This section is the complete list of all the players who have
so far submitted on this page, organised into groups depending
on their race and profession.
By Race
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Dwarves are short, squat, and powerfully built. They are well
known for short patience, hard drinking, and fierce loyalty.
Though primarily thought of as an underground race, the dwarves
have contributed much more then mining. The pragmatic wisdom
of the dwarven priests makes them well sought-after by those
looking for advice and the dwarven engineers are even more in
demand. All dwarves belong to one of the 11 different dwarven
families.
There are rumors of Dwarves that escaped the armies of Emperor
Mobius and live very deep under the Sword of the World mountains.
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Ghorak Zo are the largest and the most aggressive of the races.
Their strong warrior tradition sneers at mysticism and defense,
believing the best way to deal with an enemy is to kill it before
it kills you.
They first appeared on the Western Continent only 300 years
ago. An entire army of them emerged from the Sword of the World
mountains to wage war on the Ascendancy. Their success was cut
short only by Emperor Mobius' indestructible army of Dark Sentinels.
Stories say the Zo used magical gates, long thought to be
destroyed, to come to this continent. Mobius tried to locate
these gates so that he might use them for his own purposes, but
the retreating Ghorak Zo destroyed them. The Emperor then charged
all of the Zo remaining on the continent with the defense of
the Ascendancy. Since then, the Zo have acted as an addition
to the Ascendancies forces. The human city of Mountains Reach
was given to the Zo by the Emperor for them to make their home
in - the humans protested angrily, but were foreced to bow to
the will of the Ascendancy.
The Zo average around seven feet tall, and have dark brown leathery
skin, and dark hair. Their great strength and agility seems to
make them a match for any of the races.
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Halflings have been around for as long as history has been
kept. They have an odd way of escaping the notices of anyone
until, somehow, one of them rises up to change the history of
the world by an innocent seeming action. Jumblie the Halfling's
obsession with food caused him not to deliver the Unification
Decree to "the People" and was what many historians
think kept a third Unification War from happening. |
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Humans encompass a variety of shapes, sizes and colors that
is almost as diverse as the races are from each other. Contrast
the brutish Nordislanders of the north, the olive skinned folk
of the inner lands, and the dark skinned mountain folk of the
Sword of the World mountains.
Humans are far and away the most numerous of the races, and
there exist humans who excel in any given category of expertise.
Only the Thoom live as happily with other races as do the
Humans, and none re so well-known for travel and trade.
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The interaction that the elves have had with the other races
has been primarily through the Grey Elves. The Grey elves aren't
so much a race of elves as they are a distinction. The Grey Elves
are those that have adopted the ways of the more common races,
as opposed to what most people call the "Deep Elves"
who exist only on such a periphery of society that they make
Willak look as integrated as Thooms. The Grey Elves have blended
with the other races for quite some time, but still they generally
prefer the more rural settings with a bit of nature around them
to the cities. The Grey Elves are similar in build to the humans
but tend to be much more thin.
Grey Elves first appeared during the second Human Unification
war when the Azure Forest was razed by the marauding human armies. |
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Other races often call them Cats, but this proud race refer
to themselves only as "The People." They range from
five to six feet tall, have a long tail, and are covered with
short, dense fur. The patterns of color on their hair is important,
at least to the People back on the continent under the Ascendancy.
The different markings denote the class and the social status
that the person is most likely to take in life. The People's
nation is in the northwestern valleys, and resisted the first
two Human Unification Wars with relative ease. It was the might
of Mobius' vast armies that eventually crushed the People's nation.
Since then, the People have always struggled to find a way to
remove themselves from his rule.
The contributions of the People have been great and much varied.
Art and dance are much demanded exports of the People. The creativity
is thought quite odd considering their rigid Feudal dynastic
society. |
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The sailors and philosophers of the world, the Thoom intermingle
with the other races to a large degree. The Thoom, called for
the noise they make when they inflate their throat sacs, average
about five feet in height and have wide spaced large dark eyes.
Their skin appears a bit slack and wrinkled and is colored usually
dark brown or dark green. Thoom have always participated quite
a bit in the establishments of learning and in early history,
they were bloodlessly conquered during the first Human Unification.
Almost all Thoom grow up to be either learned scholars or sailors
and shipwrights. Many of their number can be counted among the
most notable of thaumaturgists as well, the great Spell Crafter
K'Chakka being the most obvious. |
By Profession
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If you're a Fighter, you're a member of the most important
group of exiles. Fighters are the hands, the muscle, the strength
of the community. A skilled warrior can defend himself against
seemingly impossible odds, can explore areas others would not
dare, and slay beasts of fearsome strength.
Without Fighters, civilization would be overrun and destroyed.
While Fighters' strength is in their body, some of the techniques
that come from advanced martial training seem to border on the
magical.
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If you're a Healer, you're a member of the most important
group of exiles. Healers are the compassion, the heart, the soul
of the community. A skilled Healer can revive the wounded, strengthen
the living, and even raise the dead.
Without Healers, civilization would decay and collapse.
While Healers' strength is in their spirit, they can eventually
learn magical techniques that have little to do with health.
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If you're a Mystic, you're a member of the most important
group of exiles. Mystics are the brains, the head, the mind of
the community. A skilled Mystic can communicate over long distances,
gather information magically, and cloud the minds of enemies.
Without Mystics, civilization would lose its cohesion and
disintegrate.
While Mystics' strength is in their mind, their abilities
can extend and affect other realms of power.
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