Barbarians
DwarfBarbarian
The Wolves of the Northlands
Proper Name. Halasian, sometimes Northman
City and District of Origin. Freeport - Scale Yard; Qeynos - Graystone Yard
Racial Homeland. Halas - The Northlands
Alignment. Neutral
Mythical Creator. Erollisi and Mithaniel Marr
Racial Language. Halasian
Appearance
Barbarians are tall, powerful humanoids. They are close kindred to Humans and share most of the defining physical features, but are physically more imposing than their smaller Human cousins. The body of a Barbarian is often blessed with greater muscle mass. Their height averages about 7 feet. The hair styles are typically long and full (a link to their past, when such hair styles assisted in surviving chilling weather). The bodies of Barbarians are built for war.
Skin Color.
Barbarians hail from the northern lands. Their skin color ranges from pale to bronze.
Hair Color.
Barbarian hair color begins with nearly pure white, and can range all the way to brown and black. Various hues of red are also common among the race.
Demeanor
Barbarians are a proud warrior race, whose history is grounded in millennia of merciless clan warfare. Their savage ways have been somewhat moderated by exposure to civilization, but the Barbarian heart still harbors the inner rage that fueled their ancestors, and so they are regarded as one of the most fearless combatants on Norrath.
Though still aggressive by nature, Barbarians tolerate most other races and are willing to ally themselves with most anyone who shares their sense of justice. Acting in a dishonorable way toward a Barbarian, however, will earn you an enemy for life.
Background
Barbarians are a race of tall humanoids created by Mithaniel and Erollisi Marr. This hardy race originally settled in the cold lands of the north, building their city of Halas upon the frozen tundra of Everfrost. Their homes and building are somewhat primitive by Human standards, making use of natural materials and simple architecture. Interiors are often decorated with trophies from battle, as well as skins and hides used as tapestries for recording their culture's history and lore.
The arrival of the Barbarians on Norrath ushered in the Age of Blood. Barbarians moved outward from their northern home, initiating brutal battles with whatever races they encountered. Tribes would war with anyone - including other Barbarians - as a means to grow in strength and power. Eventually the Marr twins inspired certain Barbarians to more insightful thinking, and these wiser folk became the fathers and mothers of the Human race.
While their physical structure makes them ideal Fighters, Barbarians also make surprisingly agile Scouts. In fact, the gruff charm of many Barbarians has made the practice of the roguish arts an accepted part of their culture. Barbarians are known for wearing their emotions on their sleeve, and have no problem with telling you exactly what they think of you. They will gladly back up their boasts with a show of force.
Barbarians do not practice any of the refined spellcasting arts, and as such cannot become any form of Mage.
Faith
Barbarians are historically shamanistic in their spiritual practice, though in recent times certain sects have become somewhat more refined, and have begun to practice the clerical arts. While many Barbarians worship the Marr twins who created them, fighters tend to honor the militaristic traditions of Rallos Zek. This race's highly developed sense of justice inspires many to worship the Tribunal, which can spur near fanatical devotion amongst the religious caste.
Recent History
Barbarians were forced to retreat from Halas at the start of the Rallosian War, when savage snow orcs began to take control of the northern lands. After the defeat of the orcs some Barbarians reclaimed their home, though many stayed behind in the cities of men.
Although saddened by the loss of their ancestral home in the Shattering, Barbarians are an extremely adaptable race. Since many of them had already made their homes in the Human cities, adapting to life in the current age has been relatively easy for them.
Naming Conventions
Halasian names generally show the rugged side of the Barbarian race. Names often make reference to the cold or frozen lands and the animals that dwell there. Halasian surnames are usually a compound word representing a legendary act or legendary hardship endured by a Barbarian family. Families comprise the body of a clan, and each clan has a particular duty that they have performed for generations. Clans are always related, and each family is needed to perform their particular duty, in order for the entire clan to be sustained. That ancestral duty will commonly be hinted at through their family name. Common Halasian family surnames include Stoutheart or Frostblade.
Halasian forenames are short and masculine, even the names of Barbarian women. Common Halasian forenames include Magnus and Ulrich. An example of a full Halasian name might be Ulrich Stoutheart of Clan McMerrin, Ulrich Stoutheart, or Ulrich McMerrin.
Note. Most real-world Nordic or Celtic names are suitable for Barbarians. For examples of Scottish / Highlander names to work from, see ElectricScotland.com
Dark ElfDwarf
Masters of Steel and Stone
Proper Name. Dwarf
City and District of Origin. Qeynos - Graystone Yard
Racial Homeland. Kaladim - The Butcherblok Mountains on Faydwer
Alignment. Good
Mythical Creator. Brell Serilis
Racial Language. Dwarven
Appearance
Dwarves of Norrath are a stout and mighty race. Pound for pound, they are one of the strongest races. Their bodies are broad and muscular. They average 4 feet in height, but their weight can often be greater than their height might suggest, often ranging between 150 and 200 pounds. They have large noses and ears. A dwarf takes great pride in his or her hairstyle, often wearing styles that have been passed down from their ancestors for generations.
Their beards are typically bushy and full. In ages past, even the females once wore beards. Dwarves take great pride in their beards, and view a beard's fullness as a sign of prestige. Dwarves have a love of metal, and their forging skills are some of the finest in all of Norrath. Their armor is durable, and etched with extravagant designs and runes. They often wear thick layers of apparel that is often soot covered; since the Dwarves view earthen material as somewhat sacred, they are not repelled by grime or soot on their armor.
Skin Color.
Dwarf skin color begins at pale and ranges through light skin colors to a darker dusky overtone, almost grayish.
Hair Color.
Dwarf hair color can be blonde, brown, red or black in various hues and shades.
Demeanor
Dwarves are often loud and abrasive with a fondness for revelry and can always be overheard telling tales of legendary Dwarven battles. They have a bond to the earthen realms and usually dwell within grand halls cut deep within mountainsides that seem more suited for the girth of a giant than a stout dwarf. An appreciation for rare minerals and forging has resulted in some of the finest weapons and armor ever to be crafted. Fellowship with a dwarf is never forgotten, but to be deemed worthy of such friendship is often difficult to acquire. Dwarves are a noble and honorable race and will fight to death even against great odds rather than run and are dishonored. Heritage is extremely important to a dwarf and they will never wish to bring shame upon their lineage.
Background
The Dwarves are a short, hardy people created by Brell Serilis. Stout and strong, this race is known for its courage and sense of honor - though not particularly for its intellect. Dwarves make the most faithful of friends and, should the situation require it, the most tenacious of enemies.
Dwarves possess an abiding love for stone and earth, having carved their home city of Kaladim deep into the dense rock of the Butcherblock Mountains. Kaladim's architecture illustrates the pride Dwarven Artisans take in their work: clean, elaborately carved stones were used to construct the practical yet ornate buildings within the city. Similarly, Dwarven armor and weaponry is well known for its high quality and durability. Considered excellent miners, Dwarves love to harvest rare and precious gems from the depths of the earth.
Their willingness to fight for what they believe in, combined with their natural strength, makes Dwarves excellent Fighters. Though a bit awkward in motion, their nimble fingers and close ties to the earth allow them to be skilled Scouts. Dwarves are distrustful of most magic, and do not practice the Mage arts.
Faith
Dwarves are devoted to their creator, Brell. No matter how long his direct influence has been absent from their lives, their faith does not waver. While Scouts often choose to worship Bristlebane, the King of Thieves, none will forget the debt owed to their maker.
Recent History
The Dwarves' love of culture and tradition run deep. While most Dwarves are resolved to work together with the other races and rebuild the world, a few sing songs of deep and hopeless sorrow, wanting only to return to their beloved Kaladim. As a kind of comfort and therapy, Dwarves surround themselves with decoration and architecture that reminds them of home. There is not a Dwarf in Norrath-no matter how battle hardened-who will not shed a tear when thinking about his beloved Butcherblock Mountains.
Although saddened by the loss of their ancestral home in the Shattering, Barbarians are an extremely adaptable race. Since many of them had already made their homes in the Human cities, adapting to life in the current age has been relatively easy for them.
Naming Conventions
Dwarves of Norrath have a love of battle, mining, forging and revelry. Their surnames often reflect these interests in the form of a compound word. The names should in some way show the toughness of their stock, and include references to rocks, stones, gems, smithing, battle, their proud beards, or drink. These names are ancient and the Dwarves take great pride in living up to reputation that comes along with any particular surname. A surname will often determine what caste of society a dwarf is bound to. Names like Everhot, Irontoe, Onyxbeard, Wildhammer and Ogrebane are common Dwarf surnames. You most assuredly would be finding an Everhot dwarf working within a forge.
Dwarf forenames are most often short - one or two syllables. They are very masculine, including those of the female dwarves. These names are abbreviated forms of common human names modified by removing some letters. Arthur may become Thur or Athur, two common Dwarf forenames. Sometimes a single family of dwarves may share a commonality in their forename. An example of a commonality would be the names Tumpy, Dumpy and Trumpy, or even Didek, Didal and Divan.
EruditeDark Elf
Conquerors of the Underfoot
Proper Name. Teir'Dal
City and District of Origin. Freeport - Longshadow Alley
Racial Homeland. Neriak - The Underfoot
Alignment. Evil
Mythical Creator. Innorruuk
Racial Language. Thexian (last known language before the Sealing of Neriak)
Appearance
Dark Elves are lithe, often with a wiry, well-defined musculature. They are dark skinned, their color ranging from jet black to deep purple and blue. Their hair is often white, or of some other very light or pale hue. They stand approximately 5 feet and weigh around 100 to 115 pounds. They share the common Elf trait of pointed ears. Their typical garb is both alluring and functional for combat or special ceremonies. Much of their armor is highly ornate, and details the history of the race, or a particular dark elf house, within the pictures engraved on the armor.
Skin Color.
Dark Elf skin color is unlike any other race on Norrath. Skin tones range from dove gray at the palest to deep, midnight blues (which appears deep black to human eyes).
Hair Color.
Dark Elf hair ranges from snow-white to a dulled charcoal gray (not quite black). Very pale blonde tones (such as bone) may also be found amongst Dark Elves. Metallic hues such as silver or steel are not uncommon.
Demeanor
The Dark Elves are elitist and driven to conquest. They are viewed as a sadistic, treacherous and hate filled by other races, but amongst themselves they honor a strictly lawful code. Although treachery and betrayal are lynchpins of Dark Elf society, they are usually carried out clandestinely. To do otherwise would be considered tasteless in the extreme.
The dark elves live a life of strict discipline and sadistic violence. They are the keepers of the secrets of the dark arts. They detest all other races and will rarely travel with outsiders unless something can be gained only by doing so.
Background
Dark Elves are one of the three known elf races and one of the oldest races on Norrath. They are known by the ancient Elf name Teir'Dal, a word meaning Abyss Elf. They have existed for ages in the dark underworlds of Norrath.
The Dark Elves are the children of Innoruuk. Legend has it that the Prince of Hate captured the first Elven king and queen and tortured them over a span of 300 years, tearing them apart and rebuilding them in his own twisted image. Whatever their true origins may be, there is no doubt that the Dark Elves have embraced Hate as a guiding force in their lives. Hate, when disciplined, can make one strong and focused. When inspired in others, it can be a means to corrupt and control them. The practice of Necromancy, which the Teir'Dal see as Innoruuk's gift to their race, is very much at the core of their culture.
The Teir'Dal home of Neriak is an underground city built into the upper portion of the Underfoot. Its entrance used to lie at the northern edge of the foreboding Nektulos Forest. The city is darkly beautiful, consisting of ornate stone passageways connecting austere structures built within immense caverns. As Dark Elves have excellent vision, the need for lighting in Neriak is minimal; however, elaborate glowing runes decorate most buildings, giving off a haunting, almost neon appearance.
Though slight of build, Teir'Dal make brutal Fighters, compensating for their lack of physical size with grace, speed and a ruthlessly tactical mind. Their intelligence makes them highly adept in all forms of magic, including every branch of the Mage archetype. Their Elven abilities allow them to be highly skilled scouts.
Dark Elves look down upon all other races, but in the past have made use of Trolls and Ogres - evil pawns they could readily control. While Ogres have regained their former intellect and are no longer easy targets for Teir'Dal manipulation, Dark Elves continue to look for ways to manipulate anyone they can.
Faith
The Teir'Dal remain devoted to their maker, Innoruuk. Dark Elves practice a fanatical form of religion that tolerates no deviation or interpretation of doctrine. As such, their Priest class can only become Inquisitors, strictly enforcing the teachings of their dark lord.
Recent History
Since the closing of the entrance to Neriak, the Dark Elves left on the surface have been cut off from their ancient home. Those that fled to Freeport did so out of a sense of self-preservation rather than an actual desire to cooperate with the Overlord or the other races. While tolerating the squalid conditions of the city districts, they actively scheme for personal advancement. The Freeport Dark Elves are willing to play along for now, but will be looking for any opportunity to take advantage of the weakness of others.
In contrast, Teir'Dal calling themselves Thexians are in the process of trying to reopen access to their home city. These devout zealots view the Freeport Dark Elves as having sold out their heritage, and look down on them with disdain. The Thexians detest being forced to live above ground in Nektulos, viewing the reclamation of their former greatness to be an inevitable function of their destiny. Dark Elves who do not pledge to support the efforts of the Thexians will be viewed as traitors to their culture and shunned by the "true" Teir'Dal.
As to the Dark Elf queen and her subjects who remained below, their deeds and fate since the closing of Neriak remains a mystery to their kindred above.
Naming Conventions
Teir'Dal names are characterized by a capital letter, or Provincial Designate, such as "L" followed by an apostrophe and a proper name of ancient Elf descent. The capital letter preceding the proper surname was an indication of the province of the underworld called the Underfoot that the proper name hailed from. So two Teir'Dal with names of L'Kar and L'Gez share a common origin in an ancient Teir'Dal province of the Underfoot. In those provinces it is common to run into only those surnames sharing a similar Provincial Designate, but a variety of different Surnames. Only in the larger metropolises of the Teir'Dal empire, such as the capital Neriak, will one find a great variety of Provincial Designates. Teir'Dal names tend toward harsher consonant sounds, with short direct spelling of their names. The true and full names are long, but usually kept private. It is beneath a Dark Elf to share more than the shortest and most basic form of his name with those who do not deserve their attention.
There are some Surnames that are never preceded by a Provincial Designate. Those surnames are known as Liege Names. These Liege Names are the oldest surnames from the dawn of Teir'Dal history and demand respect by any Teir'Dal with the typical Provincial Designate surname. The Liege Names members are of pureblood and are forbidden to mate with anyone that does not bear the same Liege Name. Names such as Punox and Thex are two of these ancient Teir'Dal Liege surnames.
FroglokErudite
Seekers of Arcane Boundaries
Proper Name. Erudite
City and District of Origin. Qeynos - Starcrest Commune; Freeport - Stonestair Byway
Racial Homeland. Erudin or Paineel on Odus
Alignment. Good or Evil
Mythical Creator. No direct creator
Racial Language. Erudish
Appearance
Erudites are related to Humans and share many of the same defining features. They have devoted their life to the pursuit of inner strength and higher intellect. Having chosen this path, the Erudites tend to be slight in build compared to Humans - a characteristic stemming from their detestation and avoidance of conventional labor. The Erudites have also shifted further from their human origins in their quest for planar intellect and mastery of the arcane. Their bodies have become thin and birdlike, but still maintain a defined musculature. They have begun to tatto runes and symbols upon their bodies, and some even imbed gems into their skin.
The Erudites can range from normal Human height to about half a foot taller than a tall Human. Their weight is as their appearance suggests, normally averaging around 110 to 120 pounds. Their skin has become ashy in color, very unlike the skin tone of any other humanoid race.
Erudites prefer fine garments of rare silks and other highly valuable cloths. Hoods are commonplace, as are decorative metalic headbands encrusted with gems. Erudites are masters of magic and inner strength, and their garb hints of their reliance and faith in their skills, usually displaying symbols of the arcane, and preferring not to don heavy armor.
Skin Color.
Erudite skin colors are dark or ashy. They range from lighter ash tones to dark chocolate colors.
Hair Color.
Erudites rarely have much hair at all, and commonly wear headgear. What hair they do have is highlighted browns to black
Demeanor
Erudites are elitist, and their society has often been isolated by choice from the other races. They usually view themselves as a supreme intelligence, and even when proven wrong they will seldom admit failure. They are calm and cool in battle. Many Erudites put on extravagant displays of spell preparation or combat maneuvers, always going just a bit overboard to show their supposed superior skills. Good or evil, an erudite finds it difficult to truly allow one of another race to befriend him. Nor is it easy for other races to tolerate the elitist behavior of an Erudite long enough to wish to become a friend. Fellowship between an Erudite and another race are usually brought about by epic journeys, where together they face wonders and great dangers.
Background
Though descended from normal Humans, Erudites eschew all ties to their less intellectual ancestry. Disciples of the great mage Erud, they long ago left the shores of Antonica and headed west to the barren coast of Odus. It was here that the city of Erudin was founded as a bastion of intelligence and culture. With high towers built of white marble, Erudin possesses a lofty beauty unsurpassed by any other work of man. Despite the elegant design of Erudin's buildings and fountains, ornamentation is relatively minimal, as it distracts from purity of thought.
Some years after the founding of the City of High Men, a sect of Erudites obtained knowledge of necromancy from the Dark Elves and began practicing that art. Labeled Heretics, these outcasts rebelled against their own people, and a terrible civil war broke out upon Odus. Magical forces took a horrible toll on all involved, and in a final epic battle a great hole was torn into the ground that touched the fringe of the Underfoot itself.
Realizing the price that further warfare would cause, the Heretics retreated and built their own city on the edge of the Hole. Paineel, city of the heretics, equals Erudin in elegance of design, but is built of darker stone (so the stains don't show up).
In the centuries preceding the Shattering, the Erudites became more and more isolated from the outside world, cutting off ties with their neighbors in Qeynos in order to ensure their own purity of thought. During this time, the Erudites entered into a period of advanced magical study in order to attain an even higher level of arcane power. These efforts to tap into the primal mystical forces of the universe reshaped the physical form of the Erudites, to the point where they are barely distinguishable as human.
Their grey skin adorned with glowing runes gives them an almost unearthly appearance, inspiring distrust among the other races. If the Erudites touched a power great enough to cause such a visible transformation, one wonders what other changes might lurk below the surface.
Being devoted mainly to intellectual pursuits, Erudites are adept at all forms of magic. Their focus and dedication to their cause makes them skilled Crusaders, and despite relatively slight builds they also study as Monks. While they consider themselves above most duties of the Scout, a few Erudites have embraced the intellectual purity of music to become skilled Bards.
Heretic Background
The Erudites had a problem. Some of their people were beginning to practice the dark, corrupt art of Necromancy. The Erudites labeled these misguided mages as Heretics and drove them forth from the city of Erudin. In the ensuing battle, magics clashed at a titanic level. At the climax of the battle the earth itself was ripped asunder blasting a series of craters deep into the wounded earth. The greatest of these was called The Hole.
Both sides were dismayed and frightened by the devastation they had unleashed. Separated by the crater and weary beyond belief, both sides retired from the field. The Erudites returned to their home and the Heretics retreated into the caverns uncovered during the creation of The Hole. The Heretics, decimated in the battle, practiced the ways of secrecy and slowly faded from the memory of the Erudites. They may have been forgotten, but the Heretics were not inactive. Deep in The Hole they built the hidden city of Paineel. For many years they practiced their dark art, perfecting their mastery. They explored the underground passages of The Hole. It was during these explorations that they came across the Vault of Living Stone. This artifact was created by Brell Serelis to seal the passageway he had opened from the Plane of Underfoot to Norrath. It was through this passageway that he had brought his creations to Norrath. Once he had finished his seeding he had put the Vault of Living Stone in place. The Vault was a magical construct that would perpetually repair itself and keep Norrath safe from the more vicious denizens of the Plane of Underfoot.
Once they had found the Vault, the Heretics began to experiment with ways to harness its power. Inevitably, they made a mistake and the Vault was damaged. It began to decline, and creatures from the Plane of Underfoot began to pass through to Norrath. At first, the incursions were minor, but eventually they became overwhelming. A great force of earth elementals lead by the Earthen Lord Yael swarmed through the vault and attacked hidden Paineel.
The Heretics were outmatched. As their city was besieged, the majority of citizens retreated to the surface, pulling down the passageway behind them. A small group, lead by Dartain of the Dark Truth, had chosen to remain behind and attempt to repair the vault. These heroes managed to create The Hatch. This device, when attached to the Vault, would repair the damage the Heretics had caused and keep the passageway to the Plane of Underfoot closed. So the band set out into the depths of The Hole. Relying on their magical prowess, the group made their way stealthily to the Vault. While placing the Hatch, the band was beset by the forces of Yael. Those on the Norrathian side of the passageway quickly fell. Only Dartain survived the attack and only by fleeing into the Underfoot. Yael and his minions could not remove the Hatch, but there yet remained one connection to be made. Dartain hid until all was clear, then returned to make the final connection. He was lucky in that the connection could be made from the Underfoot side of the passage. Yael's forces, not fearing attack from their home, guarded the Norrathian side. Dartain's luck came to an end. While he could finish the installation, he could not go back to Norrath to perform the final ritual. It was from the Plane of Underfoot that he cast his incantations, and in doing so he trapped himself in that place. Nothing more is known of Dartain's fate.
Yael's forces, not truly interested in things above the ground, settled into the ruins of Paineel and the surrounding areas of The Hole. To this day they vigorously protect their new kingdom.
The surviving Heretics, caught between Yael below and Erudin above, searched the upper reaches of the Hole. Finding a suitably hidden location they built a new home. This they named Paineel in memory of what was lost. Old Paineel, now a place of violent, elemental rage, they shunned but never forgot. The odd adventuresome Seeker of the Dark Truth (as the Heretics prefer to refer to themselves), will still make an occasional foray into the depths, seeking to find some bit of old knowledge that lies hidden in Old Paineel.
Faith
Citizens of Erudin are devout followers of Quellious the Tranquil, whose doctrine of inner peace well suits the discipline necessary for intellectual pursuits. An ancient order of Paladins called the Deepwater Knights remain devoted to Prexus, seeing the rise of the oceans as proof that their god will soon return.
The heretics of Paineel worship Cazic-Thule, applying the power of Fear as a means of controlling lesser beings.
Recent History
Erudites are naturally distant and cold. Most of the race was unwilling to leave the isolation of Odus, even in the face of the devastating cataclysms that struck the world. The ones who did flee to the cities of men fall into two groups: in the case of good Erudites, those who clung tightly to the worship of Quellious and the Prophecy of the Avatar went to Qeynos; among the evil Erudites, those who went to Freeport are most interested in self-preservation.
In both cases, Erudites consider all other races to be inferior, and have no qualms about saying so. This will be particularly true of the Kerra, who the Erudites see as little more than animals.
Naming Conventions
Erudite surnames are usually long flowing names. They are a beautiful phonetic harmony. The Erudites' love of harmony and art is evident in the sounding of their names. Surnames common to Erudites are Lyssyrissol and Ellonialis. Erudites rarely share their long surnames with outsiders, and seldom even use them within their own cities. Many of these lyrical surnames have spells attached to them that will be activated upon speaking the surname.
Most often, Erudites will only use their first name. Erudite forenames are short and more natural sounding to other races. It is rare that an Erudite forename goes longer than 2 or 3 syllables. Many of these names come from their origins within the Human race. Names such as Akila, Baraka and Azhar are common in Erudite society. Erudites also grant names of grandeur to those of great intellect. They will forever more be known only by that single name. These names can vary and they are suggested by the name holder. They often can be pulled and modified from ancient arcane texts that the great intellect may have been researching. Some legendary Erudite names are Al'Kabor, Uzun and Erud.
As many Erudites do not share their surnames, an Erudite who appears to have both a first and last name most likely has a very long first name that has been divided, which other races mistake as separate forenames and surnames. Thus, a name such as Uzun Lyssyrissol is just a first name that has been divided.
Note. Arabic names or modified Arabic names are appropriate for Erudites. Suggested sites with samples of Arabic names: http://www.ummah.net/family/masc.html, http://www.ummah.net/family/fem.html, http://www.sudairy.com/arabic/masc.html and http://www.sudairy.com/arabic/fem.html
GnomeFroglok
Crusaders of Marr
Proper Name. Froglok
City and District of Origin. Qeynos - Castleview Hamlet
Racial Homeland. Gukta-Innothule Swamp
Alignment. Good
Mythical Creator. Mithaniel Marr
Racial Language. Froglokian
Appearance
The Frogloks of Norrath have been touched by the hand of the god of valor, Mithaniel Marr. They rapidly evolved from short flimsy amphibian humanoids to a more formidable version. A Froglok, although short, is not as thin or flimsy as it once was in ages past. There are visibly muscles and tendons creating an imposing upper body cinched to a narrow waist.
Their most notable feature is their long tongue, that can be extended outward up to three feet in some cases. This sticky tongue is perfect for snatching a passing butterfly or even pulling that stein of ale a bit closer. Their stumpy, powerful legs are well suited for swimming at accelerated speeds, but on land they walk rather clumsily. A Froglok prefers a form of locomotion that mixes hop and walk, often called halking by some adventurers in jest. A Froglok's eyes can rotate independently, and offer it the widest views of all races. It is difficult to suprise these stocky frogs.
Skin Color.
Froglok colors and patterns are shared with many real world frogs and toads. Their skin may glisten as if coated with a shimmering oil, but some Frogloks seem to be evolving still, and have begun to show a more dry skin texture.
Hair Color.
Frogloks do not have hair.
Demeanor
Frogloks are a chivalrous race. Their origin is bound to valor. They carry within them an unwavering code of chivalry. They are quick to defend the honor of others and fight any injustice. At times this trait can be a bit overwhelming, always pointing out the slightest abuse of the laws. They are also some of the bravest fighters, and one can always count on a Froglok to never retreat in combat if the combat is honorable.
Background
Frogloks are a short, amphibious race native to the swamplands of Norrath. Fiercely devoted to Mithaniel Marr, the Frogloks have a longstanding conflict with the Trolls of Innothule Swamp. Over 400 years ago, their deity blessed some of them with a heightened intellect and enhanced physical features. Shortly thereafter, these Frogloks drove the Trolls out of the city of Grobb, renaming it Gukta, Outpost of Marr, in honor of their master.
In terms of architecture and design, the Frogloks remain true to their primitive roots. They care little for ornamentation, preferring instead to surround themselves with reminders of their swampy home.
Though of relatively stout build, the Frogloks are a sturdy and intelligent people. They are able to fulfill any class role that does not violate the inherent goodness of their beliefs.
Faith
The Frogloks retain a singular devotion to Mithaniel Marr, which remains unshaken despite the adversities they have suffered. Truth, honor, and courage are the core principles that all Frogloks cling to. They have a highly ordered caste of Clerics and Paladins that diligently advance the principles of their patron god.
Recent History
Gukta was the first casualty of the expanding Rallosian Empire before the Shattering, and the Frogloks were almost completely wiped out by the onslaught of the Ogres. They only escaped genocide by taking refuge deep in the lowest portions of Guk, where the Rallosians had difficulty pursuing them. The surviving Frogloks have a deep-seeded hatred of Ogres, surpassing even their ancient disdain for the Trolls. Frogloks will abhor anything touched by the influence of Rallos Zek, as they consider him the ultimate architect of evil.
Frogloks are an adaptable race, having made their homes in many areas that used to be inhabited by other races (Guk/Ykesha, Gukta/Grobb, and Sebilis). As such, they thrive among the other races, especially those who honor the same values they do. Even so, some Frogloks look forward to returning to their beloved swamp, and trust that Marr will guide them there.
Naming Conventions
The amphibious Frogloks usually have short forenames. To the ears of other races, these forenames describe sounds made by frogs or toads, such as Grig, Glip or Krok. Froglok forenames can also be formed from short words associated with swamplands, or actions of a frog, such as turning the word muck into Muk, Gukk, Gluk or the word Hop into Gop. Whatever the forename may be, it is always short and usually one syllable, but there are cases of two syllable forenames.
Surnames for the Frogloks are a relatively new thing. The Frogloks that live among other races is a new subspecies of Frogloks touched by the god of valor, Mithaniel Marr. Frogloks have only recently begun to create surnames associated with chivalry and knighthood. These names are often compound. A Froglok surname could be Braveblade, Truefist or Steelheart. One particular group of surnames all begin with the word Marr in honor of the god of valor. These surnames are reserved for the few that are truly superior in the ways of valor. Names like Marrgard and Marrhelm are found only on those families with a lineage of legendary greatness. It has not been until the times following the Age of War that Frogloks have even begun to create surnames for themselves on a widespread basis.
Half ElfGnome
Tinkers of Innovation
Proper Name. Gnome
City and District of Origin. Qeynos - The Baubleshire, Freeport - Temple Street
Racial Homeland. Ak'Anon on Faydwer
Alignment. Good and Evil
Mythical Creator. Brell Serilis
Racial Language. Gnomish
Appearance
Gnomes are smallest of the great races. A typical gnome is about 3.5 feet tall and usually weighs around 60 pounds, never nearing the 100 mark. They are thin and not at all muscular. They have pronounced physical features, almost a caricature of a Human face. Hair styles are often flamboyant and pointy. They often, but not always, use rare gels to form their hair into stiff points and curves.
Skin Color.
Gnome skin colors are all pale. As with Dwarves, they have existed within the darkness of a subterranean world for generations.
Hair Color.
Gnome hair colors are always fair.
Demeanor
The Gnomes are the most industrious and curious of races. They are both inquisitive and analytical to extreme degrees. Those two traits drove them to create some of the most wondrous inventions ever wrought on Norrath. Even their failures are often awe inspiring. The Gnomish character can often be a disadvantage in a conflict or in any business transaction. The problem is, that although the gnomes are quick witted, their analytical nature causes them to analyze situations to absurd ends. They can often be seen beginning to mutter to themselves as they work a multitude of scenarios out in their heads. They often are bored with simple chit chat, but are never so rude as to ignore the speaker. Oftentimes when they get bored, their minds will begin to analyze something behind the speaker, or the speaker's appearance, or the amount of sips it would take a dwarf to finish the ale within his goblet. But they are never rude. Gnomes are seldom arrogant, even though they know their race is the most innovative on Norrath.
Background
Gnomes are a tiny, slightly built race created by Brell. What they lack in size they make up for in tenacity and ingenuity. Gnomes are known for their inquisitive nature, constantly tinkering with things both mystical and technological. This poking around has gotten them into trouble in the past, but their craftiness and intellect has allowed them to survive and prosper despite whatever mischief they might unleash.
Gnomish architecture is mechanistic in nature, with lots of gears and motors turning all manner of odd creations. Gnomes are known for constructing "clockwork" devices - essentially mechanical versions of all manner of creatures, from rats to dragons. They even make clockwork Gnomes to aid them in the completion of manual labor.
Like their cousins the Dwarves, Gnomes are skilled miners with a love for precious gems and the metals of the earth. As they are lacking in physical strength, many Gnomes concentrate on intellectual pursuits through the study of magic. Others take advantage of their naturally high dexterity to excel as a form of Scout.
They delve into some of the deepest mysteries of the universe, always believing everything can be answered thorough their system of Mechanimagica, a belief based on both science and magic. Through this system, they have crafted wondrous automated devices and creatures called clockworks. The Gnome's analytical minds are always working, and are always filled with formulas and strategies providing answers to actions not yet met.
Faith
Though basically materialistic in nature, Gnomes who choose a religious life pursue it with extreme fervor, overcoming their physical limitations to become devoted Crusaders and Priests. Good Gnomes worship either Brell or Bristlebane. An evil sect primarily composed of Necromancers and Shadow Knights praises Bertoxxulous the Plaguebringer. An infamous Necromancer named Meldrath the Malignant was known for a labyrinth of caves in the Steamfront Mountains which housed his Minotaur army.
Recent History
Gnomes are a very social race that adapts well to just about any situation. While they may profess a desire to seek out their ancestral home, most Gnomes will be quite satisfied to burrow down into the earth and make a new home surrounded by their tinkered creations. Others prefer the adventure of the high seas, and look forward to being on the forefront of exploration and rediscovery.
Some Gnomes will no doubt be trying to construct all manner of devices designed to allow safe travel across the dangerous seas.
Naming Conventions
Gnome surnames are a compound word that forms a whimsical sound. Sometimes reference to an item can be found within this compound word, but the entire word does not appear very often. A portion of an actual word may be all that is present and it is most often modified to give it a pleasant sound. A gnome family famous for painting portraits may decide that a good name is Brushwuttle. "Brush" refers to a painter's brush, and "wuttle" helps create the whimsical sound of the surname. Another surname for the same Gnome may be Doodlenoggin, "doodle" referring to art and noggin referring to the brain. Together they form a whimsical surname, but the name could just as easily be Fogglebog - no painting reference, pure whimsy. In addition, gnomes are curious by nature, and many of their surnames reflect this by referencing mechanical or experimental creations. Names like Wobblecog, Gearsnoogle, and Findlebolt are examples of mechanical reference.
Gnome forenames are short and usually not more than a couple syllables. These names are created and are bound to no real world naming convention. Common Gnome forenames are Ebner and Tobon.
HalflingHalf Elf
The Elven Outcasts
Proper Name. Ayr'Dal
City and District of Origin. Qeynos - The Willow Wood, Freeport - Beggars Court
Racial Homeland. No true homeland, but they often come from Qeynos or Freeport
Alignment. Neutral
Mythical Creator. None
Racial Language. Ayr'Dal
Appearance
The Half Elves are the offspring of a union between any of the three Elven races and a Human. Physically, they closely resemble Humans in build, with strong Elf facial features. This blending of features creates one of the most exquisitely beautiful races on Norrath. It is odd that the Elves and Humans once shunned Half Elves. Perhaps it was envy for their great beauty.
Half elves are always shorter than humans and taller than Elves. Their body is that of a svelte human and their face is blessed with the beauty of the Elves. Their ears are pointed, but not as long as some of the longer eared Elven societies.
The Half Elves are rebellious by nature, and this often shows through in both their hair style and garb. There are no Norrathian societies that can come close to some of the outlandish fashions of the Half Elves. Hair and clothes are often intentionally disheveled, and jewelry tends to adorn unconventional parts of the body.
Skin Color.
Half Elf skin colors range from fair colors to a medium bronze. Their Elf bloodline mixed with Humans' leads to tan shades.
Hair Color.
Half Elf hair color has all the hues of Human hair.
Demeanor
With a past that is haunted by prejudice, the Half Elves were, for centuries, outcasts from civilized society. Having no true history of their on other than repression, Half Elves often grow up independent and unwilling to follow the rules of society. They can be abrasive or quiet - and the quietest ones are often the most dangerous. Smiles seldom visit their faces, and they rarely grant unrequited favors. Why, after all, should they give away courtesies that have been denied to them since birth.
Only in recent decades have Half Elves began to unite and forge a heritage for Half Elves yet unborn. Half Elves are quick to befriend one another, knowing that in this world they only have their own kind to truly depend upon. But there are those Half Elves who also befriend other races, though their trust is seldom given fully except through adventuring with others and facing grave dangers side by side. When such a friendship is given, it is never forgotten by the Half Elf, who will never hesitate to vouch for his friends to others of the Half Elf race.
Background
Half Elves possess no heritage of their own, having long been forced to exist outside the boundaries of polite society. As such, they've been mostly content to live in the Human cities, or to embrace their woodland heritage and call the outdoors home.
High Elves and Dark Elves view Half Elves with disdain, as they represent a taint upon the purity of their respective races. Wood Elves are somewhat more accepting, and Humans as a culture don't care one way or the other (though there are many individual humans who harbor malicious and senseless prejudice against Half Elves).
Faith
Many Half Elves feel abandoned and out of place in the world, and so choose not to worship any specific deity. The exceptions are Druids, who are respectful of Nature as a primal force, though they do pledge allegiance to Tunare or Karana.
Recent History
Since they have, for centuries, lived primarily in Human cities anyway, Half Elves do not have a strong emotional reaction to the Shattering. A few would like to see their parents' home on Faydwer, but the vast majority feel abandoned by their Elven heritage.
A pervasive feeling among modern Half Elves is that their place in urban society has been usurped by the arrival of so many other races. Half Elves had grown to accept their role as strangers and misfits, and now suddenly many races also fall into that category, including the high-and-mighty Elves. This has caused many Half Elves to adopt a nihilistic philosophy, rebelling against the new order that has developed inside the city walls. As a way to help establish a unique identity, Half Elves have developed their own language - a blend of Human and Elfish that they keep to themselves.
Naming Conventions
The Half Elves are the offspring of the union between any of the three Elven races and a human. This makes their names often unique. They frequently blend one race's forename and the other race's surname. Many Elves and Human nobles detest this union of names, and it only adds to the underlying animosity towards the Half Elves.
Half elves often take their first name from the culture of either Freeport or Qeynos, depending on which they hail from. However, the mingling that resulted in the mixed race meant that Half Elves often found it difficult to find acceptance and comfort among either Human or Elven society. Their search for a place of comfort results in an insatiable wanderlust, and the sorrow of the Half Elves grew and grew. Eventually, the Half Elves found their way to the sea, and the quiet solitude of the deep blue waves brought them comfort. They spent much of their time at sea, and came to love the openness and the salt air.
Half Elf surnames reflect this love of the water, and names referencing their wandering ways or the many seas and oceans of the world are an easy way to tell a Half Elf among other Elves. Names such as Foamhelm, Baybreeze, Farharbor, Roamcoast, Wavechaser and Fastmarch are good examples of Half Elf surnames.
High ElfHalfling
Purveyors of Merriment and Mischief
Proper Name. Halfling
City and District of Origin. Qeynos - The Baubbleshire
Racial Homeland. Rivervale - The Enchanted Lands
Alignment. Good
Mythical Creator. Fizzlethorpe Bristlebane
Racial Language. Stout
Appearance
Halflings are a pudgy race. They are the second shortest of the great races. Many view them as easy targets for both physical abuse and ridicule, but the Halfling is far from being an easy target. They are quite nimble - a trait that defies their appearance. At first glance, it's easy to mistake Halflings for human children. At a second and closer glance would reveal the face of an adult Halfling with coarse hair growing upon his bare feet.
Halfling clothing is both utilitarian and colorful. Their armor must be lighter than average and is most often created by banding together smaller plates of armor. This helps in both weight and mobility, but often creates a clamor of clanking.
Skin Color.
Halfling skin tones are shared with Humans.
Hair Color.
Halfling hair color is similar to Humans.
Demeanor
Halflings are the most jovial and mischievous of the races on Norrath. These short humanoids are quick of wit and delight in pranks. Halflings may be short, but they use their small stature and nimbleness to combat foes of greater size and strength. They prefer a quiet rural setting rather than a bustling crowded city, but have a love of adventure that is a part of their mischievous nature. A Halfling is very good at deceit, but never of malicious intent. They are quite good at outwitting others into performing the hard work that they can take credit for. With a love for ale and deft feet for dancing, they are often more than welcome within any tavern, often looked upon by the owners as free entertainment.
Background
Halflings are the creation of Bristlebane, King of Thieves and lord of the Plane of Mischief. They are, as their name implies, about half the height of Humans, and are known for their rounded, slightly portly features and oversized hairy feet. Halflings are good-natured and friendly, amiable to just about anyone who doesn't show them open hostility.
Though good intentioned, it is common for Halflings to fall into all manner of mischief and shenanigans. Nothing pleases a Halfling more than sitting by a fire with family and friends, recounting stories of past adventures. Even so, Halflings are durable survivors, formidable in battle when forced to defend themselves.
Originally from Rivervale, Halflings are devoted to their beloved thicket. They build houses into grass-covered mounds of earth, being partial to rounded doorways and low ceilings. They have a natural gift for camouflage, and in times of trouble they can make their homes disappear entirely into a hillside with just a few months work.
Their strong ties to family and community inspire Halflings to become valient Fighters. Their inherent inquisitiveness and agility make them excellent Scouts. As prolonged intellectual pursuits are not the Halflings' strong suit, they do not pursue the skills of the Mage.
Faith
Halfling Clerics and Paladins are devoted to their maker, Bristlebane. Those who follow the calling of the druidic lifestyle worship Karana.
Affects of the Shattering
Halflings are unusually tied to their home city, but also to their homeland in the Misty Thicket. It saddens them greatly to be away from it, trapped within the cold stone walls of the Human cities. Though most are still generally cheery in demeanor, some Halflings have fallen into a depression over the possibility that their homeland may be gone. While eager to help the Qeynosians rebuild the world, Halflings will jump at any chance to search for signs of home.
Naming Conventions
Halfling surnames are compound words, as is the case with most demihumans. Halfling names reflect their love of simple life, food, and agriculture. The compound surname will reflect the whimsical nature or family profession of any given family, and often mention the Halfling defining physical features. Prosperous Halfling farmers could be called Stubtiller or Tagglefoot. Tagglefoot has no reference to agriculture, but it does retain a whimsical nature and mention of a Halfling defining feature - the foot. Stubtiller has mention of both a defining feature and profession, "stub" referring to the short stature of the Halflings. Other sample names might be Bogmuffin, Grubsinker, Grubkicker, and Fallowroot.
A Halfling forename is short and usually not more than a couple syllables. These names are created and are bound to no real world naming convention. They never sound harsh or evil. They most often end in vowels. Common Halfling forenames are Rondo, Bella, and Fiddy.
High Elf
Sworn defenders of the Laws of Tunare
Proper Name. Koada'Dal
City and District of Origin. Qeynos - Castleview Hamlet
Racial Homeland. Felwithe on Faydwer
Alignment. Good
Mythical Creator. Tunare
Racial Language. Koada'Dal
Appearance
Smaller than humans, the High Elves average approximately 5 feet in height. Their bodies are lithe and their facial features are graceful and captivating. As with all Elves they have long pointed ears. The High Elf complexion is pale and flawless. Facial hair other than eyebrows and eyelashes is never present. Their hair is like fine silk and long. They will usually wear their hair in fashions that are cinched behind their neck, so their hair can appear short to a casual glance.
Of all the races, only the Erudites wear clothes of finer quality than the High Elves. They have access to rare fabrics and even rarer tailoring skills. Their armor is always in pristine condition and glints of the light from the skies above. The metal used to craft this fine armor is usually unexpectedly light while retaining strength and durability.
Skin Color.
High Elves are the palest of the races. They are fair of skin. Their skin tones vary from a pale and flawless alabaster to a pale peachy tone.
Hair Color.
High Elf hair is fair. Bleached blond to strawberry blondes may be found. Blonde colors are the standard here. Silvery, dove-gray hair may also be found amongst the High Elves.
Demeanor
One word is heard constantly regarding the demeanor of the High Elves - arrogant. A tinge of haughtiness can be seen in their mannerisms, which often causes others to regard the Koada'Dal as pretentious. They see themselves as the chosen defenders of the Tunarian Law and every aspect of their lives is guided by these ancient Elf laws. Believing that their race is the true protectors of Elfkind has led to a race of seemingly arrogant nobles.
A High Elf usually speaks as if giving orders, as if whatever he has to say is far more important than the drivel being rattled off around him. They tend to prefer the finer amenities in life, not usually caring to visit the local taverns with the common folk. There are those High Elves who have learned to appreciate the lifestyles of other races and have even forged great friendships with the likes of Dwarves and Barbarians amongst other races.
Background
High Elves, or Koada`Dal, are the fair-skinned children of Tunare, Goddess of Growth. Tall and slender, High Elves embody elegance and culture, having long made their home within the pristine stone walls of Felwithe. The Koada`Dal appreciate art and design, surrounding themselves with examples of their artistic and intellectual superiority.
Above all else, High Elves are an orderly and disciplined people. Though benevolent in nature, they look down on other races as being less pure than themselves. Their Wood Elf cousins are considered to exist chiefly to do their bidding, and most other good races are merely tolerated. Evil races, especially their mortal enemies the Dark Elves, are worthy only of a quick and efficient death. High Elves see themselves as the chosen Elves of Tunare, a perspective that has caused the development of their well-known egos.
While not possessing the sturdiest of builds, High Elves nonetheless make durable Fighters. Their natural intellect makes them skilled Mages of all varieties, and their love of culture allows some of them to become excellent Bards.
Faith
High Elves worship the Mother of All, Tunare. Even though she has withdrawn from the Plane of Growth, they remain convinced that she will return and help her greatest creations regain their ancestral home. Koada`Dal Clerics and Paladins are absolutely devoted to Tunare's teachings.
A few High Elves, however, have lost faith in their holy mother. They feel betrayed and abandoned, and have embraced the dark paths of the Necromancer and Warlock. Though they still believe in Koada`Dal superiority, they feel blind devotion to the lies of Tunare will provide no salvation for their race.
Recent History
High Elves absolutely detest taking refuge inside the cities of men. Though they regard the Humans as allies, they feel Qeynos would be much better served by accepting the leadership of the Koada`Dal. They trust they will return home to Felwithe to find the Koada`Dal in complete control of Faydwer.
In order to preserve their cultural identity, High Elves tend to isolate themselves from the lesser races. Though not aggressively hostile, the Koada`Dal will jealously guard the relics of their culture.
Naming Conventions
Koada'Dal names, surnames and forenames, are in the Elven language and represent spiritual beliefs of the Koada'Dal. The Koada'Dal are driven by the spiritual force of the goddess of nature and believe themselves to be the avatar race of all Elfkind. Koada'Dal names tend to be somewhat flowery, with many melodious sounds interwoven into the name. Harsh sounding consonants are avoided in favor of more harmonious vowel sounds. This is the one race where names tend to have groups of 2 to 3 vowels within the name at many different points. Representative samples of Koada'Dal names are Galeth Veredeth, Firiona Vie and Tearis Thex.
Some Koada'Dal carry a forename that sounds very Human like, in actuality there are a number of Elven names that sound like human names. It would seem these Human names sprang from the ancient language of the Elves. Names that are confused in such fashion are Marqus and Ealaynya. Their human counterparts are Marcus and Elaine.