The Second Age of Kings is the ninth known age of humanity, or the habens, by the reckoning of the scribes. Some say it is the tenth age, including the pre-ancient time of the Honai, the first humans who left Mirabillis even before the First Builders arrived.
These ancients left behind their wild children, who were the hunter-gatherer primitives enslaved by the Elar K’ras’thk Dominion, or First Builders. The progeny of the once-enslaved race are today called honai or habens by the other races, referring to themselves as humankind.
The most prolific of the races in terms of expansion and conquest, their numbers are second only to the Ghorsht, or orckind. The reckoning of the scribes and the keeping of the great archives by humans and elves traces nearly thirty-thousand years of history for the known realms.
Those who reckon by the Herald who travels through the sky each year, and count the ages by the appearance of the Prince with the Herald every thousand years enumerate the ages of humankind by this thousand-year term and begun their keeping of time after the Day of Providence, when the elves and their gods along with the new human deities and humanity rose up and cast the First Builders down. By that timekeeping - called Cunning Reckoning the present age is the twenty-first.
The image below names the ages kept by Scribe Reckoning.

Psionics, "mind powers", or psychic abilities are not rare on Mirabillis, but neither are they prolific. Certain races are more prone to have these abilities - such as elves, especially the blue and metallic elves. Humans and Yunni populations have more psychics than other races except for the elves and fay. That said it is possible for any living, intelligent being to express psionic abilities, which are considered natural and latent.
Psionic or psychic abilities are NOT magical, and stem from the processes inherent within a sentient creatures mind and body. Some sages believe all the races are potentially psychic but most individuals have not been activated.
Magic is a mysterious universal force that affects reality. This force is contacted or tapped into using a range of methods uncovered ages ago.
Whatever tradition or techniques are involved, the working magician channels the Great Magical Agent and/or its subservient forces and energies, commands them to perform certain works, then releases the same forces or energies until he or she next needs to work with the Magical Agent.
Methods for connecting with the vast magical continuum and applying its forces vary across cultures and traditions. Spoken, chanted, or sung incantations are often used, though magicians may opt for discretion and recite these spells internally. A wide range of seeminlgy mundane objects and items, from stones and crytals to plants, animal parts, metals, sunlight, moonlight, water from the stream or ashes from the fire can be deployed symbolically to tap into some corresponding magical energy and thus gain the desired magical effect.
Wands and staves are a favorite utility for many magicians but these are not required for magical work. Various other objects can be and are also used, from jewelry or weaponry to any number of other things an individual spellcaster might use to focus and channel his or her willpower into the magical currents.
Famous schools of arcana such as the Gray Tower and the Mysteries of the Mist lodge in Mistamir have taught the Art for centuries. In the 1400s, Second Age of Kings the Gutherian monarch outlawed unauthorized magical practice in the Three Kingdoms. This royal mandate remains in effect and has forced magical organizations to disband or operate in strict secrecy.
Divine magic is its own category of magic that operates on similar, unknowable mechanics but is granted by the gods and goddesses to those who serve them. It has been speculated that in fact the same Magical Agent is at work here, and the divine actors simply act as intermediaries on behalf of their faithful, eliminating the need for those same faithful to learn the ancient philosophies and methods normally required for magical work.

A human psion, Del Zdanin deals cards for two Duarden at the Fat Griffon Casino in Exquistia.

The Yunni psionicist Berd battles the half-orc goblin king M'zail as the Yunni warrior Jnar considers his options.

Izgabar the Red in the Dead Keep battling the Sisters of Mar B'haz.

Teldin the Lonely conjures lightning to save the seeress Tephyr from a cave troll.

Pidwermin sends magic missiles into the Gutherian soldiers in Bertrand's orchard.

A cleric of Ostandd, God of Order works divine magic against a chaos shadow.
The ettin, or Duarok in their own language, are a smaller species of giant typically reaching 11 to 15 ft in height. They live in large tribal groups in remote regions but some do trade and interact with other races. Their level of civilization varies per tribe, from stone age barbarians to agrarian villages and some groups have metallurgy and artisans.
The Yunni are the true small folk of the known realms. They range from three to four feet tall at adulthood with females generally a bit taller than males; some tribes on the continent Auld Ur are shorter than three feet on average.
Sometimes Yunni have childlike features that allow them to pass as human children. In most cases , however, a grown Yunni will have the same proportions and features as an adult human on a smaller scale.
Yunni can be found in e very corner of the realms, often in their own communities but they tend to be welcome in the settlements of Duarden, Alkar, and Habens as well.
The Blue Elves, or Caleum Kari, are the enigmatic wanderers of the elven people. Often encountered alone, they travel the roadways, cities, and seas of the realm, dedicated to service and learning.
The Red Elves are the disciplined, savage enigma among the Alkar races. They are often characterized by their hostility toward outsiders, but their defining trait is their fanatical commitment to the warrior ethos.
Known formally as the Ghorsht or Varrine , Orcs are a populous race whose history is deeply intertwined with that of humankind. They are notorious for being a hard-working, familial people whose rapid population growth fuels their constant need for conflict.
The Ghorsht, as they call themselves can be found in a range of sizes and skin tones. Appearance can vary from nearly human to piglike or generally monstrous.
Orcs breed prolifically and have short gestation periods. They will readily breed with non-orcs as well and the offspring of such unions are welcomed without penalty into orc society; this of course adds diversity to their physical structure and appearance.

A typically ugly male ettin.

A beautiful female ettin.

A Yunni thief makes off with an expensive dagger, too quick and agile for his armored pursuers.

Female Yunni Khar Tain next to human Dhamari near the Scorched Barrens.

Female triplets are always powerful psychics, linked together for a special purpose by the elven gods.

Blue elves often try to avoid a fight by finding common ground. They are skilled negotiators and warriors.

Red elven warriors often seek out dark elves to challenge. Killing a dark elf is a feat of great honor among their kind.

Red elven culture is egalitarian. The females also take part in the great warrior ethos of their people.

Orcish features vary wildly., from beastly to near-human.

Various orcs from different tribes with varying features..