Prima 'Exclusive' Race Info (Barbarian thru Halfling)

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Prima 'Exclusive' Race Info (Barbarian thru Halfling)

Postby deladriendil » Wed Aug 18, 2004 4:21 pm

This is a straight copy. so pardon the layout.

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 hairstyles assisted in surviving chilling weather.

Skin Color.

Barbarians hail from the northern lands, but have adapted to many climates. 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 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

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 separation from 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.

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 soot-covered apparel; since the dwarves view earthen material as 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 frequently 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, 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 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.

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

Appearance

Dark elves are lithe, often with a wiry, well-defined musculature. 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.

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 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.

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.

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 tattoo runes and symbols upon their bodies.

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 ashen 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 metallic 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.

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 the 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. 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 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 Word of the Tranquil 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.

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, which 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 surprise these stocky frogs.

Skin Color.

Froglok colors and patterns are shared with many frogs and toads. Their skin may glisten as if coated with shimmering oil, but some frogloks seem to be evolving still, and have begun to show a more dry skin texture.

Demeanor

Frogloks are a chivalrous race whose origin is bound to Valor. 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.

After the conclusion of the Rallosian War, a small number of frogloks settled within the walls of Qeynos. Rumors abound that the remaining frogloks are facing terrible danger, but so far expeditions into the Shattered Lands have returned with no clues as to the whereabouts of this missing people.

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 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.

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 range from pale to dusky. As with dwarves, they have existed within the darkness of a subterranean world for generations.

Hair Color.

Gnome hair colors vary, but are commonly 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 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 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 shadowknights 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.

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 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.

Half elves are 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 elven societies.

Skin Color.

Half elf skin colors range from fair colors to a medium bronze. Their elf bloodline mixed with humans' leads to darker shades as well.

Hair Color.

Half elf hair color has all the hues of human hair, plus some unique colorings of their own.

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 unto others 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

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, 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 called Ayr'Dal, a blend of human and elven tongues that they keep to themselves.

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 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.

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.
Deladriendil Megilindir
The Wandering Fier'Dal
PlainsWalker of Tunare
I Used to Live Here but Now I just Visit

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