THE CHEVAROS (Also known as the UNICOS)
The unicorns are always white with different colors of mane, tail sometimes socks but always basically white. They can manipulate time and space thus they live in a place beyond what they call 'The Veil', so few beings see them except those who are around a bonded pair or happen to see a group searching for a bond.

They are telepathic and can communicate with other species this way. However they do seek the peoples of Enkar to bond telepathically with one special person should the need arise. These bonded pairs then use their abilities to aid the people of Enkar. These unicorns are sent out of the Ancesteral Herd by the Herd Stallion to walk the world of Enkar seeking their bonded.

The dwarves are a solidly built, incredibly strong human-like species. Due to their compact size they are no taller than 5 feet. The dwarves live in the caves of the Green Rock Mountains. They are avid miners. They are quite knowledgeable and fond of rocks of any type. Their eyes have developed the exceptional ability to see in the dark because of the hours spent in the tunnels and caverns.
They do not however enjoy large crowds or gatherings and are never seen in towns with a population of more than 500. They will meet with certain individuals to work out deals but usually this is a very long process of building trust as the Dwarves are slow to trust. However, once they have given their trust they are very loyal.
Because of the nature of their work, they also tend toward solitude and hermit-like behavior. *Note: Morphans drive them NUTS and are difficult for them to tolerate*
Dwarves dislike crowds, and no Dwarven settlement exists that has more than five hundred members. Most number in the 300’s. There is no central Dwarven King or ruling body. Each local center of Dwarven population is ruled by a five person council, each member representing one major aspect or group within the community. Each local council votes on major issues of governance, with the council deferring to there representative in certain issues (e.g. the Warrior representative in times of war). Discrimination based upon sex is not rampant, and females have served in all 5 positions in the past, but most tend to be either Seers or Farmers.
The five groups/aspects represented are below. Also included are the methods by which the council member is decided.
1) Warrior. Trained in ways of combat, the Warrior trains local militia units, plans attacks, and sees to military alliances with other Dwarven enclaves. He is the primary ‘ambassador’ of his particular enclave when dealing with outside groups.
Warrior Representatives are chosen by a ritualized combat tournament held in each enclave. Battle is done with padded maces. Each winner passes on to the next round until only one warrior remains, better than all the rest.
2) Farmer. Masters of underground agriculture as well as cultivating the areas under the sky that the Dwarves hold, the Farmer is responsible for dividing food in times of plenty and for rationing food: plus storage in lean times.
Farmers are decided by simple mathematics. The farmer who raises the most abundant crop is given the position.
3) Miner. This representative is responsible for extending the Dwarven cavern systems and expanding living areas. They also take charge of the Dwarves greatest treasures, the ore and precious metals that they mine from the mountains they call home.
Miners are decided by a vote of all adults (those over20) in a community. Factors such as cavern stability, speed of construction, and metal production are all taken into account. Simple majority of the voters is all that is necessary to be named to a local council.
4) Crafter. The maker of things, the one who oversees the spectacular forges of Dwarven-kind and handles the construction of export items. From the crafting of tables and chairs to battleaxes and maces; the Crafter holds a very important position within the community.
Crafters are all given an assignment. Each creates the same item, most usually an axe or sword; and that item is then judged by all adults in the community, who then vote based on their assessment of the entries, simple majority rules.
5) Seer. The civil leaders of Dwarven society are responsible for a multitude of tasks, mastering none. They keep area censuses, process requests from trading groups and aid all other groups however they can. The Seer can always be counted on to have the latest information about their given area at nearly any time.

Seers are elected after a one week period where they elicit support from the community they wish to represent. All adults vote on the candidates; with the position going to whomever draws the simple majority.
The Council of Five system is designed to make the Dwarven leadership as strong as possible. Each member represents the most able-bodied in their realm. Each council undergoes new elections every five years, barring a disaster or war that significantly disrupts the Dwarven way of life. The last such instance was the incursion of the BlackMages into Enkar, which led to a council period lasting for 9 years. Should a member die during his/her period as a councilmember, their second immediately ascends to the vacated position until the next Festival of Election.
Among a community, the members of the local council are referred to with the honorific of “First” before their title (First Warrior, First Seer, First Farmer, etc). After the First, there is a Second and a Third. Each is ranked by how they finished in their respective contests for the council position. Should the First be away from the community in time of need, the Second will assume his/her duties until the First returns.
Participation in the Festivals of Election is purely voluntary, and often times an established Crafter, Seer, or Miner in an area will continue their service unopposed at the time of the Festival. Those who do not choose to participate are still bound by Dwarven law to serve the First in their sphere, no matter if they lost to him/her or not.
-contributed by Aaron Baugh

Appearance: Adult Elves are between 4'5" and 5'6". Hair color on Enkar ranges from white to silver with all pale tints of the spectrum. Elves of Enkar rarely have dark hair of any hue. Limbs are slender and graceful, features tend toward sharpness. They have no hair on face, hands or arms, even males.
The elves can see up to fifty feet in the dark, but their natural night vision is meager compared to the Dwarves. Children are a rarity. That is why they will accept children of 'mixed' marriages, though they, as a society, frown upon it. Normal lifespan is between 600-800 years. The most sorrowful part of any mixed race children, they will not live as long as their parents.

The Morphan are a unique race. Average height is 3'-4'5". Absolutely no hair exists on the Morphans head except eyebrows! Large eyes and smooth, hairless heads identify them quickly. They appear to be children at first observation and are often mistaken for a child. They are mischievous but harmless for the most part. Most irritating, is their habit of 'borrowing' children and not returning them until they reach the teen years.
The average life span is 500 years. The Morphan also possess a unique ability. They are pure empathic healers. This almost led to the extinction of their species. Unique properties in their blood was suspected to hold the key to power and extended life by Sheridon the Wicked, a Black Mage that carried out hideous experiments on the Morphan. For that reason the Northrmorphs were taken into the Silkwood Forest. They were brought to the Elves by the Great Knight, Calantrius, who disappeared shortly after delivering them to the elves. There they now live, tending the giant Silkwood Moths for the Elves.
*The Southrmorphs used to live along the edge of Mammoth Falls, they have not been heard from in a long time and it is feared they are all dead at the hands of the Black Mages.