EQ2 Race Information

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Akaran_D
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EQ2 Race Information

Post by Akaran_D »

Copied directly from the "Exclusive Info" section of the eq2.primagames.com website, the activation code you get when you pre-register for EQ2. Splitting this into two, maybe three, posts, because VV doesn't like me shoving it all down at once.

Barbarians
Barbarian
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
Dwarf
Dwarf
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.
Dark Elf
Dark 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.
Erudite
Erudite
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
Froglok
Froglok
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.
Gnome
Gnome
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.
Half Elf
Half 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.
Halfling
Halfling
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
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.
Akaran of Mistmoore, formerly Akaran of Veeshan
I know I'm good at what I do, but I know I'm not the best.
But I guess that on the other hand, I could be like the rest.
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Akaran_D
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Human
Human
Champions of Diversity and Adaptation
Proper Name. Human (Antonican if on Karan and Lucanon if on D'Lere)
City and District of Origin. Qeynos - Nettleville Hovel, Freeport - Beggars Court
Racial Homeland. Old Antonica
Alignment. Good and Evil
Mythical Creator. No direct creator
Racial Language. Antonican and Lucanon

Appearance

Humans are much like barbarians without the overdeveloped muscle mass and height. They come in the most diverse body types for a single race. They can be thin or pudgy. They can have little muscle or defined muscle. They diverge in virtually every trait; hair color, skin color, fashion, etc. This may be an effect of their ability to adapt to just about any environment, allowing them to settle in a great number of diverse climates.

Skin Color.

Human skin color on Norrath is pale to tan.

Hair Color.

Humans have a wide range of hair color - blond, brunette and redhead in all shades.

Demeanor

Due to their widespread and diverse population, Humans cannot be generalized. They can be both benevolent and malicious and evil. They can be humble and arrogant. It is just too difficult to bind them to any single behavior. Once you think you have them understood you run into one who breaks the rule. In recent years, though, Humans have begun to display a hint of arrogance or pride. They seem to view their ability to adapt and thrive after the greatest of cataclysms as a sign of their superiority. Although not a common belief, it is one that has begun to grow in both Freeport and Qeynos.

Background

Three words best exemplify the strength of Humans: diversity, ingenuity and adaptability. No other race has as many beliefs and class options, few races match their ability to think creatively, and no race has proven to accept change as well as Humanity.

As an evolutionary offshoot of the Barbarians, Humans are generally more refined than their northern ancestors. Though they excel at no particular profession and have nothing extraordinary in the way of physical attributes, Humans can fill virtually any role, making up for their shortcomings with quick thinking.

The height of Human power came at the end of the Age of Blood, when the mighty Combine Empire ruled over most of Norrath. Eventually the empire splintered, with most of its leaders carrying their internal conflicts to the moon of Luclin. Relics of the Combine Empire long dotted the landscape of Norrath.

A more intellectual subset of Humans, the Erudites, long ago separated themselves from their less cerebral kin. Erudites have since experienced further evolution of their own.

Qeynos and Freeport stand as monuments to the design and culture of Humans. Having survived the Age of Cataclysms relatively unscathed, it is Humanity that now holds the greatest advantage.

Faith

Humans run the gamut in terms of religious choice and forms of worship. Perhaps as a result of the cultural implications of the Shattering, Humans now even pursue shamanistic forms of worship - a path they had previously shunned as too primitive.

Recent History

Humans have long called the cities of Freeport and Qeynos home, so they experienced no physical displacement due to the cataclysms. The greatest adjustment has been the massive influx of other races that are now crowding many areas of the city.

To most Qeynosians, this is an opportunity to expand the good will and positive influence of their city. While some are worried about the effects of urban overcrowding, the majority look at this time as a call to duty, a way to aid others who have not been so fortunate. They intend to make the most of this chance to unite the races and truly work as a unified force.

In Freeport, The Overlord is motivated only by the possibility of increasing his power and influence. While he distrusts the motives of many of the foreign races (especially the Dark Elves), he will make use of any individual or organization if by so doing he can further his personal goals.

Some sects of xenophobic and paranoid Humans are secretly working to expel foreign influences and return the Human cities to a state of greater purity. In their view, the Shattering is a sign that natural selection is at work; this is a time when Humans should prosper and the other races are meant to die out. Allowing refugees into the cities is interfering with the laws of nature, and these organizations will look for ways to put a halt to this process before Humanity becomes irrevocably weakened.

Naming Conventions

Human - Antonican

The Humans of Western Antonica are called Antonicans, the bulk of which live within the Kingdom of Qeynos. Surnames such as Williams, Bayle and Theodoric are common in Qeynos. Names of the common folk will often reference something from their field of work, especially in the more blue collar careers. Surnames such as Miller, Smith, Shepherd, Fletcher, Hunter, and Hart are common. As people rise in status, they often change their name to reflect their more honored standing.

Common Antonican forenames are Osric, Ann, and Andrin.

Note. Names drawn from Old and Middle English are ideal for Antonican humans. Names from Arthurian legends are particularly appropriate.

Human - Lucanon

The Humans of Eastern Antonica are called Lucanon. These Lucanons hail from diverse clans, tribes and villages all throughout Eastern Antonica. For this reason they have the widest variety of styles in both Surnames and Forenames. Common full names of Lucanons are Lupus Aerusius, Maximus Artorium and Alyssa Ortakales. Lucanons may follow this naming convention, but it is not uncommon to step into the city of Freeport and find Lucanons with names such as Cain Darkmoore and Lucan D'Lere, as well as finding residents other than Humans.

Note. Traditional Lucanon names are modified forms of ancient Roman and Greek names. Suggested sites for Roman style names: http://www.novaroma.org/via_romana/names.html and http://www.legionxxiv.org/nomens/
Iksar
Iksar
Reptilian Tyrants
Proper Name. Iksar
City and District of Origin. Freeport - Scale Yard
Racial Homeland. Kunark
Alignment. Evil
Mythical Creator. Cazic-Thule
Racial Language. Sebilisian

Appearance

The Iksar are a physically imposing race. Their tall, broad, scaled form with its sweeping powerful tail has brought fear to many armies of Norrath's past. The skin of an Iksar is covered with thick scales, almost as thick as a layer of chain mail. Their scaled, broad snout opens to reveal a maw of razor sharp teeth. The eyes of an Iksar are hypnotic and fiendish. One look from an Iksar communicates all the malicious and brutal acts it intends for you. This entire race's appearance speaks of their formidability.

The Iksar seem to dress for battle at all times. It makes one always wonder if they are secretly preparing for a hostile takeover. Colors are usually dark, to aid them in movement through the night and shadows.

Skin Color.

The Iksar skin colors begin at olive tones and can range into various blues. They are much like real world reptiles whose skin colors can vary through a wide pallet of colors. The colors of the Iksar are never bright or cheery.

Hair Color.

Iksars have no hair, but their heads are adorned with rows of horns. These horns are usually left their natural color, but some are painted by the Iksar in dark colors.

Demeanor

The Iksar are a race of intense pride and hatred towards other races. They believe the Iksar race is superior in every way to all other races. They nearly conquered the world at one time, and see most other races as weak and only fit to be subjugated as minions within labor camps. They are quite arrogant and are quick tempered. It is not hard to start a fight with an Iksar. Iksar patrons in taverns often pick a dark corner in which to sit and be left alone. They distrust other races, and usually only speak to them when necessary. They are constantly observing everything that goes on about them always watchful of those that would seek vengeance for evil deeds done by the Iksar race long ago.

There are very extreme cases where Iksasrs have befriended other races, having had fought alongside them in deadly battles. Only a show of superior combat skills could ever merit Iksar friendship, but even then there is always an underlying mistrust.

Background

The Iksar are a tall reptilian race created by Cazic-Thule. Their major sphere of influence has always been on the continent of Kunark, where they have long been one of the primary cultures.

The Iksar have a rich but painful heritage. At one time their Sebilisan Empire controlled Kunark with a fierceness and utter dominance comparable to that of the original Rallosian Empire on Antonica. Though they ruled Kunark with a might challenged only by the dragons themselves, the Iksar have also undergone long periods of enslavement and humiliation. This history has caused the race to despise outsiders and depend only on each other for strength.

The architecture and design sense of the Iksar is exemplified in Sebilis, Cabilis, and the City of Mist. Their aesthetic is naturalistic and minimalist.

As a race, the Iksar exemplify perhaps the purest form of evil on Norrath. Rather than wallowing in pettiness and corruption, Iksar embody orderly, direct wickedness. They do not hide their intentions or practice subterfuge; they hate everyone openly and equally.

The Iksar are a very strong race, well suited for the physical combat styles of the Fighter classes. Their keen intellect allows them to be powerful Mages, with a definite emphasis on dark forms of magic. Their cunning nature allows them to be excellent Scouts.

Faith

On Kunark, the Iksar maintained a fierce devotion to their maker, Cazic-Thule. They base their culture on his doctrines of Fear, honoring that primal influence in every aspect of their lives, especially in divine matters.

Since being cut off from their home continent, however, the Iksar feel abandoned by their creator and have turned away from religion entirely. They utterly refuse to spend anymore time worshipping a god that has turned his back on them. The rare exception to this philosophy is the Shadow Knight, though he draws his power from the principles of Fear rather than the devotion to any specific god.

But something arose during the days after the Shattering that spawned a new religion amongst the iksar. This new religion pays homage not to a god born in the planes, but a god born on Norrath! This god is called Syllokk. Syllokk is a deity the Iksar of the present regime have come to worship. They believe it to be a consortium of the spiritual force of every Iksar that has passed on. Syllokk has never been seen, but they believe it to be some amorphous being with hints of a multitude of Iksar faces that appear and disappear constantly. Syllkok is, of course, a highly intelligent, arrogant and callous deity, quite the epitome of an evil god. Syllokk was born of them and they shall all some day be Syllokk.

Recent History

The Iksar remaining on the ruins of Antonica are thoroughly and completely bitter. They see being forced to take refuge in the city of the soft-skinned Humans as the final humiliation their race can bear. While they agree to abide by the will of the Overlord, they will look for any opportunity to dominate a lesser race and make the lives of others more miserable than their own.

There are a small number of Iksar within the Shattered Lands that know of a secret Iksar outpost located within the coast of Ocean of Tears. The outpost is Visk and they know of it because they were en route to the outpost before they ended up in the Shattered Lands. Visk was created as an advanced staging ground for a massive assault on the southern reaches of Faydwer. The Iksar desired to claim the territory as their own. Unfortunately, as the massive expeditionary unit was attempting to cross the deadly seas during the Age of Cataclysms, they were nearly all lost at sea. But a number of these mariners found themselves marooned upon the Shattered Lands.

Naming Conventions

The reptile humanoid race called the Iksar use names taken from their language and their language is partially based on the serpent race called the Shissar who once subjugated the entire Iksar race. The ancient subjugation of the Iksar race at the hands of the Shissar is evident in the surnames of all Iksar. These names frequently have names that could draw out the "S," as in Sathir and Iksazz.

Iksar forenames are usually formed from the racial language created by the Iksar. These forenames are mostly dominated by consonants. Vyl and Dektate are typical.
Kerra
Kerra
Felines of the Quiet Storm
Proper Name. Kerra
City and District of Origin. Qeynos - Graystone Yard, Freeport - Stonestair Byway
Racial Homeland. Kerra Isle on Odus
Alignment. Neutral
Mythical Creator. Unknown
Racial Language. Kerran

Kerra or Kerran?

Kerra is proper name of this race, but other races often refer to them as Kerrans. Kerra at first took this as extreme disrespect, and many faces were scarred by the claws of the Kerra. But in today's age the Kerra are far less prone to such rage over this mistake. Kerra now look take it as a nuisance when other races call them Kerrans, and easily shrug it off, although they make no bones about their disgust for the word when used in such a fashion. The word Kerran, as a noun, is so common that a greater reaction often occurs when you call them by their proper name, Kerra. Kerra are always delighted and often take great favor to those that know their proper name.

Appearance

Kerra are a large, humanoid feline race. They appear much like the big cats of the jungles and savannas, but are many times more imposing. The bodies of the Kerra are covered in fur, with colors and patterns denoting lineage. They are a tall and powerful race with great agility. Their tail is prehensile and can be used to perform menial tasks, almost appearing as though it is thinking for itself. Their massive heads can display a maw filled with sharp canines, capable of latching onto prey and nearly snapping bone in two. They are constantly panting to regulate their body temperature, not having sweat glands.

The clothing of the Kerra is usually built to allow ventilation, so their bodies do not overheat under the cover of armor. They are capable of wearing the heaviest of armor types. Clothes are usually made from hides or thick coarse cloth types.

Demeanor

The Kerras are a strong agile race. Although extremely formidable in combat, most Kerra are placid in nature. A Kerra usually is quite calm and quiet, so when one speaks everyone is sure to take notice. Their quiet demeanor gives way to savage ferocity when the Kerra chooses combat as the course of action. They are almost like a quiet storm or dormant volcano that is best left alone when it erupts. They are a spiritual race that looks to the spirits of their ancestors and fallen comrades for guidance. It is this bond of spirituality that restrains their feral savagery that keeps their killer instincts at bay.

The kerra can adapt to their environment, or at the very least tolerate it. A Kerra only sees his goals and it is that goal that allows him the ability to tolerate the worst of conditions. When a Kerra gives up hope that can only mean the end of the world has passed.

Background

The Kerra are a feline race with extreme grace and agility. Their fur patterns range from tiger stripes to the more uniform color of the lion, to spots, and so on. Their long bodies make them slightly taller than humans, though they tend to hunch slightly. Female Kerra are a bit larger than males, which has contributed to their development as a matriarchal culture. Kerran architecture is limited to thatched huts and simple stone buildings.

Kerra trace their ancestry back to their first great leader, Kejaan. He traveled the continent of Odus, uniting the various tribes into one kingdom. This ushered in an era of peace and prosperity for the Kerra, and their culture began to thrive.

Unfortunately, this prosperity was soon to end when Erud and his High Men arrived to settle the continent. This splinter group of Humans began to take over much of the land that until now had belonged to the Kerra. Even worse, a great plague infected many Kerra, causing a massive number of deaths. The Kerra blamed the Heretics, whose study of necromancy had brought a new darkness to the land. Kejaan himself eventually succumbed to the plague, leaving his son Vah Kerrath as leader. The new monarch intended to make the Heretics pay.

During the civil war between the Erudites and the Heretics, a huge explosion of mystical forces blasted a giant hole into the ground and teleported an entire Kerran village to Luclin. Vah Kerrath was among those to survive this journey; he renamed this new tribe the Vah Shir, and they went on to develop their own culture on the dark side of the moon.

Most of the surviving Kerra on Norrath left Odus, fleeing westward to settle Kerra Isle. Another small tribe went east and built homes on a tiny island in Erud's Crossing. Another tribe fled deep into the Stonebrunt Mountains, establishing a culture of their own.

When the veil preventing travel to and from Luclin was breached, a few Vah Shir interested in going back to a simpler lifestyle returned to Kerra Isle and adopted Kerran customs and beliefs. These Vah Shir eventually bred with the Kerra, infusing the race with some of their greater natural strength. It was one of these Kerra, a monk named Evora, who received the Word of the Tranquil and took her followers to Antonica to watch for the prophecy to be fulfilled.

Due to their natural agility, Kerra make excellent Brawlers and skilled Scouts. They tend to shy away from higher forms of magic, although many do become Conjurors. In recent times, a splinter group of Kerra has become fascinated with necromancy, studying the dark art that once almost destroyed their people in hopes of turning it against those who initiated their suffering.

Faith

Kerra are shamanistic in nature, worshiping no specific deity but honoring the spirits of the land and those of their ancestors. Kerran society is matriarchal, so females are most often the priests and leaders while males provide food and protect the tribe.

Their appreciation and respect for nature has led some Kerra to become Druids.

Recent History

Above all else, the Kerra seek isolation from the other races. Mingling with others has caused only sorrow, so while they accept the need to take shelter in the Human cities, they will avoid contact with outsiders. This will be especially true in the case of Erudites, whose physical transformation will engender even more distrust from the Kerra. Though they are generally in direct conflict with no one, the Kerra in Freeport would be likely to have clashes with Erudites.

Naming Conventions

The feline race called the Kerra has forenames taken from the Kerran language. Names such as Nomala Ada, Rashasha and Lono are common forenames. In addition, Kerran names tend include numerous sounds that can be gutturally rolled or trilled, as in the case of the "L" in Lono or the "R" in Rakshasha. The letter "S" is rarely seen alone, instead usually being paired with an "H" to provide the "SH" sound, as Kerra dental evolution has made the "SH" much more easy to say than the "S."

Rarely will a Kerra need to resort to his pride name, considered by most to be a surname. Kerran surnames or pride names are names given to a single caste of Kerrans who share a similar fur pattern which denotes the specific region of the Kerran homelands they originated from.

Note. Kerran forenames resemble African names. Suggested Website for Swahili names: http://www.kabalarians.com/male/swahilim.htm. Pride names are formed from real world felines. Names like Tigirin and Cheefar are taken from the words Tiger and Cheetah.
Ogre
Ogre
The Juggernauts of War
Proper Name. Ogre
City and District of Origin. Freeport - Big Bend
Racial Homeland. Oggok - The Feerrott/The Rathe Mountains
Alignment. Evil
Mythical Creator. Rallos Zek
Racial Language. Oggish

Appearance

The largest and strongest of the races of Norrath. These hulking monstrosities rellish in the fact that they are supreme in strength among the great races of Norrath. Their muscular structure of their bodies is not so well defined as that of a barbarian, due to a thick layer of fat that lies just under their rough and coarse hide, providing an additional layer of protection from wounds.

Their skulls are tough and massive, and tusks protrude from their mouths, usually curving upwards out to a length of about five inches. Their limbs are as thick as tree trunks, and anything caught within the grasp of an Ogre is usually destined to be snapped.

Skin Color

Ogre skin colors are all pale. They range from pale yellows through pale gray.

Hair Color

Many Ogres have no hair on their heads, but some sport small but surprisingly thick patches of growth. Hair color is invariably black or dark brown.

Demeanor

The Ogres were created as the perfect race for war. They know this. At one time they ruled nearly a third of the world. They remember this. The Ogres have reason to look down upon the other, more fragile races, and so that is what Ogres do. They are contemptuous towards the weak, and show no mercy towards cowardice. Their wards are few, and when they do speak they are direct. An Ogre will never moderate his speech for the sake of politeness. If he finds you irritating he will say so. If he is going to break your arm he will probably say nothing at all - he'll simply break your arm.

Ogres seldom get along with other races, but they will ally with organizations that allow them to win glory in combat or display their strength. Like warriors of all races, they will serve those who pay them well to do what they do best: smash, crush and destroy.

Background

The Ogres are a massive race created by Rallos Zek. Built for warfare, they long ago ruled an empire that encompassed most of Norrath. Eventually, they mounted a massive army to challenge the Rathe Council in the Plane of Earth. For demonstrating such pride, the Rathe laid a curse upon all of Zek's creations, crippling their intelligence and causing their empire to crumble. Ogres became the pawns of other races, keeping largely confined to their crude stone huts in the Feerrott when not engaged in small-scale slaughter.

When the gods eventually withdrew from their planes, the veil was lifted from the minds of the Ogres. They had just begun rebuilding their culture when they were visited by the Avatar of War, who had been ordered by Rallos to organize a new Rallosian Empire designed to wipe out all the other races from the face of Norrath. However, the Ogre's high commander, General Urduuk, broke a pact that Rallos had made with Cazic-Thule by taking control of Cazic's temple and the gate to the Plane of Fear. For again flaunting their pride in the face of the gods, the Avatar of Fear unleashed the dreaded Green Mist, wiping out nearly the entire Ogre race just as they were on the verge of conquering Qeynos and Freeport.

The massive frame of the Ogres makes them unparalleled Fighters. With intelligence on par with Humans, they also study some of the Mage arts. Their size allows them only limited abilities as scouts, though their sadistic nature lends well to the life of a Brigand.

The tactical mind of the Ogre makes them the natural officers over Rallos Zek's perfect grunts, the orcs. The orcs were intended to be fodder for combat while the Ogres provided the champions and elite warriors.

Faith

Despite the hardships that have resulted from their devotion to their creator, Ogres continue to faithfully worship Rallos Zek, albeit quietly. A clerical caste has developed in their society, though they also continue to honor their shamanistic traditions. All forms of worship are performed with a great deal of military ceremony - rituals fit for the gods of war.

Recent History

The Ogre race only escaped complete annihilation in the Shattering because a small pocket of soldiers was deep inside Guk pursuing the Frogloks. When they emerged and found their culture virtually annihilated, they decided to keep an extremely low profile in the Feerrott, initiating no further conflict with other races until they could at least begin to rebuild a society.

When the Rending began, many Ogres fled northward toward Freeport. To their surprise, the Overlord allowed them to take up residence within the city, providing they pledged to serve in his army and navy. The Ogres readily agreed, eager to give the impression that they have given up on their past dreams of conquest.

While the Ogres insist they are willing to do their part to support Freeport's growth, no other race truly trusts the that the intentions of the Ogres are honorable. Though not in direct conflict with the Overlord's enforcers, the other races are keeping a close eye on the Ogres, waiting for the day when their legendary pride surfaces again. It seems certain that the Overlord himself watches as well.

Naming Conventions

Ogre surnames do not designate the immediate family. Instead, they refer to the individual's ancestral clan. Clan names refer to legendary acts performed by the ancestors of the clan. They are compound words that may reference the legendary event in symbolic, rather vague ways. For instance, the legendary Mudtoe clan were named for an invasion of an island chain during an intense rainy season. Mud was a serious hindrance to the mobility of the invaders, so they became forever known as the Mudtoes. But, more often than not, Ogre surnames speak of physical strength, power, conquest, etc. Names such Stonefist, Skullsmasher or Hammercrush are common clan names. These clan names serve as a warning to other clans. Actual family names are nonexistent in Ogre society. An Ogre has no more emotional bonds to his parents or children than to any other member of his clan.

Ogres normally refer to one another by their forenames, with no mention of the clan name. Ogres, after all, already know which clan they belong to, and live among. Forenames are short and often one syllable, or two at most. The name is usually a reference to their environment, and can be a created word that represents a sound they may have heard or a site they may have seen. Common Ogre forenames are Clurg, Praak and Guntrik.

The Oggish language is less abstract than the tongues of other races. The Ogre mind relates to things they can touch and feel - concrete things as opposed to the conceptual (in this, they are much like the Dwarves). The violent sound of an ogre maul crushing a foe would make a perfect name to a warrior race: Krick of clan Skullcrush. Savage as it may be, however, this view of the world does not make the Ogres less intelligent than other races.
Ratonga
Ratonga
The Cryptic Cabal
Proper Name. Ratonga
City and District of Origin. Freeport - Temple Street
Racial Homeland. The Underfoot
Alignment. Evil
Mythical Creator. Brell Serilis
Racial Language. Ratongan

Appearance

The Ratonga are a race of rodent humanoids about the height of a dwarf. Their bodies are covered in thick hair like a rat's. Also like a rat, they have a long tail with no fur. Their eyes are small and beady and work best in dark places. Their limbs are of length proportionate to that of their long torso.

Ratonga are physically a rather weak race, and their armor is most often made of hides, with the exception of some light chainmail forged of rare light alloys. The Ratonga prefer to lurk in the shadows and remain unseen, and whatever they don, be it clothes or armor, it is more often than not made to be silent and colored to blend with the darkness.

Demeanor

While the Ratonga are evil, they are not aggressive or cruel to others. They are a devious and selfish race, looking for any opportunity to take advantage of an adversary's weakness. They are specialists in the acquisition of items and information.

Background

The Ratonga are a race of intelligent rat-like creatures approximately the same height as Dwarves.

Little is known of the Ratonga's background. The race was first encountered in the Age of War. It was Ratonga guides that aided Freeport Militia troop movements through subterranean tunnels to the Desert of Ro, allowing supplies and troops to move while the great city was under a long siege. After this encounter with the Ratonga, they vanished back into the depths they emerged from. The Ratonga did not reappear for ages. When the massive earthquakes of the Rending began to rip the continent of Antonica into pieces, rumors surfaced that the Ratonga were a tribe of rat-men related to the Chetari of Dragon Necropolis - a theory that the Ratonga themselves seemed to encourage. However, it quickly became clear that these new arrivals were an order of magnitude more intelligent than the Chetari, leading many to speculate that the race's origins might lie in the Underfoot itself. On this subject, the Ratonga say nothing.

Being of tiny builds, Ratonga do not even attempt to become Fighters. Their high intelligence makes them excellent students of all forms of magic, however, and their ability to blend into their surroundings makes them natural Scouts.

The Ratonga often emblazon a symbol on their chest. This symbol is always the same and seems to be shared by the race. It may be a link to their secretive past. The symbol appears to be a series of circles, one within another. Closer examination show unaligned gaps in each circle.

Faith

The Ratonga show no spiritual inclinations, with no outward worship of any known deity. What transpires in the shadows when the Ratonga congregate is unknown.

Affects of the Shattering

As the Ratonga had no culture on the surface of Norrath, they had no emotional reaction to the events of the Shattering. They seem to have used the current situation to worm their way into the fabric of Human society, taking an important role in the acquisition of information concerning the state of Shattered Lands. While they supply intelligence to the Overlord's forces, their own plans and desires remain a complete mystery.

Naming Conventions

The rodent race called Ratonga has short and simple forenames. Names such as Krask, Dimir and Blad are common. The original names would have been Kraska and Bladimir.

Surnames for the Ratonga are seemingly nonexistent. If they have a surname they seem to never refer to it or never present it to other races. The Ratonga deal only with their first name that rarely is duplicated. In cases where a Ratonga meets another of the same name, a duel between the two must be dealt. To the victor goes the name, and the loser would be lucky to walk away horribly scarred.

Note. Modified Russian and Eastern European forenames are ideal for the Ratonga. Suggested Website for examples of Russian names: http://www.sca.org/heraldry/paul.
Troll
Troll
The Monsters that Walk Among Us
Proper Name. Troll
City and District of Origin. Freeport - Big Bend
Racial Homeland. Innothule Swamp (The Moors of Ykesha)
Alignment. Evil
Mythical Creator. Cazic-Thule
Racial Language. Trollic

Appearance

Trolls are like no other race. They have a hideous appearance that even other Trolls do not find particularly appealing. They are more monster than civilized race. Troll faces are sunken and long, with extended sharp noses and pointed ears. They are nearly as tall as the Ogres and can easily give an Ogre a good fight, even though they lack the Ogre's massive muscle. Their limbs are stronger than that of a barbarian. These gangly creatures are well known for their strength as well as their savagery.

The Trolls savagery and internal strife in their societies are hinted at by the number of scars that appear on their skin. Often these scars are left untreated, except by the powers of regeneration imbued within the Trolls. This neglect leads to bad infections, creating hideous scars and exuding a foul odor around most Trolls. It is truly difficult to travel with a Troll.

The apparel of a Troll is usually filthy, since Trolls do little to practice hygiene. Blood from foes, as well as from the Troll itself, is common on armor and clothing. Trolls do craft their own armor, desiring spikes and other painful adornments that can serve great pain to any who come in contact with them.

Skin Color

Troll skin colors are all greens and possibly charcoal.

Hair Color

Trolls usually pull out their hair before anyone can take notice of the color. But if they did have hair it could be dark greens and blacks. No Trolls have light-colored hair.

Demeanor

There is no race more savage than the Trolls. Their erratic nature makes organization and rational thought nearly impossible. They are in a constant battle to focus their wits. Many impulses are acted upon without regard to consequence or reason. They will speak thoughts aloud that would better be left within their demented minds. Inflicting pain is a delight to Trolls, and they will always choose the most painful course of attack when in combat. Trolls never trust anyone, not even other Trolls. Adventuring with a Troll is a difficult task, but usually those that adventure have a bit more of a grasp of civility, and perhaps the beginnings of some form of hygiene. Even so, they are still subject to the occasional display of erratic savagery more associated with feral beasts. If that is not enough, there is always the chance they may eat one of the smaller members of the expedition.

Background

The Trolls were the first race placed on Norrath by Cazic-Thule. They are nearly as tall as Ogres, but less bulky, with rough greenish skin and sinister features. Trolls will eat literally anything, cooked or uncooked, as long as it was (or still is) alive at some point.

Trolls care only for satisfying their personal desires, which mostly revolve around a hunger for food and a lust for battle. While they are reviled by most other races, they would be even more dangerous if their intelligence wasn't so limited. Even so, their inherent savagery and selfishness, combined with their formidable strength, make them deadly opponents.

Built into the muck and mire of Innothule Swamp, the Troll city of Grobb was a primitive, messy hovel. It was eventually conquered by their ancient rivals, the Frogloks, who transformed the city into Gukta. The Trolls then sought refuge with their Dark Elf allies, falling ever more under the control of the Teir'Dal.

Despite their limitations, Trolls are not to be underestimated. A particularly savage clan made their home in Broken Skull Rock, filling their hearts with the doctrines of Hate. With Innoruuk as their new master, they stole an ancient artifact from Grobb, a stone etched with the prophecy of the Grozmok. Trolls continue to await the coming of the Grozmok, a mythical figure that will unite the tribes under the combined might of Fear and Hate.

Given their physical capabilities, Trolls can fill virtually any Fighter role, apart from the disciplined style of the Monk. Though limited in intelligence, they can study to become Conjurors. Despite their lumbering bodies, Trolls make effective Assassins and skilled Rogues.

Faith

Trolls traditionally practice a shamanistic form of worship dedicated to their creator, Cazic-Thule. Due to the influence of the Broken Skull Clan, a more orderly form of worship centered on the teachings of Innoruuk has also risen to prominence, with the wisest of Trolls forming a Cleric caste. Though able to achieve a greater level of mental focus than most of their kin, these Priests retain all the savagery and aggressiveness common to the rest of their race.

Recent History

Trolls have grown used to adapting to adversity, having lived without a centralized home city for most of the last 500 years. Little of Innothule Swamp still belonged to them even before the Shattering, though they would like to return eventually and reclaim it. For the time being, however, they are content to live in Freeport and follow the orders of their new masters … as long as the food supply holds out.

Naming Conventions

The Trolls share a naming convention similar to Ogres, in that they refer to all Trolls in a single community with a unifying clan name. Clan names are indicative of the nature of any given Troll clan. This name is not bound to a legendary event, and is given upon the formation of a clan. These clan names are usually names that evoke fear, and they have a tendency to be filled with lots of very sharp and harsh sounds and consonants. Common clan names are Brokenskull and Fleshreaper. Clan names can often change, as the seat of power within the clan changes frequently.

The Trolls have a history of chaotic and malicious acts. Their forenames are taken from their ancient troll surnames, but the original meanings from their vile history have been lost over time. These ancient forenames also contain many harsh consonants and have an evil sadistic hint to their sound. Common troll forenames are Hukulk, Brazzt and Redak.
Wood Elf
Wood Elf
The Forest Folk
Proper Name. Feir'Dal
City and District of Origin. Qeynos - The Willow Wood
Racial Homeland. The Faydark on Faydwer
Alignment. Good
Mythical Creator. Tunare
Racial Language. Feir'Dal

Appearance

Wood elves share the same common traits as all Elves. These commonalities are a thin build upon a frame that averages around 5 feet. Their faces are quite alluring and they have pointed ears. The skin of a Wood Elf is tanned and hair is usually brown to blonde. Another distinction of the skin is a subtle glittering effect, as though they have been lightly sprinkled with fairy dust. Most Wood Elves wear their hair long and it can be straight, wavy or curly. The Wood Elves have one of the more thin and well-defined bodies among the greater races. Though slight, they are wiry and strong, due to the arduous daily tasks associated with living within a dense forest realm.

The Wood Elves prefer cloth and hides for clothing, but they have been known to don light chain or scale mail, usually of rare metals. A very distinct and rare type of armor is the living armors made from the symbiotic relationship between Wood Elf and the forest flora.

Demeanor

The Wood Elves share a few things in common with the Halfling race. Perhaps it is something that arises within races that live in harmony with nature. These shared traits are friendliness, conviviality and an eternal devotion to any they befriend. Wood Elves will go out of their way to defend nature. A woodland in danger is equal to a city under siege to the Wood Elf. Both call for defense. And once a Wood Elf is in combat mode, he is a calm cool collected precision machine. He will not taunt an enemy, and prefers to act rather than waste time with words.

Background

Wood Elves, or Feir'Dal, are the free-spirited cousins of the High Elves. Far more tolerant of other races than the haughty Koada'Dal, Wood Elves are pleasant and friendly. They average five feet tall with golden-hued skin, blending naturally into the surroundings of their forest home.

The Feir'Dal come from the tree city of Kelethin, a series of platforms and elevators built skyward into the awesome beauty of the Greater Faydark. Wood Elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has lead to close ties to other races, especially Humans. This particular closeness has, in turn, resulted in the vast majority of the Half Elf race.

Though smaller than the typical Fighter, the fierce devotion of Wood Elves nonetheless makes them formidable warriors of the forest. They are distrustful of high magic, leaving such pursuits to their more intellectual cousins. Their lithe forms and high dexterity make them excellent Scouts.

Faith

Wood Elves will always be loyal to Tunare, the Mother of All. They have a longstanding tradition of druidic worship, honoring the primal forces of Nature and Growth. A few Feir'Dal have begun to investigate shamanism, tying animistic philosophy into the worship of their goddess.

Recent History

Wood Elves are deeply linked to the Faydark, and long more than anything to return to their ancestral wood. Though they have built a new home in the city of Qeynos that bears a resemblance to their beloved forest, nothing can take its place. Though happy and pleasant most of the time, a few Wood Elf Bards are known to sing songs of sorrow. They feel cut of from Tunare, though they are confident she will return and take them home.

The Feir'Dal are trusting of most good and neutral races. Although they loathe evil races, they usually only initiate conflict with those who dare taint the purity of Nature. The sole exception to this is their hated cousins, the Dark Elves. The Feir'Dal, like the High Elves, see the Teir'Dal as abominations that must be destroyed, and they will actively seek to thwart the plans of their evil counterparts.

Naming Conventions

Feir'Dal surnames are usually a compound word formed from elements of nature and the environment they exist in. These two words do not form a concept of belief that a family is known for. They are merely a union of two words that form a harmonization of nature. Names like Leafsway and Flowtrunk are common Feir'Dal names.

There are some surnames that break this mold, but are also always compound words. Often, when a single member of a family performs a legendary act a grand ceremony is held to change the name of all who follow the line of that particular legendary character. These surnames do speak directly of the nature of his legendary status. Strongbow and Sureshot are two legendary surnames.

As for forenames, the Feir'Dal prefer long multi-syllable names. They are of the Feir'Dal language and actually have a meaning hinting of their love of nature. Common Feir'Dal forenames are Ranylle and Fenthys.
The City of Freeport
Freeport
The City of Free Men


In the dark metropolis of Freeport, the ruthless rule and only the strong can prosper. The "free men" of the city have freed themselves from the burden of law and the restraint of morality. Not all of the people of the city or wicked or reprobate, but it is fair to say that evil is allowed free reign in Freeport.

The city is ruled by the Overlord, a figure as feared as he is mysterious. The militia of the town are known for their love of cruelty and their gift for brutality. Organizations that in other cities could exist only in the deepest shadows of secrecy build mighty guild halls in Freeport, and their leaders are counted among the rulers of the city.

The wealth of Freeport, and much of the population comes from the sea. Coursairs and cutthoats of all stripes make the city's port their headquarters, but so do many merchants of a more legitimate stripe, who come to the port to sell their wares to customers who do not frequent more legitimate harbors, or simply to trade without the burden of tariffs or duties. Because of this black-and-gray sea trade, Freeport is, for all its secrets and danger, still one of the grandest and most prosperous cities of Norrath.

Many dark folk who could never even enter a less libertine city walk openly on the streets of Freeport. Ogre, Troll and even the Iksar mingle freely in the city. Even the fabled Dark Elves conduct their inscrutable business in the city more or less publicly.

A well-paid army of sturdy thugs and murderers protect Freeport from the unwelcome attentions of other nations, as well as keeping what peace there is on the streets.

Freeport is a city of secrets, and the deepest secret of them all is the identity of the dreaded Overlord. The Overlord has ruled for centuries over the city, his iron grip never faltering when his absolute authority is questioned. Some say that the Overlord is, in truth, a dynasty of wise and ruthless tyrants, others whisper that a single personage has reigned deathlessly through the generations. Those who inquire too closely into these matters tend to either vanish quietly or perish very publicly. Either way, their fate is equally terminal. Sometimes the Overlord is casually (and somewhat dangerously) referred to as "Lucan," after an ancient ruler of the city, in the believe that the current overlord is either a descendant of the original tyrant, or perhaps the original Lucan himself.

Freeport is a place of peril and wickedness, but for the strong and the quick-witted it can also be a portal to literally unlimited wealth, power and adventure.
Freeport Residential Districts

The grand and imposing structures of the central city are the domain of the Overlord, his servants and his army, and the great guilds and merchant houses of the city. Most of the common folk live in the outlying residential districts. Indeed, the bulk of the residents of the districts are classified as refugees, and are not even permitted to enter the central city until they can earn or purchase the honor of citizenship. The districts range from the modestly prosperous, to the most dark and squalid slums.

As a rule, each district has been claimed by a single race, or sometimes an alliance of races, that are similar in habits and tastes. In general, the districts are permitted to rule themselves as they see fit, with little interference from the central city. However, because the city and the outlying districts do share certain crucial economic interests, each district appoints an alderman, who represents the community's interests before the Overlord and who is held accountable for the conditions of his district. As a rule, the alderman for each district is the "head man" there - usually, they are drawn from the leaders of whatever gang or cabal currently holds the most power in that district.

Big Bend

Big Bend is old - far older than the central city or even the port itself. Its massive and ancient structures are ideal for housing the larger races of the city - the brutish Ogres and Trolls.

Originally a settlement of Ogres, the Overlord decreed that Trolls should also dwell there. The two races do not get along, but then again, they don't really get along among themselves either. New Ogre and Troll refugees pour into Big Bend every day, hoping to win citizenship in the companies of the Overlord, or simply to join up with a band of brigands strong enough to win riches. Needless to say, it is a place of intense and unremitting violence.

Much of the district is as one might expect - battered and squalid, with only the strongest buildings left intact and standing. There are, however, isolated pockets of prosperity and even beauty, largely due to the surprising skill of the best Ogre craftsmen. An open-air market in the center of the district sells meat animals and the foul and noxious brews that the inhabitants favor as beverages.

One dark and featureless ally has been claimed by a secretive cabal of Ogre mystics, and is feared by even the most savage of the region's inhabitants. On the other hand the Dreadnaughts, the most powerful of the district's gangs, openly flaunt the respect and deference its members command among the inhabitants. The Dreadnaughts can be recognized by the fearsome spiked armor their members sport. When even Trolls and Ogres cross to the other side of the street when a band of Dreadnaughts passes by, the prowess and ruthlessness of the gang cannot be questioned.

Stonestair Byway

Stonestair Byway was given its nickname for the large stone steps that lead up to residences on either side of the roadway that takes you through the district. This district boasts the most interesting pairing of races in the city, as the Kerra and Erudites share this living space together. This would not have been possible had it not been for the resolution of their differences in recent years.

Of course, the tension in the district can be cut with a knife - and most of the time, it is. Here the Kerra can pursue their more feral pleasures and live as the predators they were destined to be. Here the Erudites can seek any knowledge and nothing will be forbidden to them. The social differences and a deep seeded dislike has existed between these races for centuries, but when the Overlord says move in and get along well, everyone tries his best. Other than the differences in how you enter residences, the layout for the district is similar to Big Bend, with a central square area where the various vendors can be seen peddling their wares. Needless to say, the competition is incredibly fierce in Stonestair.

With the recent changes that the Overlord has instituted, the fighting that was rampant in the streets has died down considerably. When first integrated into the district, widespread looting, killing and rioting ensued in the first few days. The Militia cleared out every inhabitant in the byway and left the charred remains of those who resisted as reminders to the new residents; there is only one ruler in Freeport and his word is law! Also seen skulking the streets at night are a very intelligent and highly organized gang known as the Abattoirs.

Though primarily made up of Erudites, the origins and motivations of this group remain a mystery to the populace as a whole. One thing that is certain, they are extremely adept in their use of magic and very liberal in its application. Those foolish enough to enter the byway and interfere in their affairs tend to find themselves the victim of a terrible accident.

Temple Street

Since the Age of Turmoil, the Gnomes of Freeport have been an invaluable ally in both war and peacetime situations. It was no surprise that the Overlord included them in his plans for a new empire and they reside in a small residential district called Temple Street, along with the enigmatic Ratonga.

Formerly a defunct precinct of the city proper, the district acquired its name since, at one time, it housed a large temple within its walls. This district is by far the dirtiest of all, filled with failed gnomish inventions and teeming with Ratonga hordes. It is not uncommon to see the indecipherable scribbles of Ratongan graffiti alongside near perfect mathematical calculations left by the absentminded gnomes.

Of all of the districts, this one seems to be most at peace, and there is a certain calm exhibited by those within its walls. The gnomes tinker away constantly, always muttering to themselves about how they have almost recovered this formula or are close to that breakthrough. Innovation always comes at a cost! In Freeport, the gnomes do not have to consider the trivial matters of consequence and conscience. Only results matter in this district. The Ratonga seem content to keep to themselves and not disturb their neighbors. They do have an alarming habit of popping up precisely when the gnomes need them most, and are happy to assist the Gnomes by fetching their tools or much needed supplies. When asked why they are being so helpful, the playful Ratonga simply smile and walk away.

The only strife ever seen in Temple Street is when the Black Magus and the Sewer Rats have issue with each other, which happens from time to time. The gangs are both small in number and control of the district seems to shift on a day to day basis. Both of them consider the marketplace to be "neutral" territory, and never do battle there under any circumstance.

Beggar's Court

Beggar's Court is the largest of all of the Freeport districts. This area was once a prosperous merchant court that held a large bazaar and every sort of crafter that could be imagined. Now, as a home to refugees, it's one of the poorest areas in all of the districts. It boasts a large population of Humans with a few Half Elves mixed in.

One of the most noticeable differences is the neatness of this district, especially compared to Temple Street. The inhabitants of Beggar's Court strive to keep their home exceptionally clean, even if they are crushingly poor and furnishings are sparse. Old grain sacks and cracked barrels have been turned into chairs and tables. The merchants have set up shop and you can see patched sails or sewn together bed sheets used as canopies to fight off the midday sun.

Beggar's Court is famous for one thing, contraband. It features the largest market outside of the city proper, but the goods that can be bought in Beggar's Court can't be found at all in more reputable counterparts in the city. This is one of the largest draws for the district. A discerning adventurer can find almost anything they need in this district, no questions asked. Whispers have been heard about a secret organization controlling the trade of Beggar's Court. Some of the high halls in the district are not occupied by residents and warnings are given to all travelers to beware of exploring alone in these areas. The name "Harpies" has been mentioned once or twice by citizens on the street. Any questions about such an organization are met with stunned silence.

Longshadow Alley

Longshadow Alley is unique among the districts of Freeport. The reason for this difference is simple; only one race resides in and rules this district; the Tier`Dal or Dark Elves as their human neighbors refer to them. The Overlord counts the Tier`Dal as one of his most useful resources, and granted them the district as a means of gratitude for the service of one of their members, the Foci.

As you enter Longshadow Alley, the first thing you see is the fountain that houses a statue of an angelic warrior fighting a lion. The residents don't comment on its meaning, but the current speculation is that it was a reminder placed by the Overlord himself so his residents never forgot where their loyalty should lie. Publicly, the Dark Elves adhere to all of the laws of the city with unwavering loyalty - what happens in the shadows of the alley, though, is anyone's guess.

One of the more striking features Longshadow has is a large raised platform surrounded by small alters of fire. The markings on the platform match those of other areas of the city of Freeport. It is said that they are the conduit for a teleportation spell used by "The Foci" herself for her frequent visits to the district. A dark elf of mysterious origin, "The Foci" is the head of the Academy of Arcane Science. She is generally considered to be the most powerful mage in all of Freeport. Second only to the Overlord in sheer might, and the fear she raises each time she passes by.

There are no gangs permitted in this district, and indeed outsiders are scorned if they do not have business with a resident in Longshadow Alley. There are rumors of a secret group influencing and policing this district. Who they are and what their motivations are remains a mystery ... if they even exist at all. Still today, this district stands as a monument to a cultural past. The Tier`Dal struggle daily to maintain their heritage and preserve the purity of their beliefs in this new world that was torn asunder. Nobody can say what they are planning, but one thing is certain; the Tier`Dal have never been a group to sit on the sidelines of any conflict.

Scale Yard

Since their release from tyranny at the hands of the Shissar, the Iksar have claimed none as their ally and all feared them. Today, the known remnants of the Iksarian culture exist in Freeport and, like the Teir`Dal, they struggle to maintain the ways of their now-lost home. Scale Yard was the only district that was not set up to house any races, but more as a prison constructed specifically for the Iksar.

The remnants of the prison can be seen in the bones of fallen prisoners and shackles found all over the district. How did the Barbarians fall into this prison? The original inhabitants of Scale Yard were captured by the Overlord himself after a failed raid on the Ocean of Tears. The Overlord thought to break the proud Iksar through torture and a special re-education. The details are unclear, but after several weeks as captives the Iksar came to an arrangement with the Overlord and they were free to live in the district as long as they accepted the Barbarians of Halas as their neighbors. By this time they were only too happy to comply.

Now the two races appear to peacefully coexist with one another. Other than a few minor squabbles all appears calm in the district. At first an outright hatred for the Barbarians was prevalent in the Iksars' mind, until the Iksar realized the philosophical differences they lay between them, and how they could be used to their benefit. The Barbarian disdain for politics and their desire for the sanctity of battle made for an unwitting pair of allies. Politics had never made stranger bedfellows. Hoping to be able to find greater glory, the Barbarians knew they had to please the Overlord, and with the Iksar's help they just might do so.

This is another area of the city that the Deadnaughts (see Big Bend) seem to frequent. The Iksar tolerate their presence as long as they do not interfere in their affairs. The Barbarians are too busy warring among themselves to notice. Just another day in the Scale Yard.

The City of Qyenos
Qeynos
City of Valor


Qeynos is the Great City, the city of valor and defender of the meek. It is a beacon of hope amidst the anarchy that plagues the world of Norrath in the Age of Destiny. It was nearly destroyed during the Age of Cataclysms, left in rubble and the land it sat upon partially submerged.

It was rebuilt with the unification of the Antonicans with the woodsman and druids of the Tunarian Alliance. This unification of communities has created a beautiful blend of medieval architecture and lush flora. The forest and the city have become one. Aqueducts now cut their way through some portions of the great city. Evergreen trees now spire alongside stone towers.

Qeynos is a place of beauty to the eyes and to the heart. It has defied the great cataclysms that ravaged many other empires.

Qeynos Residential Districts

The Qeynos Villages are the residential neighborhoods of the city that surround the central keep, the seat of government, trade and the military. They have been established to provide dwellings and support for incoming refugees and future citizens of Qeynos.

These villages are a part of the Kingdom of Qeynos and maintained by Qeynos, but are considered the homes of non-citizens who have yet to prove full allegiance to the kingdom. Residents of the villages are not allowed into the core of the city until citizenship has been granted.

Nettleville Hovel

Nettleville is one of the oldest standing village of the city of Qeynos. It is here that the human populations of the city can be found. Most of the people in Nettleville are simple peasants, farmers and some merchants and fishermen living quiet lives outside of the bustling city.

The hovel has two main avenues that are lined with quaint little homes that lend the area its village feel. Although originally a Human village, the Kerra of Qeynos have also taken up residence in this area. The people of Nettleville were more than happy to make room and take them in.

The story about how this occurred varies by who tells it. It is said that when the Kerra arrived, they simply took up residence in Nettleville and their easygoing, friendly manner made them more than welcome. In that sense the Humans would say they adopted the Kerran community in Nettleville, though the Kerra would say they adopted their Human neighbors.

Starcrest Commune

Starcrest Commune is a haven for the intellectual elite of the city. Although similar in structure to Nettleville, one large difference is the ornate fountain found at the center of the village. Erudites and Humans claim Starcrest as their home. As you roam the streets in Starcrest, the banter of debates and the occasional good natured chess game are common sights and sounds.

The Commune Park is the other area of distinction; it is here that many gather for lunch, to discuss the turns of politics, the nature of the philosophical and the science of existence to no end. The debate about the fate of the gods can be especially heated between Erudite scholars and Human theologians.

The pace of Starcrest is very slow, as the denizens of the village concern themselves with affairs higher than simple daily existence. An almost symbiotic relationship has grown between the Humans and Erudites. The Human thirst for knowledge is insatiable, and their neighbors in Starcrest provide the intellectual guidance they need. The Erudites in turn receive the emotional compass that many believe was lost to them after the cataclysmic events of The Shattering.

Graystone Yard

Graystone Yard is home to two of the hardest working and rowdiest races in Qeynos; the Dwarves and the Barbarians. The village is located off the main city dock and a few Kerra do make their way here during the daytime to see about the latest catch of fresh fish being sold in the district.

Many of the Dwarves and Barbarians spend most of their day finding precious metals in the mines adjacent to the village. During the day, many of them can be seen shuttling back and forth. They never stop working in Graystone while the sun is still shining. Of all of the villages, the architecture here is most simplistic. This is a reflection of the lifestyle of the denizens of Graystone as they take a more "down to earth" approach to living.

Although empty during the day, Graystone boasts the largest tavern outside the city of Qeynos. The motto in this village is to work hard and play harder. All night, residents can be seen gathering together to share a good meal, good company and perhaps a few barrels of ale. The life of these residents is a hard one, but they wouldn't have it any other way.

Castleview Hamlet

Castleview Hamlet is very unique in structure and appearance compared to the other villages of Qeynos. The hamlet falls under the direct view of the castle of the city of Qeynos, and the architectural style mimics that of a castle's interior. All of the structures are surrounded by the traditional stone walls, and the hamlet itself remains absolutely spotless at all times, without even a speck of litter visible.

This village is home to one of the eldest races in Qeynos, and to one of the youngest: the High Elves and the Frogloks. One thing that is very evident to the casual eye is the strict order maintained in the hamlet. Here towers are common. In the large bathing bathing fountain the Frogloks can be seen frolicking during the day. The pairing of such long and short lived races would seem unlikely, but was requested by the High Elves once it was known the Frogloks had selected this particular location.

The two races share something of a parent/child relationship, and the patience that the High Elves have evolved into is a virtue they wish to pass on to their neighbors. The Frogloks defend the tenets of virtue and honor, no matter what the danger. If the princess is in trouble, the Frogloks are the first to fight the dragon for her hand. The High Elves only smile and hope to temper their neighbor's useful enthusiasm into a wisdom that channels their passion. What they don't realize is that the Frogloks intend to do the same to them. Of course, the Frogloks hope to pass on their wisdom as well and teach their new friends a lesson they all learn by the age of two, "Seize the moment to protect the innocent!" The Queen hopes that between the Frogloks' passion and the High Elves' experience, a happy medium can be reached for both of these races.

The Willow Wood

The Willow Wood has a very distinct style that causes it to stand out among the other villages. The Wood Elves and their Half Elf cousins claim residence within this area. The Willow Wood is not comprised of a lot of buildings, but does sit on a lot of land. More of a natural commune than village, the residents prefer the tranquility only nature can provide.

The architecture for the structures is fairly simple. Originally it was settled by the Half Elves during the end of the Age of Turmoil. Not finding complete acceptance in the city, they founded this, the first village in the new Qeynos that exists today. The
Akaran of Mistmoore, formerly Akaran of Veeshan
I know I'm good at what I do, but I know I'm not the best.
But I guess that on the other hand, I could be like the rest.
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Akaran_D
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Post by Akaran_D »

The end of that wasn't posting right for the Qyenos section.

Here's the rest of it.


The Willow Wood

The Willow Wood has a very distinct style that causes it to stand out among the other villages. The Wood Elves and their Half Elf cousins claim residence within this area. The Willow Wood is not comprised of a lot of buildings, but does sit on a lot of land. More of a natural commune than village, the residents prefer the tranquility only nature can provide.

The architecture for the structures is fairly simple. Originally it was settled by the Half Elves during the end of the Age of Turmoil. Not finding complete acceptance in the city, they founded this, the first village in the new Qeynos that exists today. The Wood Elves were also no stranger to feeling displaced. After losing their home, they asked the Half Elves to join their community outsi

de of Qeynos. The Half Elves graciously accepted, and they have been fast friends ever since.
The structures are simple, with little or no furnishings, which is the way the residents prefer it. The paths are not carved roads as they are in the other villages, but simple stepping stones mark the way for travelers in the Willow Wood. It is not uncommon to see animals and a lot of livestock in this village.

It is the nature of the Wood Elves to be very accepting of others' views and tolerant of differences. Though rebellious at times, the Half Elves feel a kinship with their displaced cousins, which is why so many choose residence in the Willow Wood. Here, they truly feel as if they've made a real home and identity for themselves.

The Baubbleshire

Without a doubt the most carefree of all of the villages, the Baubbleshire is home to both the Halflings and the Gnomes of Qeynos. Although it began as a strictly Halfling trading post near the end of the Age of Turmoil, the Gnomes have integrated nicely, and definitely have added their own flavor to the community.

The Baubbleshire was created by the land near the Elddar Grove and the Willow Wood. It shares many of the same traits as its neighbor villages, but with a distinctive Halfling feel. That is, it did until the Gnomes were introduced into the village.

Upon the Gnome's arrival from the Isle, Queen Antonia Bayle asked the Halflings if the Gnomes could take up temporary residence within their walls. Not wanting to be inhospitable they quickly complied with the request. This led to the irrevocable change in the structure and landscape of the Baubbleshire, which has been the Gnomes home ever since. Since settling in, gears and sprockets can now be seen on the mountainside. A large gear is now part of the park the Halflings tend to in the center of the village.

While not rude, the Gnomes simply dove into their work and forgot to find another place to live. Their "temporary" stay began nearly 50 years ago...

The Halflings have learned to tolerate their new neighbors as best they can. The gnomes are constantly trying to repay the Halfling's hospitality by creating "marvelous contraptions" to aid them in their day to day life. The Halflings simply smile and nod, unless of course something blows up. As their tinkering improves, the damages to the Baubbleshire have been less extensive with each new successful round of experimentation. The Halflings can only hope the Gnomes don't work too furiously at repaying their generosity in the future.
Akaran of Mistmoore, formerly Akaran of Veeshan
I know I'm good at what I do, but I know I'm not the best.
But I guess that on the other hand, I could be like the rest.
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