The first step to creating your character is to pick a Race and Caste, this page offers a very brief summary of the Races and Castes, but a lot more information can be found on the five dedicated Race pages, which contain lots of information about the Culture of each race, as well as details about magic, and the kinds of names people of that race have.
The Aquienos are men of the sea, indeed they have no real homeland on the main continent. Content to sail the Eastern seas, they derive their wealth from the various islands found there. These islands are too small to support a community but, nevertheless, have some resources available. They are master explorers and the only race which has regular business off the main continent.
Members of the Home Fleet take either Craftsman or Organiser as their favoured skill.
Their magics aid either Researcher or Ranger.
Members of the Explorer Fleet take either Ranger or Dungeoneer as their favoured skill.
Their magics aid either Researcher or Dungeoneer.
Members of the War Fleet take either Strategist or Healer as their favoured skill.
Their magics aid either Strategist or Ranger.
Members of the Navigators take any one of the Aquienos magics as their favoured skill.
Their magics can aid Dungeoneer, Ranger, Researcher and Strategist.
The Becquerel are humanoids of the Seraphol Forest bearing some resemblance and characteristics of flying squirrels. They are typically agile, skilled climbers and can cover great distances when gliding through a forest as a lot of energy is conserved when compared to walking or running. They are excellent woodsmen and hunters, having grown to exploit almost every aspect of forest life to their advantage.
Hunters take either Weaponsmaster or Ranger as their favoured skill.
Their magics aid Ranger.
Druids take any one of the Becquerel magics as their favoured skill.
Their magics can aid Ranger, Healer, Diplomat and Weaponsmaster.
Heightmen take either Dungeoneer or Master of Shadows as their favoured skill.
Their magics aid either Ranger or Healer.
Emissaries take either Diplomat or Researcher as their favoured skill.
Their magics aid either Healer or Diplomat.
The hump-backed Kirlsa, long renowned as the greatest warriors in the land, live in the Mosel desert which over the millennia has tempered them into formidable foes. As well as individual skill at arms, some Kirlsa train to lead armies or wield their magics in defence of their oasis fortresses. Those who cannot fight find their place in Kirlsa society crafting weapons for their more capable brethren or healing those who fall in battle.
Warriors take either Weaponsmaster or Ranger as their favoured skill.
Their magics aid either Ranger or Weaponsmaster.
Guardians take any one of the Kirlsa magics as their favoured skill.
Their magics can aid Craftsman, Ranger, Strategist and Weaponsmaster.
Warleaders take either Strategist or Organiser as their favoured skill.
Their magics aid either Ranger or Strategist.
The Sylphim are a beauty obsessed race of insect people. They are ruled over by an empress with absolute power, her word law. They live upon flying islands and are deliberately isolationist, though exiles can be found dwelling amidst the other races.
Courtiers take either Dungeoneer or Researcher as their favoured skill.
Their magics aid Master of Shadows.
Priests of the Incarnate Order take any one of the Sylphim magics as their favoured skill.
Their magics can aid Master of Shadows, Craftsman, Ranger and Weaponsmaster.
Artists take either Diplomat or Craftsman as their favoured skill.
Their magics aid either Master of Shadows, Craftsman or Ranger.
Chithana take either Master of Shadows or Healer as their favoured skill.
Their magics aid either Master of Shadows, Craftsman, Ranger or Weaponsmaster.
The Teklo are a race of slender, pale-skinned mountain dwellers. They mostly inhabit great Poleis (City-States) carved into the sides of mountains and exist as a Confederation of Republics, ruled over by the Senate Chamber. They maintain large diplomatic delegations with the other peoples, but allow outsiders only limited access to their mountain-fastnesses.
Scholars take either Researcher or Master of Shadows as their favoured skill.
Their magics aid either Organiser or Researcher.
Wardens take either Weaponsmaster or Strategist as their favoured skill.
Their magics aid either Organiser or Strategist.
Wordshapers take any one Teklo Magic as their favoured skill.
Their magics can aid Diplomat, Organiser, Strategist and Researcher.