Despite its nature as a craggy highland often proving Tyrfre a harsh place to survive, humans have proudly inhabited this continent for many years, weathering both storm and famine.

The majority of arable land in Tyrfe are in great dales, usually found far from the coast, as well as coastal ravines which conceal ancient grottos that are surprisingly fertile.

Perhaps due to the few environments in the region suitable for farming, there are few permanent settlements in Tyrfe. Only the most powerful Clans hold such territory. The majority of lesser clans are nomadic, ranging from peaceful hunters to aggressive raiders.

Surprisingly, there exists a general tendency amongst all Tyrfe Clans to not cross certain bottom lines. Even raider clans, which survive by pillaging other clans, follow these rules. These bottom lines are considered absolute taboos, and namely involve the destruction of the environment and slaughtering women or children. These cultural norms may have emerged as a way to ensure survival of humans in these lands.

While some Clans are largely self-sufficient, most engage in complex trade networks with other groups. Thus, though it may be tempting to initially dismiss Tyrfe society as merely warlike, it would also be correct to recognize the trend that a strong sense of sustainability exists in their behavior.

Blood feuds among clans are rare, as most conflicts are quickly settled through honorable combat. Clans that fail to respect the ways of Tyrfe are likely to suffer as they will face immense backlash from the other Clans, ranging from being shunned to actively eliminated, depending on the severity of the offense.

While it is rare to see, there exist exceptional individuals amongst the Clans, which have had disproportionate impact on the culture of the entire region. Namely, two kinds of individuals are deeply respected and immensely valued by clan leadership, often occupying positions of power themselves. These are the Wyrdoer (shamans) and the Jragaz (heroes).

Wyrdoers are rumored to practice powerful magicks and have a deep connection with the land. It is said that Wyrdoers can conjure strange beasts, create brews with that restore the body beyond what should be possible, enchant trinkets and weapons to provide protection, and even tell the future. Furthermore, Wyrdoers may also have the ability to place curses on others, though it is said that doing so comes at great cost to themselves. Notably, the vast majority of Wyrdoers are women, to the point that a 'male Wyrdoer' is an idiom for a 'rare thing to see'.

Even without their magic, Wyrdoers are treasured for their ability to host ceremonies and rituals, as well as their knowledge of both medicine and poison.

Becoming a Jragaz is the dream of countless youths, and the regrets of countless elders. While there is no absolute knowledge on how it can be accomplished, it is generally understood that only through acts of 'greatness' can one become a Jragaz. While most Jragaz emerge on the battlefield, some also emerge amongst legendary craftsmen.

Though it is lesser known, when one becomes a Jragaz their behavior often changes. The exact reasons for this are not clear, but may have to do with the special powers wielded by the Jragaz.

Though a majority of Jragaz are men, there are still a significant number of women amongst them. The reason for this distinction largely comes down to the composition of a clan's armed forces, rather than the seemingly innate sex divide found among Wyrdoers.

In general, while most clans do not refuse to train or arm women for war or hunting, many of them strongly disincentivize it, as women are valued more by many Clan leaders for their ability to bear children and raise the next generation, than to risk them in combat.

Almost all Tyrfeans have a strong sense of Clan belonging. To be exiled from one's Clan is often considered a fate far worse than death.

Tyrfeans have light skin, light hair and light eyes.
The sole language of Tyrfe, Tyrneag, has diversified to the point of being more of a language family. These 'cousin languages' include Muogneag, Duanneag and Ofeagneag which are somewhat mutually intelligible, and the greatly divergent Sjyrneag which is not.


List of Clans

Clan Djann - The most powerful clan in all of Tyrfe. Overtook Duar and Mannagair after the advent of Dzedje.

Major Clans of the Northern Highlands

Minor Clans of the Northern Highlands

Major Clans of the Southern Highlands

Minor Clans of the Southern Highlands

Gangs of the Tyrfean Lowlands


Clans of the Crags - Whatever clans exist within the Crags are not well known in the rest of Tyrfe.

Gangs of the Broken Coast - Whatever gangs roam the Broken Coast are not well known in the rest of Tyrfe. One might have occasional contact with a few of them in the eastern Lowlands.

Clans of Nhet' Gezenenh-sjyr (Net Gezenen-jyr) - The actual details of Nhet' Gezenenh-sjyr (pronounced as Net Gezsenen-jyr in mainland tongues) are basically unknown to mainland Tyrfe. This includes even a basic grasp on which clans hold power there. Perhaps they do not even follow the clan system.

The Dishonorables - Also known as the Muogbreakers or the Wyrdless. Barely qualifies as a proper group, lacks any central leadership. The Dishonorables are a deeply-hated group across all of Tyrfe, notorious for not following Muog. They are the worst of the worst. Their influence extends from the eastern Lowlands to the western Broken Coast.


Mythology

The Thainn Muog (Muogan Pantheon) is comprised of Kheja (Goddess of Wyrd), Tutog (Barbarian God of Destruction) and several others.

The Thainn Duanu (Duanuan Pantheon) is comprised of Duanu (Male Ancestor God), Mrargan (Evil Goddess of War/Wyrd), a female ancestor god, and a couple others.