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EQ2 RacesFollow

#1 Feb 25 2004 at 3:55 PM Rating: Good
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The following article was clipped from EQ2 Vault. The article was spell-checked and parsed for Allakhazam format. Hopefully others will this information interesting as well.

Everquest II Races

There are 16 unique races that players can choose from in Everquest II. The races have different abilities, and perhaps more importantly, have different alignments. The races and the alignments associated with each particular race are below:

Barbarian
Alignment: Good
The Northmen, or Barbarians, have made their way south from the frozen land of Halas and Everfrost Peaks. They are one of the largest and hardiest races in the land of Norrath. Barbarians males are often bearded, while both males and females typically wear tribal war paint. Every Barbarian wears a kilt; a signature of this mighty race.

Barbarians are less advanced culturally when compared to a number of other races. Their tribal nature and rugged mannerisms set them apart from many other advanced civilizations. The Barbarians consider themselves to be superior to other races, such as the Teir’Dal and Erudites, because of their enormous strength and physical prowess. Of the good races, only the Dwarves, formerly of Kaladim, are held in high esteem by the Barbarians. Evil races of Norrath, such as the Ratonga and Trolls, are despised by the Barbarians.

The Barbarians will have a difficult time adjusting to the more advanced life offered in the city of Qeynos. Perhaps more importantly, they will find it difficult to live in unison with the many of the races. Expect many Barbarians to keep to themselves, or congregate only with their Dwarven friends.


Dark Elf
Alignment: Evil
The Dark Elves, or Tier’Dal, are the dark counterparts of the elves of light. Although they share the same characteristics of intelligence, wisdom, and physical beauty, they are entirely evil in nature. Dark Elves have made their way to Freeport from the city of Neriak.

The creator of the Dark Elves is Innoruuk, Lord of Hate. They are a direct reflection of his hate and malice. The Tier’Dal are a twisted race and have hatred of every living thing in Norrath, especially their light elven brethren. They desire to see the world of light elves destroyed, and will tolerate other evil races, such as the Ogres and Trolls, as a means to this end.

The Tier’Dal will face many challenges in Freeport, not the least of which will be coexisting with other evil races such as the Iksar and Ratonga. Undoubtedly, they will seek to manipulate these races in order to spread their hate throughout Norrath.


Dwarf
Alignment: Good
Though short in stature, the Dwarves are some of the strongest (and most prideful) inhabitants of Norrath. Creations of Brell Serilis, the Dwarves formerly made the underground halls of Kaladim their home. Their size and strength made them excellent miners of the mountain caves. The most prominent physical feature of the Dwarves is the flowing beard, which is typically grown by both the men and the women.

Dwarves are motivated by honor and loyalty, yet remain one of the most jovial races in all of Norrath (thanks to some strong Dwarven ale), but can be quite abrasive to some of the more civilized races. Because of this, Dwarves get along much better with the hardy race of Barbarians and the light-hearted Halflings. The Dwarves have historically been uneasy with the elves of light, although they remain in contact out of necessity, but they despise the Dark Elves and other evil races.

Dwarves will have a difficult time leaving their underground halls for the Human city of Qeynos. Culturally, they share little with the world of men. But with their brewing skills and legendary proficiency in battle, the Dwarves should have little trouble carving out their own niche in Norrath’s new social arrangement.


Erudite
Alignment: Good or Evil
The Erudites, ancestors of the great mage Erud, are decendents of the original humans of Norrath. Their great intelligence is attributed to their single minded focus on the arcane arts, and the rejection of most things physical. Erudites from the golden age of EverQuest featured delicate bodies that were extremely thin. This was further accentuated by their great height (reaching 6 feet and taller) when compared to their modern human counterparts. A good portion of this height difference can be attributed to their enormous foreheads.

But much has changed over the past 500 years, and the perfection of the arcane sciences which the Erudites have so rigorously pursued has had a profound effect on their physical appearance. Erudites have lost much of their former skin tone, and now feature a range of grey pigments. Their faces are now often covered in mystical glowing tattoos. The origins of these changes are still yet to be explained.

The Erudites have a complex culture. Erudites formerly hailed from two cities found on the now lost continent of Odus. The former city of Erudin was inhabited by those Erudites who chose to study the lighter arcane sciences. Like all Erudites, these scholars would have rather avoided interaction with the other races of Norrath, particularly those that had not gained an understanding of the arcane sciences. They have a particular distaste for the evil races of Norrath.

A second group of Erudites hailed from the city of Paineel. These were the dark heretics, banished from Erudin for their practice of the darker arcane sciences, such as necromancy. These heretics shared the same feelings of superiority that the citizens of Erudin did. Despite their darker nature, and their banishment from the rest of the Erudite’s sparkling city, the heretics shared the same distrust for Dark Elves, Ogres, Trolls, and other evil races.

It will be difficult for Erudites to function in the cities of Qeynos and Freeport. Other races (particularly the Kerra) are skeptical of their purposes and fearful of their magical powers. Erudites have a historically chosen to set themselves apart from the rest of Norrathian society, and it will now work against them.


Froglok
Alignment: Good
One of the most honorable races of Norrath, the Froglocks are amphibious creatures blessed and enlightened by Mithaniel Marr. Froglocks are short, yet muscular beings with a proficiency for underwater travel and the ability to see well in dark places.

Similar to the teachings of Mithaniel Marr, the Froglocks are quick to fight in the defense of truth, justice, and honor. They hold all good and neutral races in high regard, and willingly work together with those who would pursue to eradicate evil. Evil races, and in particular Trolls, are the natural enemies of the Froglocks. Before the cataclysms, the Froglocks seized the Troll city of Grobb and renamed it “Gukta, Outpost of Marr.

It is likely that the Froglocks will fare well in Qeynos. Their close relationship with other good races should play well in their favor. Now having a clear enemy and purpose, the Froglocks are likely to continue their attack on all things evil. It will, however, be interesting to see how the Froglocks handle the apparent silencing of their beloved Mithaniel Marr.


Gnomes
Alignment: Good, Neutral, or Evil
The shortest member of the good races, the Gnomes were created by Brell after the creation of the Dwarves. While they share the Dwarve’s height, they share none of their physical prowess. But what Gnomes lack in strength, they make up for in dexterity and intelligence. Gnomes typically have bright white hair, and the males often sport bushy sideburns or moustaches.

Gnomes are friendly with all of the good races, although they do not understand the single-minded pursuits of the Erudites. While they avoid interaction with the evil races, it would be unfair to say that they hate them.

Gnomes have an incredible knack for creating gadgets. While their old world inventions in the city of Ak’Anon have likely been lost in the cataclysms, the Gnomes are likely to play an important role in the construction of telescopes, mechanical workers, and other forms of machinery for the new land of Norrath. Their healthy relationship with members of most races should be an advantage as well.


Half Elf
Alignment: Good or Neutral
Half Elves are a race that has always lacked a real identity. Half Elves feature the height and strength of their human ancestors, and similar intelligence and wisdom common to their elven ancestors. Unfortunately, they are not looked upon as kinsmen by either race, and are often shunned by most of society. The Half Elves have harsher features than the Elves, but still retain a unique beauty that is all their own. Unfortunately, that is all they lay claim to. There has never been a city for Half Elves. In the past, they have chosen to inhabit the cities of other races, particularly the Human cities of Qeynos and Freeport.

The Half Elves are fantastic travelers and story tellers, and are often proficient at rogue-ish abilities. This proficiency for thievery has further contributed to their outcast nature. Still, Half Elves remain a pleasant bunch, and are typically on good terms with all good races. They do, however, have no dealings with the evil races.

Half Elves will likely have a mixed reaction to the new social order of Norrath. In many ways, they have an advantage: where other cultures have lost their identity and homes, the Half Elves exist almost exactly as before. But now that all races have been made refugees, they have also lost the one unique characteristic of their society.


Halfling
Alignment: Good or Neutral
Halflings, as the name implies, are creatures that are typically half the size of the other Norrathian races. They usually feature dark curly hair concealing pointy ears, stocky builds, and unusually hairy feet. They are strong for their size, and are quite wise in the ways of nature and divine healing. The more courageous Halflings often make capable warriors.

The Halflings are the most hospitable of all races, and share the same generally jovial disposition as the dwarves. But unlike the Dwarves, Halflings are apt to share their humor and trickery with the other good races, whether they like it or not. Halflings enjoy a good song and dance, a wonderfully told story, or a clever prank on an unsuspecting traveler.

The city of Rivervale was renowned for its quaint buildings and wonderful gardens. Life in the city of Qeynos contrasts in most every way to what the Halflings of the Old World will remember. While the Halflings are quite capable of interacting daily with the other good races, it is likely that they, more than any other race, will miss the lifestyle their tiny homeland provided.


High Elf
Alignment: Good
The Koada’Dal, or High Elves, are the most majestic of the light elven races. They are the closest relatives to the original elves of Norrath, created by Tunare. They lack the physical strength of their Wood Elf and Half Elf relatives, but have a greater intelligence and knowledge of the arcane sciences. Although they are not as sturdy as many of the other races, the High Elves’ sense of honor and courage have led them to more physical paths, such as that of the holy knight, for many years.

Because of their civilized conduct, incredible intelligence and wisdom, and noble appearance, the High Elves are viewed as haughty by many of the other races, and this is somewhat true. The High Elves view the Wood Elves as close friends and loyal servants. Humans, Gnomes, and Halflings (open civilizations with intelligence, wisdom, or other redeeming qualities) are viewed as worthy companions. Dwarves, Barbarians, and Erudites, are tolerated only because they offer services or commodities that the High Elves value. Evil races are loathed.

The former High Elf city of Felwithe was rivaled in beauty only by the city of Qeynos. The High Elves had a wonderful sense of art and architecture, and crafted a home to match their high tastes. They will likely struggle when forced to share a home with the more dingy races of Norrath, and the repercussions of their interaction could be enormous.


Human
Alignment: Good, Neutral, Evil
Humans have no defining characteristics that make them stand out from other races of Norrath. Compared to the Erudites, Humans have average intelligence. Compared to the Barbarians, Humans have average strength. Compared to the Halflings, Humans have average wisdom. But Humans are highly advanced as a society, and have acquired a vast amount of knowledge from their interaction with other races.

In the Old World, Humans built the cities of Freeport and Qeynos, and they are now the only cities that remain. Sir Lucan D’Lere controls the corrupted city of Freeport with a merciless style. It has become the haven of all things evil. Antonia Bayle controls the good city of Qeynos, the last bastion of hope and order for good races. Factions of the Human race follow either side.

Humans will have a distinct advantage in the new Norrath. All races have been forced to congregate in the Human cities and live under the rule of Human government (likely to varying degrees of success). The proficiency of the Human race to collect information and adapt to change may play a significant role in the shaping of Norrath as we now know it. The future might very well depend on how well the Humans of either city can motivate the other races to fight under the new banners of Freeport or Qeynos.


Iksar
Alignment: Evil
The most savagely evil of all races, the Iksar formerly hailed from the ancient city of Cabilis, found in Kunark. Now that Kunark has been lost, the Iksar find themselves in the city of Freeport. The Iksar have a terrifying appearance. They tower above races of average height, are covered with thick scales, swing mighty tails, and having a piercing glare and petrifying snarl through their terrible eyes and razor sharp teeth. They are naturally adept at swimming, and have an enhanced rate of regeneration when compared to the humanoid races.

Like the Barbarians, the Iksar are a tribal race. But unlike the Barbarians, the Iksar consider no other race to be an ally. In the Old World, the Iksar were unwelcome in every city outside of Cabilis, and hated by most every race. The feeling was certainly mutual.

The Iksar are quite proud, and very intelligent. Their transition to the city of Freeport will be quite volatile, and very dangerous. Conflict between the Iksar and other evil races is inevitable. For the time being, they have no alternative but to coexist with other races, but their bitterness and hatred will grow by the day.


Kerran
Alignment: Good or Neutral
The Kerra are the cousins of the Vah Shir, and as such share the same cat-like appearance and attributes. They have tremendous strength and size, yet remain quite agile and dexterous. They shades of their fur, and the markings found on it, often vary.

The Kerra are a joyous people when surrounded by their own, but are almost completely silent amongst members of other races. The Kerra find themselves in a terrible situation. The cataclysms that rocked Norrath, and the eventual destruction of Luclin, have apparently wiped their cousins the Vah Shir from existence. Every interaction the Kerra have had with an outside race (particularly the Erudites) has had terrible consequences. Now they must join with the other good races as refugees in the city of Qeynos.

The challenges facing the Kerra are unlike those faced by any other race. An entire race of their close relatives has been destroyed. Their past is littered with pain and suffering brought about my interaction with outside races. Now they face a move from the lost land of Odus to the cramped city of Qeynos and a life living side by side with the very races that they seem to eternally distrust.


Ogre
Alignment: Evil
The largest of all Norrathian races, the Ogres are a daunting physical specimen. The striations in their incredibly muscular build only hints at the underlying strength they possess. Their strength is matched only by their unnatural endurance in battle and their undying desire to “bash” everything standing in their way. The Ogres have mangled faces, scarred and battered by battle. Their horrid looks are only a small testament of their willingness to exchange blows face to face. There is nothing subtle about the Ogres.

Ogres eat constantly. This is an undeniable truth. They eat Halfling meat, Wood Elf meat, Erudite meat, and when nothing else is available, the occasional snack of Ogre meat is not out of the question. As one might imagine, this has led to more than a few problems with even their allied evil races. They work side by side with the Trolls, yet have no real allegiance to them, and are deathly afraid of the power of Dark Elves.
Ogres will have no trouble existing in Freeport. At worst, their presence will create conflict, and to the Ogres, that is always a good thing.


Ratonga
Alignment: Evil
The Ratonga are a small rat-like creature that has escaped from chasms created by natural disasters throughout the world of Norrath. They are as small as the gnomes and dwarves, yet they share few other qualities. The Ratonga are quick and dexterous, and are covered in short, coarse fur. Their fur can come in a number of shades and may feature a number of different striped patterns. The race has also taken to wearing glasses, and in some cases, even monocles.

While the Ratonga are an evil group, they are not evil in the same vein as the Iksar or Ogres. The Ratonga are terribly selfish and extremely opportunistic. They are quick to take advantage of those around them for their own personal gain. Little is known about the history of the Ratonga. The Ratonga remember very little about their origins, and are quick to share even less.

The Ratonga should fit in well in Freeport working as thieves, rogues, and spies. It is likely that they will be trying to find many ways to turn conflict and strife between the evil races into personal gain.


Troll
Alignment: Evil
The Trolls share the physical strength of the Trolls, but are far more hideous in appearance… and smell. Trolls have long, leathery ears covered with spots and sores, long yellow teeth fit for the ripping of flesh, and slimy green skin marked with scars, open wounds, and general filth. Only slightly smaller than the Ogres, Trolls are taller than most other races in Norrath. The Swamp of Innothule served as their homeland until the city of Grobb was overthrown by the hated Froglocks. While the Old World trolls were thrown out of the swamp, the stench remains a very prominent characteristic of the race.

Like the Ogres, Trolls will eat just about anything. They are extremely greedy, and incredibly cruel. They have no contact with the good races of Norrath, and are distrustful of the other evil races. As with the Ogres, they are terribly afraid of the Dark Elves, although they do coexist with them.

Trolls detest almost every living thing, and are bound with other evil races only because of their common hatred of everything “good.” It will be difficult for the Trolls to interact socially with the other races now found in Freeport.


Wood Elf
Alignment: Good
The Feir’Dal, or Wood Elves, are the friendly cousins of the High Elves. Like the High Elves, the Wood Elves are quite beautiful. Their skin is faintly tinted with the look of an oaken wood, and they look to be at home amongst the trees deep in the forest. Wood Elves are naturally skilled in the ways of nature, and find themselves following the path of the druid or ranger quite often. Many Wood Elves are equally skilled with the blade and choose the path of warrior. Their friendliness and harmony with nature also lends to a Bardic lifestyle.

Wood Elves are friendly with all of those who respect nature. They get along well with most good races, although they reject the city lives that most choose to lead. They harbor a great hatred for the Dark Elves and all of their allies.

The Wood Elves will be quite out of place in the city of Qeynos. Their former home of Kelethin was found deep in the woods of the Faydark, and held high in the tree tops of the great forest. Coexisting with the various races should be easy enough, but being cut off from nature will likely have a great effect on the paths Wood Elves will follow.


Edited, Wed Feb 25 17:08:00 2004 by Valzarius

Edited, Wed Feb 25 17:08:22 2004 by Valzarius
#2 Feb 25 2004 at 11:17 PM Rating: Good
OK, so we really did "ruin our own lands" then. Smiley: cry
#3 Feb 26 2004 at 6:57 AM Rating: Default
Do I understand this right? Every Race starts in either Qeynos or Freeport?
#4 Feb 26 2004 at 7:24 AM Rating: Decent
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I hear that there are going to be only 2 city zones (FP and Qeynos) in EQ2 to start. However they are going to be HUGE compared to what they are now.
#5 Feb 26 2004 at 7:48 AM Rating: Decent
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Two cities, no Vah Shir. It doesn't sound like progress at all. I haven't been trying to keep up with the lore but it seems like a terribly depressing start to a new game.

I suppose their problem was that after endlessly expanding EQ they had to condense it again so they could start all the sub-paying hamsters on the expansion pack wheel again.

What will be first? Ruins of Ruins of Kunark? Faydwer Rediscovered?

When you consider the chaos caused by newbies lost in Freeport as it is now, let alone Shah Vahl ("Where's the Registrar?") I'm not sure the idea of a vastly larger city is a good one.

How come they can sink Kunark, Odus and Faydwer and their races survive but they couldn't find enough Vah Shir off Luclin? Kerrans are alright but they lack nobility.
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#6 Feb 26 2004 at 8:14 AM Rating: Decent
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Sweet! Iksar still hate everybody, everybody still hate the Iksar and Iksar still aren't welcome in Freeport. So what's changed?

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