At-Breith is populated by six main fantasy races along with a few outliers. For the most part, picturing the typical fantasy version of each race will get you most of the way to the version that appears in Eythallium.
These are humans.
You get it.
If you don't, I have questions.
In all seriousness, these are your typical fantasy humans. They are almost infinitely capable of growth, learning, and change. Almost all humans are capable of learning magick, and while an individual may have a natural inclination towards one facet of the arcane, they can learn and master any of it.
You'll find humans everywhere and in almost every profession. In the Mistreach novels, humans control the main governments on the Torradell continent.
See also: Sidhe Courts
See also: Sidhe Language
The Sidhe are the At-Breith elves, though you should never call them that to their face.
They are one of the most naturally gifted in the arcane arts and they are functionally immortal. In practice, this is because the entire race stops aging at 25 thanks to a ritual they enacted during the very first Renewal Cycle. As a result, their birthrates plummeted. Adding on to this, the sidhe realized that there is, seemingly, a hard limit on how long a mind can remain both alive and sane. Sidhe who reach that point are encouraged to enter into a dream-like state where their knowledge and experiences can be accessed without leading the oldest, and likely most powerful, among them into madness. This also leads to turn over in positions all across sidhe society.
Speaking of sidhe society, it's important to remember that the sidhe voluntarily and deliberately removed themselves from At-Breith and the goings on of the other races beyond a few individuals tasked by their sovereigns to be their eyes and ears in the world.
The sidhe have structured their society into four Courts, each seemingly tied to a season: Spring, Summer, Autumn, and Winter.
The sidhe are easily one of the most advanced races when it comes to magick. They have mastered dimesional magick to such a degree that no one actually knows if their Realm is still considered a pocket dimension or if it has fully become a world unto itself.
The dwarves of At-Breith are mostly what you'd expect from fantasy dwarves, however, they are more closely tied to the element of fire rather than earth. As such, they tend to build their homes around volcanic sites.
Dwarves have a deep sense of familial honor and pride. In every Cycle, they keep meticulous genealogical records and marriage contracts tend to be closer to business contracts with just as many penalties and clauses as you might expect. Being one of the longer-lived races, these can become increasingly complicated throughout a dwarf's life.
They remain unparalelled craftsmen, especially with metal or stone. Upon the emergence of runic magic, dwarves were quick to encorporate its use into their work.
Dwarves are not, typically, the most magically gifted race on At-Breith, though the advent of runic magic did open the arcane world up to more dwarves, as runes seem to resonante with them more than any other form of magic.
The At-Breith gnomes are typically the most technologically advanced race, although that typically means magitech over what we might consider technology in the real world. Gnomes are typically shorter lived than humans, and their life span seems to be the driving force behind their development.
Gnomes have an innate tie to nature, and it's not uncommon for a gnome, or family of gnomes, to magically grow a tree into a home. This has evolved over the Cycles, to allow them to manipulate metal and, to some degree, stone in the same way.
The gnomes also developed the ability to observe the "flow" of magick through ot across objects, allowing them to make smaller and more complicated workings than most other races. This has led to the wild advancements in gnomish magitech and it is also the reason why gnomes are almost always the first race to build airships.
In the time of Mistreach, gnomes and roken are a rare sight on the Torradell continent, as the vast majority of both races left for the relatively unknown Ascorea continent several centuries ago.
The roken are a race of avian humanoids. They have wings and are capable of flight. They tend to prefer living high up on mountains where they construct settlements resembling eyries. They have shorter life spans than humans, though unlike gnomes, this has not driven them to advance either technologically or magically, but instead, they have developed an intense zest for life.
Roken are a deeply passionate and artistic people, and the few that remain in Torradell tend to be involved in theater productions or the creation of art installations.
Roken are fully capable of learning magick, though they don't tend to be as drawn towards the arcane as some races are. Oddly, runic magic seems almost innate to roken, even beyond the dwarves.
In the time of Mistreach, gnomes and roken are a rare sight on the Torradell continent, as the vast majority of both races left for the relatively unknown Ascorea continent several centuries ago.
The kelpians are the merfolk of At-Breith and even though they are fully capable of living both above and below the waves, they tend to prefer living underwater. They are a long-lived race, outliving dwarves but lacking the magickal agelessness of the sidhe.
Kelpians have developed a unique relationship to family and heritage, forgoing any direct family ties in favor of communal ties instead. A kelpian won't say "I'm Renque's child," instead they would say "I'm from Driftreef and I am a student of Mawqui's Praxis." This informs other kelpians of their origin and the culture they were raised in, as well as their education, training, or outlook.
The kelpians have an innate understanding of magick that rivals every other race, though their understanding tends toward the theory and philosophy of magick, as opposed to its more practical side.
Any race listed below is going to be so rare on At-Breith that they are satistically irrelevant. Encountering someone of one of these races is rare to the point of urban legend. Not for nothing, these tend to be the most powerful individuals around.
Nine of the most powerful, knowledgable, and skilled mages of the beforeWorld were transformed through a massive ritual into dragons. Almost immediately afterwards, five of them sacrificed themselves to empower the Renewal Cycle that remade At-Breith. Of the four that entered RC1, the leader of the dragons, Altraxsis, volunteered to be mystically frozen in the center of Eythallium for all time to keep the Fires of Creation lit.
Currently, there only five known dragons still alive:
There are rumors that some races or individuals of near-apocalyptic power exist in the world. Think Jormangander in scale and scope.
Should such a thing exist (and I'm not saying that they do or don't) then they would almost certainly be a remnant of the beforeWorld and are likely best described as a magick or magitech weapon. Should one emerge, it would likey be a world-ending event, as At-Breith lacks the kind of defensive or oppositional power needed to fend one off. The mages of the beforeWorld could do it but, compared to even the most powerful mages of At-Breith, those mages may as well be gods. Should one of these show up, there had better be an incredibly good reason for it.
Every Cycle the same belief manifests: should the frozen dragon awake, the world will end.
In some respects, this could be seen as completely accurate, as the Fires of Creation would likely go out, meaning that the Renewal Cycle would end.
In other respects, this is utterly inaccurate, as Altraxsis emerging from from the ice wouldn't have any immediate affect on the world. Unless a Renewal Cycle was about to begin due to some calamity, then Altraxsis awakening wouldn't change anything.