this page will (eventually) hold short blurbs on all of the different peoples that inhabit the sea of flowers.
Hebbikyo are tall, spikey plantfolk. their skin usually ranges in color from olive green to teal, though it can vary as far as yellow or cyan, and tends to be darker on their ears and hands. their arms and shoulders are usually covered in large spikes, and their bones are made of something resembling wood. at the end of winter every year, they tend to grow flowers on their heads, which are said to act as a focal point for their Flow (though there isn't any hard evidence that the flowers do anything).
Hebbikyo tend to be somewhat bulky and can take a hit alright, and their spikes give them a good option to both attack and guard while unarmed. however, their spikes make armor (and tops in general) difficult to wear, requiring more open shoulders and minimal sleeves to wear comfortably. Hebbikyo also have psychoactive blood, which intoxicates all non-Hebbikyo fairly easily, and are generally more resilient to overheating.
historically, Hebbikyo have been the primary people of the Glass Desert, and make up the majority of the Bonoş Procession within it. the Bonoş are a semi-nomadic group that follow the path of the eternal storm as it forms glass puddles, harvesting both water and food from them as they travel. while it's declined in size as time has progressed, the Bonoş were still instruental in forming early peaceful alliances in the Sea of Flowers that paved the road towards the eventual creation of the Confederation, and are still fairly relevant to the Glass Desert's organization.
Myxine are tall, vaguely fishlike people. their skin is usually a dull red, pink, or purple, but can range from brown to slate, and is very loosely attached to their bodies (mostly along their notochord). they generate incredibly viscous slime, though unlike the body mass of Slimes, it's more fibrous and sticky, and mostly serves as a protective layer around their skin. they have a few barbels around their mouth* which function as accessory sensory organs like the antennae on Bý and Moti. internally, Myxine barely have a skeleton, only having a skull and a few cartilaginous elements beyond that, and have accessory hearts and an oddly low blood pressure.
due to their physical quirks, Myxine are fairly well-adapted to escaping danger; their skin is hard to actually puncture, their bonelessness makes it easy to escape from restraint, and their slime is both sticky and hard to grab anything through. conversely, they're a little light and frail, and due to the way their circulatory system works, traditional methods of utilizing Blood Flow are weird for them to use, leading to Myxine Blood mages creating divergent techniques for it.
within the traditional Three Origin System of classifying peoples, Myxine fall into a bit of a grey area. records of their existence prior to the Heavenly Schism is sparse and contradictory, stating that they were both already present in the Sea of Flowers at Incursion and arrived alongside the Ashen. this has led to disagreement among people who care about this kind of thing, compounded by a few notable cranks that argue that Myxine are Eldritch based on loose evidence that all pre-Schism records of their existence are wrong and that they have some direct relation with Slimes. most people don't give a shit about any of this.
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Humans are slightly shorter, two-armed people generally included within the Ashen. they usually have dark brown or black hair, though it can more rarely be lighter brown or offwhite. their skin ranges from brown to tan, and they usualy have iridescent freckles across their faces and arms. Humans are considered better at growing facial hair, but if there's an actual difference it's really minor.
Humans have notably wide fluctuations in Flow tolerance, usually ascribed to a connection to celestial phenomena. these are thought to be centered around a person's birth Abode, the constellation Ashe was aligned with at their birth, with the presences of traveling stars and atmospheric presences further altering this, though the actual mechanisms behind how any of this is related is very poorly understood and there's a lot of guesswork going on. beyond this, Humans tend to have slightly better resistance to toxins on average, especially capsaicin.
the number of unknowns behind Humans' perceived connections to space has lead to the creation of conflicting schools of astrotala, both to provide information on major tolerance shifts according to the given school's interpretations (not necessarily just for Humans), and to provide general divination based on the alignment of heavenly bodies with the Abodes. the latter tends to get more business and often ends up as the main focus of such businesses.
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Chaptsév are armless beings mostly consisting of a pair of legs and a small torso formed from billowing cloth. they're almost always some form of white or offwhite in color with two black eyes on their upper segment, though occasionally they can be grey or offblack (with white or orange eyes, respectively). while they seem to be filled with nothing but air, they're still capable of bleeding and are at least a little denser than expected.
that being said, Chaptsév are still incredibly floaty, able to jump pretty high and descend slowly. they have some control over their falling speed, and can use this to slam into enemies from high above or safely control their descent from a ledge. while they lack arms, Chaptsév are able to exert Flow to "hold" and manipulate objects in front of them without needing to use their legs. their blood is radiant and white, but otherwise acts like normal blood. similarly to Myxine, they're fairly resistant to puncture wounds, though it's not impossible to say, stab them.
like other naturally armless peoples, Chaptsév have a bit of traddition developing leg-based weapons. notable Chaptsév-derived designs often focus around descending directly onto an opponent, either through more complex movements or just by jumping on top of them. a lot of these take the form of weighted boots, which are somewhat more difficult to use as intended for anyone that can't jump an entire person's height straight up, but are still handy for kicking people regardless.
Hycolol are gestalt beings formed from fungal colonies growing around Relics. their specific features vary a lot based on the type of fungi they formed from and what Relics are integrated into them, though most tend to have near-featureless, mushroom-like heads, delicate vein-looking mycelium "wings,"* and a number of wires embedded into their bodies. many are formed specifically from shards of High Mycel, though otherwise mundane fungi are perfectly capable of forming Hycolol. they communicate by manipulating their Relics, which produces stuttering modulated voice clips.
their movements are somewhat slow (even laggy at times) but graceful, and they walk as though they're being suspended by something. like Constructs and Moti, they are notably susceptible to Signals once they're awoken (though it's been speculated that Hycolol are formed from exposure to Signals). individual Hycolol can have an inherent status ability depending on what specific fungus they're composed of, which they can train over time to use more effectively.
Hycolol are closely related to Destroyer Angels, purely fungal beings that spawned from High Mycel and function as its limbs in the Sea of Flowers. they're completely silent, usually have an arm formed into a biological lance, and are always incredibly poisonous.
Heapfolk are living jack-o-lanterns that spontaneously spring to life in a small set of specific fields. their heads are just a pumpkin, usually orange but occasionally dark green or a blend of the two, and a light inside glows through holes that form their face. past that, they essentially just consist of a pair of floating hands and a handful of vines that could vaguely be considered a torso. through unknown means, they're capable of silently floating along the ground, and can boost themselves up maybe a few feet at most.
Heapfolk are able to store an amount of Flow within themselves to use later, and with practice can store an entire Flow effect that they can instantly manifest. maintaining these takes a bit of exertion and causes a slight surge of Flow when released, but it can be helpful in a pinch. beyond this, their small stature and the fact that they can move without making noise can lend itself well to stealth, though they also emit a small amount of light from their faces in the dark. they aren't able to truly fly, but they do have pretty good control over how high they can float.
the fact that Heapfolk only generate from a few fixed areas has led to several Heapfolk-majority settlements emerging around them. these generally evolved from support networks intended to help orient newly emerged Heapfolk, though one was built up by the Tengexws originally. the largest of these settlements, Pãnukon Meadow, is a notable entity in the Sunbound Plain's hive system and has a decent Bý population, and conversely, several hives have their own Heapfolk populations.
Constructs are automata from the pre-Schism era that, for unknown reasons, started reactivating around 100 years ago (in the CC 1890s) with no memory from before their reactivation. they tend to be made from (now-)tarnished metal and offwhite ceramics, with variation in patterns on the ceramic (floral patterns are notably common) or individual markings (stencils, etc.). barring later modification or loss, they have two or occasionally four arms and two backwards-folding legs, and a rectangular head with a vertical divot displaying their eye.
each awoken Construct has an artefact that they slept with, and which acts as a conduit for their ability to channel Flow. what each artefact is can vary widely, from small trinkets to weapons to clothing, and if they become separated from it (some amount of distance is possible, but not a lot), they lose their ability to use Flow entirely.
Constructs tend to be super bulky and are capable of withstanding a lot of damage, but they also don't heal naturally, and require manual repair, either from themselves or from someone else with sufficient skill. like Moti and Hycolol, Constructs are susceptible to Signals, and getting too close to Relic Chambers without proper protection can be dangerous.
while they come into being similarly to Heapfolk (both suddenly awakening from the environment), un-awoken Constructs aren't usually clustered in a singular location. often, they're fairly far away from settlements or in dangerous locations, which makes recovering the newly-awoken important to prevent them from getting injured, lost, or disappeared. the one exception is Ansible Garden, the location of a large number of still-sleeping Constructs and (similar to Pãnukon Meadow) a settlement built up from community guard networks protecting them.