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Pic Title: Ore... Maybe??? Poster: Sehksier
Posted: Sat May 17, 2008 12:33 am
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Pic Title: Beep! Beep! Poster: Sahhri
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Pic Title: Head shot for Sahhri Part Deux Poster: Haruk
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Pic Title: Head shot for Sahhri. Poster: Haruk
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Races |
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Headlines | Exp Paks | Adv Paks | Races | Classes | Maps
Barbarian - The Wolves of the Northlands |
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Racial Traditions |
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| Strength | 25 |
| Agility | 20 |
| Stamina | 25 |
| Intelligence | 12 |
| Wisdom | 18 |
Traditional Roles: Fighter, Priest
Barbarians excel at being fighters due to their mighty strength and impressive stamina, but they are also quite wise and often walk the path of the priest. |
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| Starting City: | Freeport - Scale Yard Qeynos - Graystone Yard |
| Alignment: | Neutral |
| Racial Language: | Halasian |
| Racial Homeland: | Halas - The Northlands |
| Mythical Creator: | Erollisi and Mithaniel Marr |
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Barbarians are related to humans and share many of the same physical features, but are physically more imposing than their smaller human cousins. Barbarians are tall, powerful humanoids, often blessed with great muscle mass. Their height averages approximately 7 feet tall. The hair styles of the race are often long, a link to their past when such hair styles assisted in surviving chilling weather. The bodies of barbarians are built for war.
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 within the frozen tundra of Everfrost. Their buildings are somewhat primitive by Human standards, making use of raw 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 sparked more insightful thinking among the barbarians, and these wiser folk became the fathers and mothers of the Human race.
Barbarians are known for wearing their emotions on their sleeves, 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.
Faith
Barbarians have historically been shamanistic by nature, 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.
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Dark Elf - Conquerers of the Underfoot |
| Racial Traditions |
| Strength | 13 |
| Agility | 23 |
| Stamina | 15 |
| Intelligence | 26 |
| Wisdom | 23 |
Traditional Roles: Mage, Priest, Scout
Dark elves possess high intelligence and wisdom, making them masters of the magical arts of the mage and priest. Their respectable agility can greatly aid a dark elf on the path of the scout.
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| Starting City: | Freeport - Longshadow Alley |
| Alignment: | Evil |
| Racial Language: | Thexian (last known language before the Sealing of Neriak) |
| Racial Homeland: | Neriak - The Underfoot |
| Mythical Creator: | Innoruuk |
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Dark elves are lithe beings with defined musculature. Their skin tones range from deep purple to blue, their hair often white or very pale. They average approximately 5 feet in height. Like other elves, they have pointed ears and graceful features. Dark elves often don garb that is both alluring and functional for combat or special ceremonies. Much of their armor is highly ornate, with details illustrating the history of their race or family house.
Background
Dark elves are one of the three known ancient elf races, one of the oldest on Norrath. They are known by the elf word, Teir'Dal, a word meaning "elf of the abyss." They have existed for ages in the dark underworlds of Norrath, and are the children of Innoruuk. Legend has it that the Prince of Hate captured the first elven king and queen and tortured them over the 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.
Dark elves look down upon all other races, but in the past have made use of trolls and ogres as evil pawns. While ogres have regained their former intellect and are no longer prone to 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.
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Dwarf - Masters of Steel and Stone |
| Racial Traditions |
| Strength | 22 |
| Agility | 16 |
| Stamina | 25 |
| Intelligence | 12 |
| Wisdom | 25 |
Traditional Roles: Fighter, Priest
Strong and wise, dwarves often use these attributes to seek fame and glory as a fighter or share their wisdom as a priest.
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| Starting City: | Qeynos - Graystone Yard |
| Alignment: | Good |
| Racial Language: | Dwarven |
| Racial Homeland: | Kaladim |
| Mythical Creator: | Brell Serilis |
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Dwarves of Norrath are stout and mighty, and have long been one of Norrath's strongest races. They average 4 feet in height, but their weight can often be greater than it appears. They have large noses and ears. Dwarves take great pride in their hair, often adopting ancient styles worn by their ancestors. Their beards are typically bushy and full; even the females sometimes wear light beards. Dwarves often view a beard's fullness as a sign of prestige.
Background
The Dwarves are a short, sturdy people created by Brell Serilis. Stout and strong, this race is known for its bravery 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 showed 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; it is often etched with extravagant designs and runes. Considered excellent miners, dwarves love to harvest rare and precious gems from the depths of the earth. In honor of their ancestral homeland, many dwarves mark their faces with symbols of their sacred earth.
Faith
Dwarves are devoted to their creator, Brell. No matter how long his direct influence has been absent from their lives, their faith will not waver.
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Erudite - Seekers of Arcane Knowledge |
| Racial Traditions |
| Strength | 12 |
| Agility | 18 |
| Stamina | 15 |
| Intelligence | 30 |
| Wisdom | 25 |
Traditional Roles: Mage, Priest
With their unsurpassed intelligence, Erudites make extraordinary mages. Their wisdom also serves them well on the path of the priest. |
| Starting City: | Freeport - Stonestair Byway Qeynos - Starcrest Commune |
| Alignment: | Good or Evil |
| Racial Language: | Erudian |
| Racial Homeland: | Erudin or Paineel on Odus |
| Mythical Creator: | No direct creator |
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Erudites are related to humans and share many similar features. They have devoted their lives to the pursuit of knowledge and intellect. Having chosen this path, the Erudites are usually slight in build compared to humans - a characteristic stemming from their distaste for conventional labor. The Erudites have shifted further from their human origins in their quest for mastery of the arcane arts. Their bodies have become even thinner, but still maintain a defined musculature. Their eyes glow with mystical power and their skin tone has changed to shades of grey.
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. Some years after the founding of the City of High Men, a sect of Erudites began practicing the art of necromancy after obtaining the knowledge from the dark elves. 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. Erudites consider all other races to be inferior, and have no qualms about saying so - especially regarding the kerra, who the Erudites see as little more than animals.
Faith
Citizens of Erudin are devout followers of Quellious the Tranquil, whose doctrine of inner peace fits well with the discipline necessary for intellectual pursuits. An ancient order of paladins called the Deepwater Knights was 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.
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Froglok - Crusaders of Marr |
| Racial Traditions |
| Strength | 16 |
| Agility | 24 |
| Stamina | 20 |
| Intelligence | 20 |
| Wisdom | 20 |
Traditional Roles: Priest, Mage, Fighter
Their considerable wisdom and devotion to Mithaniel Marr steer many frogloks to the path of the priest. With their strength and intellect, they also make durable fighters and crafty mages. |
| Starting City: | Qeynos - Castleview Hamlet |
| Alignment: | Good |
| Racial Language: | Froglokian |
| Racial Homeland: | Gukta - Innothule Swamp |
| Mythical Creator: | Mithaniel Marr |
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The frogloks of Norrath were touched by the hand of the god of valor, Mithaniel Marr. They rapidly evolved from short, flimsy amphibians into a race that is both wise of spirit and formidable in battle. Visible muscles and tendons create an imposing upper body cinched to a narrow waist. Their most notable feature is a long, sticky tongue that can be extended up to three feet, perfect for snatching passing insects or pulling up a stein of ale.
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 betray the inherent goodness of their beliefs.
Faith
Most frogloks maintain their 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 templars and paladins that diligently advance the principles of their patron god.
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Gnome - Tinkers of Innovation |
| Racial Traditions |
| Strength | 12 |
| Agility | 25 |
| Stamina | 16 |
| Intelligence | 27 |
| Wisdom | 20 |
Traditional Roles: Mage, Priest, Scout
Intelligent and wise, gnomes are typically drawn to the life of a priest or a mage. Their deft fingers and high agility make them skilled and natural scouts. |
| Starting City: | Freeport - Temple Street Qeynos - the Baubbleshire |
| Alignment: | Good and Evil |
| Racial Language: | Gnomish |
| Racial Homeland: | Ak'Anon on Faydwer |
| Mythical Creator: | Brell Serilis |
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Gnomes are smallest of the great races. A typical gnome is approximately 3.5 feet tall and is very light of weight. They are thin and have slight muscularity. They have very pronounced facial features, almost caricatured. Their hair styles are often flamboyant and pointy. Gnomes are a very social race that adapt well to just about any situation.
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 adept 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. Gnomes believe every question can be answered through their system of Mechanimagica, a belief that combines science and magic. The gnomes' analytical minds are always working, constantly devising new formulas, strategies, and sometimes mischief.
Faith
Though largely materialistic by nature, gnomes who choose a religious life pursue it with extreme fervor, overcoming their physical limitations to become devoted crusaders and priests. Gnomes who walk the path of light usually worship either Brell or Bristlebane. An evil sect primarily composed of necromancers and shadow knights praises Bertoxxulous the Plaguebringer.
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Half Elf - The Elven Outcasts |
| Racial Traditions |
| Strength | 17 |
| Agility | 25 |
| Stamina | 18 |
| Intelligence | 21 |
| Wisdom | 19 |
Traditional Roles: Scout
With exceptionally high agility, half elves are natural scouts. But their well-rounded attributes allow them to fill any role with skill and efficiency. |
| Starting City: | Freeport - Beggar's Court Qeynos - Willow Wood |
| Alignment: | Neutral |
| Racial Language: | Ayr'Dal |
| Racial Homeland: | None |
| Mythical Creator: | None |
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The half elves are the offspring of the union between any of the three ancient elven races and a human. Physically, they closely resemble humans in build, but with the more delicate elven facial structure. This blending of features creates perhaps one of the most exquisitely beautiful races on Norrath. The half elves are rebellious, and this seems to show through in their hair styles and garb. There are no Norrathian societies that can come close to some of the outlandish fashions of the half elves.
Background
Caught between cultures, half elves possess no heritage of their own and have 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. With the influx of refugees into the cities, half elves have come to feel displaced from the only way of life they knew. They have grown somewhat rebellious as a result and refer to themselves as Ayr'Dal, a term derived from the old elven word for "misfit." Though often used by dark elves and high elves as an insult, the half elves have embraced the word as a symbol of their unique place in the world.
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 simply don't care one way or the other.
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 and often pledge allegiance to Tunare or Karana.
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Halfling - Conveyers of Merriment and Mischief |
| Racial Traditions |
| Strength | 15 |
| Agility | 30 |
| Stamina | 17 |
| Intelligence | 16 |
| Wisdom | 22 |
Traditional Roles: Scout, Priest
Scout and priest. Agile of finger and foot, halflings make superb scouts. Their inherent wisdom guides many on the spiritual path of the priest. |
| Starting City: | Qeynos - the Baubbleshire |
| Alignment: | Good |
| Racial Language: | Stout |
| Racial Homeland: | Rivervale |
| Mythical Creator: | Fizzlethorpe Bristlebane |
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Halflings are a pudgy people, second shortest of the great races. Some view them as objects of physical abuse and ridicule, but halflings are far from being easy targets. They are quite nimble, a fact that belies their typical appearance. At first glance many races mistake halflings for human children. After a second and closer look, they see the wise faces and the coarse hair growing upon their bare feet. Halflings are typically a merry people, prone to sharing ale and songs with their kin.
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 well-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 into that situation.
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.
Their strong ties to family and community inspire halflings to become noble Fighters. Their inherent inquisitiveness makes them excellent Scouts. As intellectual pursuits are not the halflings' strong suit.
Faith
Halfling clerics and paladins remain devoted to their maker, the crafty Bristlebane. Those who follow the calling of the druidic lifestyle worship Karana.
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High Elf - Sworn Defenders of the Laws of Tunare |
| Racial Traditions |
| Strength | 10 |
| Agility | 22 |
| Stamina | 15 |
| Intelligence | 23 |
| Wisdom | 30 |
Traditional Roles: Mage, Priest
An ancient race both intelligent and wise, high elves make exceptional mages and priests. Though some might consider the lifestyle beneath them, their natural agility also makes them skilled scouts. |
| Starting City: | Qeynos - Castleview Hamlet |
| Alignment: | Good |
| Racial Language: | Koada'Dal |
| Racial Homeland: | Felwithe on Faydwer |
| Mythical Creator: | Tunare |
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Smaller than humans, the lithe high elves have facial features that are graceful and captivating. The high elf complexion is pale and flawless; facial hair is rarely present. Their hair is like fine silk, long but often cinched behind their necks with long strands wrapped up in elegant designs. Of all the races save the Erudites, the high elves wear the finest cloth apparel on Norrath. They have access to rare threads and even rarer tailoring talents. Their armor is always in pristine condition; the metal used to craft this fine armor is usually unexpectedly light, while still retaining strength and durability.
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 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.
Faith
High elves worship the Mother of All, Tunare. Even though she has apparently withdrawn from the Plane of Growth, they remain convinced that she will return and help her greatest creations regain their ancestral home. Koada'Dal templars and paladins remain devoted to Tunare's teachings.
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Human - Champions of Diversity and Adpatation |
| Racial Traditions |
| Strength | 20 |
| Agility | 20 |
| Stamina | 20 |
| Intelligence | 20 |
| Wisdom | 20 |
Traditional Roles: Any
Humans are the most balanced of all the races. Whether choosing to become a fighter, priest, mage, or scout, humans will discover unlimited paths of opportunity. |
| Starting City: | Freeport - Beggar's Court Qeynos - Nettleville |
| Alignment: | Good and Evil |
| Racial Language: | Antonican and Lucanon |
| Racial Homeland: | Old Antonica |
| Mythical Creator: | None |
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Humans are diverse in nearly every aspect of their abilities and culture. They possess a wide range of physical features, and their values and principles are equally varied. Capable of both amazing deeds of kindness and thoughtless acts of cruelty, they have risen to prominence among many of the older races. The thriving cities of Qeynos and Freeport stand as testaments to the culture and prosperity of the human race.
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 singular profession and have nothing extraordinary in the way of physical attributes, humans can fill virtually any role well, 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 have 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 an 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.
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Iksar - Reptillian Tyrants |
| Racial Traditions |
| Strength | 18 |
| Agility | 22 |
| Stamina | 18 |
| Intelligence | 20 |
| Wisdom | 22 |
Traditional Roles: Fighter, Mage
Their strong stamina and fierce natures have guided many iksar to walk the path of the fighter, while their keen intellect allows them to become powerful mages. |
| Starting City: | Freeport - Scale Yard |
| Alignment: | Evil |
| Racial Language: | Sebilisian |
| Racial Homeland: | Kunark |
| Mythical Creator: | Cazic-Thule |
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The iksar are a physically imposing race. Their tall, broad, scaly forms and powerful sweeping tails have brought fear to many armies of Norrath's past. The skin of an iksar is covered with scales nearly as thick as a layer of chain mail. Their scaled broad snout opens to reveal a maw of razor-sharp teeth, and their eyes are hypnotic and fiendish. In fact, this entire race's appearance is formidable; many know of the mighty iksar of ages gone by, and have learned to avoid them. The iksar seem dressed for battle on every occasion, their armor dark to aid them in movements through the night and shadows.
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 of the iksar is exemplified in Sebilis, Cabilis and the City of Mist, revealing a penchant for dojo-like structures and minimalist design. 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 based their culture on his doctrines of Fear, honoring that primal influence in every aspect of their lives, especially in divine matters.
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Kerra - Felines of the Quiet Storm |
| Racial Traditions |
| Strength | 22 |
| Agility | 23 |
| Stamina | 20 |
| Intelligence | 15 |
| Wisdom | 20 |
Traditional Roles: Scout, Fighter, Priest
The feline agility of the kerra lends itself well to the life of the scout. Yet their strength and wisdom allow them to excel as brave fighters and noble priests. |
| Starting City: | Freeport - Stonestair Byway Qeynos - Nettleville |
| Alignment: | Neutral |
| Racial Language: | Kerran |
| Racial Homeland: | Kerra Isle on Odus |
| Mythical Creator: | Unknown |
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Kerra are a large humanoid feline race, their bodies covered in fur with colors and patterns denoting their lineage. They are tall and powerful with great agility, their tails able to perform menial tasks almost with minds of their own. Their massive heads contain maws filled with sharp teeth capable of latching onto prey and neatly snapping bones in two. They are a shamanistic culture that revels in beads, jewelry, and a wide range of ceremonial adornments.
Background
Female kerra are a bit larger than males, thus they have developed as a matriarchal culture. Kerra trace their ancestry back to their first great leader, Kejaan. He traveled the continent of Odus, uniting the various tribes into one kingdom and ushering in an era of peace and prosperity. One day, Erud and his High Men arrived to settle the continent. This splinter group of humans took over much kerra land; even worse, a great plague infected many and caused massive deaths. The kerra blamed the Heretics and their study of necromancy. Kejaan succumbed to the plague, leaving his son Vah Kerrath as leader. He vowed to make the Heretics pay.
During the civil war between the Erudites and the Heretics, a huge explosion of mystical forces teleported an entire kerra village to the dark side of the moon of Luclin. Vah Kerrath survived this journey and renamed his lost tribe the Vah Shir. The kerra on Norrath scattered; some went west to settle Kerra Isle, others east to a tiny island in Erud's Crossing, and others fled deep into the Stonebrunt Mountains. Much later, a path to Luclin was breached and some of the Vah Shir returned to Kerra Isle, breeding a new, stronger people.
Faith
Kerra have traditionally been shamanistic in nature, worshiping no specific deity but honoring the spirits of the land and those of their ancestors. Kerran society is matriarchal; females are most often the priests and leaders, while males provide food and protect the tribe.
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Ogre - The Juggernauts of War |
| Racial Traditions |
| Strength | 30 |
| Agility | 15 |
| Stamina | 25 |
| Intelligence | 15 |
| Wisdom | 15 |
Traditional Role: Fighter
The unparalleled strength of an ogre lends itself well to becoming a fighter, which most of them do; however, it is not unheard of for ogres to take on the path of the mage. |
| Starting City: | Freeport - Big Bend |
| Alignment: | Evil |
| Racial Language: | Oggish |
| Racial Homeland: | Oggok |
| Mythical Creator: | Rallos Zek |
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No other greater race is more physically imposing than the ogres. Their fat-layered, muscular bodies are covered in thick battle-scarred skin, coarse and bumpy and hideous to most. Their heads are often barren of hair, their dense skulls stronger than some helmets. An ogre's mouth can have curving tusks up to five inches long. Their limbs are like tree trunks; anything held in their grasp will most likely be snapped.
Background
The ogres are a massive race created by Rallos Zek. Built for warfare, these hulks 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, remaining largely confined to their crude stone huts in the Feerrott when not engaged in small-scale conflicts. 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. 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 demonstrating such pride as to insult 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.
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 as if they were military ceremonies, rituals fit for the gods of war.
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Ratonga - The Cryptic Cabal |
| Racial Traditions |
| Strength | 10 |
| Agility | 30 |
| Stamina | 15 |
| Intelligence | 25 |
| Wisdom | 20 |
Traditional Roles: Scout, Mage
Though lacking strength, the excellent agility of ratonga often has them becoming scouts. They are also quick students of magic. |
| Starting City: | Freeport - Temple Street |
| Alignment: | Evil |
| Racial Language: | Ratongan |
| Racial Homeland: | The Underfoot |
| Mythical Creator: | Brell Serilis |
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The ratonga are a race of rodent humanoids about the height of a dwarf. Their bodies are covered in thick hair, and they have long furless tails. Their eyes are small and beady, best suited for the dark. Ratonga are a somewhat weak race, their armor most often made of hides or light chainmail forged of rare alloys. They prefer to lurk in the shadows and remain unseen: whatever they don is usually made to be silent and blend in with the darkness.
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; ratonga guides 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, the ratonga vanished back into the depths they were found in. The ratonga did not reappear for ages, until 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.
The ratonga often emblazon a symbol on their chest. This symbol is always the same, whatever it may mean.
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.
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Troll - The Monsters that Walk Among Us |
| Racial Traditions |
| Strength | 25 |
| Agility | 18 |
| Stamina | 30 |
| Intelligence | 10 |
| Wisdom | 17 |
Traditional Role: Fighter
Trolls have legendary and daunting strength and stamina, which make them good fighters of any type. |
| Starting City: | Freeport - Big Bend |
| Alignment: | Evil |
| Racial Language: | Trollic |
| Racial Homeland: | Innothule Swamp |
| Mythical Creator: | Cazic-Thule |
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Trolls have a hideous appearance that not even another troll could find appealing: faces sunken and long, extended noses and pointed ears. Nearly as tall as ogres, they are well known for strength and savagery. Internal strife in troll societies is hinted at by the number of scars on their skin. Their apparel is usually filthy, since trolls do little in the ways of practicing hygiene. Spilled blood often covers armor and clothing. They craft their own armor, desiring spikes and other painful adornments that can serve great pain.
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 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 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 sought refuge with their dark elf allies, falling even 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.
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.
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Wood Elf - The Forest Folk |
| Racial Traditions |
| Strength | 14 |
| Agility | 30 |
| Stamina | 16 |
| Intelligence | 17 |
| Wisdom | 23 |
Traditional Roles: Scout, Priest
With such agility and deep passionate devotion to the forests, wood elves make excellent scouts and warriors despite their size. |
| Starting City: | Qeynos - Willow Wood |
| Alignment: | Good |
| Racial Language: | Feir'Dal |
| Racial Homeland: | The Faydark on Faydwer |
| Mythical Creator: | Tunare |
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Wood elves share the same common traits as all elves - thin builds, alluring faces and pointed ears. Their skin is tanned and subtly glittering. The wood elves have more physically defined bodies than the other greater races, resulting from their forest living. Most wood elves wear their hair long. They prefer cloth and hide for clothing, but have been known to don light chain or scale mail of rare metals. They also make a rare type of symbiotic living armor.
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, sired the vast majority of the half elf race.
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 spiritual philosophy into the worship of their goddess.
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