the world, as focused as they were on the Lost Continent, and the few that tried to look elsewhere were overwhelmed and driven back by mages.

The Sentinels had been driven back, but there was one last problem. In his efforts to restart the concealment facilities, Merlin had fundamentally altered the flow of magic through the world. Nearly all of the magic in the world was now being channeled into the Dark Witches. In his haste, Merlin had forgotten what the current situation was built out of, and between dumping so much power into the Witches, and keeping his Mechanism online, he had occupied too much of the raw magical energy, and the crude seals of the Devourer began consuming more than was left over.
Given that the facilities had been set up to prioritize the seals way back when, the seals suddenly giving out wasn't a concern, but it meant there were occasional "blackouts" to the rest of the magical grid. Most concerningly, to the three pilfered Dark Witches.

Time passed. At least 15 thousand years worth. People forgot why things were the way they were instead of some other way. Even the Dwarves began regarding some of their old records with skepticism as they attempted to explain the fantastic imaginations of their forebears with more rational explanations.
Magic was performed almost entirely through the ways of the Mechanism of Merlin. Most people did not question why the laws of magic were as rigid and arbitrary as they were. Most never knew how much power was lost as people died, taking their memories of that particular gesture and phrase with them.
The few remaining planar entities set themselves up as gods of the world, and nobody questioned them.

7/8. One more. Not even a full one. I'm sorry.

There are two worlds. One of shadow, and one of light. We live in the world of shadows, upon which a single light shines, but does not illuminate. The realm of light lies in eternal gloom, but is composed of only truth, and so is illuminating. Our world, the Prime Material Realm, is a shadow play dancing upon a cave wall, projected by the Flame Eternal. The Otherworld, the realm of spirits and gods, is all the rest, just outside of our view by virtue of the chains which bind us to the mortal realm.

It is said that in the beginning there was nothing but Chaos and Void. Then, a Call rang out. A singular note of awesome power and purity. A single Primordial Shout, “BE” was heard across reality, and all suddenly was. Law came into the world, and all things began to shape themselves according to their nature. Here the First Gods, the Primordials were formed. They set order to the cosmos, separating night and day, spirit and flesh, sky and stone.

Sky and Earth are Holy, it is known. As are Fire and Water, for they bridge the physical and immaterial. More, for Fire burns at the heart of reality, the purest shape of the Word.

The Primordials were one with reality, and could not be separated from it. They could not “see” it. And so they spoke the heavenly words, sang the songs of the world, and created a singular focus for all the universe.

Some believe the Primordials did this in the form of a chorus, shaping all things as according to their will and their song.

The world was created, and the Primordials sang the Gods into existence, naming them Proteans. Through them, the First Gods would know their creation, and themselves.

1/?

The Proteans shaped the world past its genesis. They set the mountains where they willed, and the seas where they willed, and they filled all the empty spaces with wondrous things. One amongst them, Manaeus, grew discontent with this. He wished for a more permanent world, unbound to the whims of capricious beings, for he was a lover of the seasons and the wheel of time upon which all ran, and hated to see them undone at a whim from his brothers and sisters.

And so Manaeus went to work, using tool, craft, and song to bring about his own creation, a creature of the word, but not bound entirely to it. The other Gods grew angry at this, for the creature was very much in their likeness, but without all their gifts and lore, and so seemed a mockery of their divine grandeur. They took Manaeus to a great tree at the heart of the world, and there they nailed him to the tree, and pinned him in place with a great spear in his side.

But the Proteans were vain, and could not destroy even a mockery of themselves. To improve Manaeus’ lifeless creations, the Gods gave them a choice in Words. They were offered the Sacred Word of Fire, or Water, to do with as they chose. The People split into two groups, one choosing Fire, and the other Water.

Water was enduring and eternal, yet stagnant without a force to move it, and it made Immortals of those who chose it.

Fire was beautiful and powerful, but only if kindled, and it would always die away. Short, mortal lives were had by those who chose this word, but their lives would be lived with such passion, such creation!

2/?

They who had chosen water joined the Gods, for a time. But it became clear they did not share the whims and desires of their lords, and so they chose for themselves a new name and a new purpose. They were the Titans, and they would overthrow the Gods and rule the cosmos in their place.

The Titanomachy, as the thousand-year war was known, shook the world to its foundations. The Titans were far more numerous in number (and in form for the power to change one’s shape was known to them), but the Protean Gods were far greater in sheer power and naked violence. It was only when the Titans beseeched their lower brothers and sisters for aide, those whose ancestors had chosen Fire, that the war was one. And in its ending, the Covenant was formed. The New Gods would reign in heaven and receive their just offerings, and in return they would safeguard the world for Men and would not change it further.

But Fire is a dangerous thing. The words of votive offerings and prayers were spoken with a passion. The Fire within them changed the Gods themselves. The People of Fire had worked a wild and mighty magic upon the Gods, and they did not realize it. The Gods took the shape believed of them, and their roles became set in the cosmos.

For Words are power.

Only a few beings still practiced so called "natural" magic, or Sorcery. A few of the nasty things living in the asscrack of the world who never heard the news of the Mechanism, the odd Elf born with a connection to the flickering power around him, and Dragons, or rather, the mutated descendants of Dragons that emerged from the decaying remains of the Devourer, the only magical creatures with members that lived long enough to have practiced magic before and after the mechanism, and the lifespan to keep this knowledge alive.
The reservoirs of blood and gore left by the Devourer became known simply as swamps that eroded all life, save the odd misshapen horror to shamble out of them.
Nobody had, has, or likely will ever figure out that their magic is radioactive in nature. Or what that means.
Legends persist about the lost continent, but nobody who ever visited it ever returned.
The tribes of man and elf and dwarf, and other, stranger things the heaved themselves out of the swamp muck stratified into your standard fantasy arrangement.
Witches and Warlocks became more commonly known as Druids and Clerics who spoke with spirits and gods happy with the current arrangement.
Wizards are just those who unknowingly access the Mechanism of Merlin with the arcane, arbitrary, and traditional style required to use such a user-unfriendly operating system with no troubleshooting.
Everything is mostly stable. There is still plenty of swamp to fuel the seals. The concealment field "flickers" occasionally, but nothing apocalyptic comes in when it does.
No true gods or their relatives can find the world.
No ancient inhabitant has ever reared their head.
Dwarves and Elves argue over whose insane historical documents are more or less wrong.
A few nasties from the worlds asscrack poke outside for a bit now and again.
Adventurers sometimes find metal ruins full of moving parts alongside caves and assorted asscracks and armpits of the world, full of cool shit.

And life goes on.

Thanks bruh.