Many species reside in Tyr Scithe Kallen, some magical in nature, others not. Each resides in a different corner of the continent that they have carved out for themselves, as the modern world begins to become a melting pot in the cultural, trade and political hotspots such as O'asin, Temple and Central.
 
There are histories that reach back further than known memory between nations, the ills of their forefathers and longevity of their Kingship have drawn deep lines of distrust and apprehension held in place by their slow moving cogs of time. Their fires of war have been tempered into cold ones as commerce has shaped nations and land that was once battlefields has been settled into rolling townships. 

They lay in wait, and bide their time. Change will forever be on the wind, but whether it is by the ancient sword and bloodshed, or the might of new ideas and new hope, that for now remains unknown.

Arcanists

Arcanist is a catch-all term for a species of magic users in Tyr Scithe Kallen.

Though visually similar to humans, their ability to do magic and the way it manifests varies between Alchemists, Mages and Sorcerers.

Leystone is the key to their power, Alchemists and Mages requiring it to cast. They fit stones into jewelry and weapons worn on their person at all times. 

They reside primarily in Stronghold Temerate on Mount Cimmerian, training the younger generation in the safety of strong walls forged against any army that would march against them.

Deamon

Deamons are a species that was created, not born. They are the result of the Arcanist's attempt to create semi-intelligent constructs to serve them gone awry. 

Deamons are incapable of using magic, incredibly strong and may have habits that reflect their inhuman parts.

They are bipedal, with a mixture of animal, plant, stone or other construct parts that hint towards their unnatural origins. 

They reside in Carnan Coronach, far from the Arcanist's Stronghold after winning their freedom in The First Great War. 

Elves

The Elven race has long been hidden in their Kingdom, walled in by miles of the Aonaran Forest, protected by its thick branches, disorientating mists and seemingly endless expanse.

In the past their reach may have been further but within the last millenia their society has become recluse from the rest of Tyr Scithe Kallen.

Their culture is uniquely their own and little is known about them outside of their cities, built into ancient trees along the mountain range.

Rumours says their history is carved into the boughs, added by historians with each new King, war or cataclysm.

Vampire

Vampires are a solitary race that lives in the Northern province of Vadrenfelle.

The days are short and climate inhospitable, they are left alone behind the high walls of an iron city set in the shadow of a mountain.

Vampirism is a disease that grants the victim a long life, inhuman strength, immunity to the cold and ability to survive without food for long periods of time.

In return they have become incredibly sensitive to the sun, and require blood to survive. Their bodies beginning to degrade without and drive them to maddness. 

Arcane Borne Elves

Elves are not inherently magical, instead relying on their agility and cleverness to overcome their opponents.

But ever so often an elf is born with the ability to perform magic, drawing an uncomfortable eye from the family.

Rumour has it that during their war marches across the plains to Vadrenfelle their paths may have crossed with Arcanist's, giving some family lines a latent ability to do magic. 

But Elven pride would never allow for them to admit any truth to this theory.

Witches

There are six known witch families that are spread across Tyr Scithe Kallen, each with a unique gift.

Some are soothe-sayers, others healers, some lay the dead to rest, others deal in curses and curse-breaking. 

They are accompanied by an animal companion that can act as an extension of themselves, their eyes, ears and hands.

Though all are part of the same whole, they do not trust nor like other clans, and are more oft to stab another to steal their secrets than offer a kind hand. Thus you rarely see witches travelling alone. 

Siren

Sirens are a delicate race of bird-like people. Some are quite avian in appearance, though others could be mistaken for human at a glance, the rows of feathers along their wing-like ears are a give-away that they are in fact something else. 

Hailing from Fjoorafall they reach its high cliffs on broad and beautiful wings, each unique to different family lines. 

They are often bards, scholars, or politicians and travel the world seeking its mysteries and stories, from the most fantastical to the mundane, they transcribe it all to return to their incredible libraries. 

Human

Humans are as they always have been, they are clever but common, can survive almost any temperature and live through damage that may kill more delicate species.

They're quick to learn but have short lives, especially compared to elves and Arcanists.

They live in a Kingdom to the North West made up of many smaller countries, wrought with internal conflicts and isolated from the rest of the world by leylines, deserts and impenetrable forests. 

They trade almost exclusively with O’asin and Vadrenfelle, with little ties to any other nations.

Gargoyle

Gargoyles hail from three corners of the Continent, each of their clans adapting to the harsh climates that they call their home. 

They have curved tusks and often have pointed ears or large lopped ears, their hair may extend in a bristling mane down their back or connect into a beard. 

They braid their manes and beards to showcase their status, achievements and families. 

Because of their ability to settle areas inhospitable to others and thrive there, they are an uncommon sight and often mistaken for Deamons. 

Saurian

Saurians are a race of bipedal reptiles that dwell in the southern and island regions of Tyr Scithe Kallen.

There are three types of Saurian's, the water dwelling Kappa with shells like turtles. The small and tactile Kretchers of the mountains, and the lithe and dangerous Komodos of the isles.

They are an old race and one that is incredibly reclusive, the Kappa's sometimes acting as guides for the unpredictable waters of the South. The Krechers trading their collections from deep cavern systems within their mountain homes. And the Komodos most often seen along the coast trading wares or labour amongst sailors.

The Unknown

What lays beyond life but not quite into death, the undiscovered awaits. 

The Hidden

Not every nook and cranny of the world has been explored, and there are things that still lay hidden.