Prima 'Exclusive' Race Info (High Elf thru Wood Elf)

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Prima 'Exclusive' Race Info (High Elf thru Wood Elf)

Postby deladriendil » Wed Aug 18, 2004 4:26 pm

High Elf
Sworn defenders of the Laws of Tunare
Proper Name. Koada'Dal
City and District of Origin. Qeynos - Castleview Hamlet
Racial Homeland. Felwithe on Faydwer
Alignment. Good
Mythical Creator. Tunare
Racial Language. Koada'Dal

Appearance

Smaller than humans, the high elves average approximately 5 feet in height. Their bodies are lithe and their facial features are graceful and captivating. As with all elves they have long pointed ears. The high elf complexion is pale and flawless. Facial hair other than eyebrows and eyelashes is never present. Their hair is like fine silk and long. They will usually wear their hair in fashions that are cinched behind their neck, so their hair can appear short to a casual glance.

Of all the races, only the Erudites wear clothes of finer quality than the high elves. They have access to rare fabrics and even rarer tailoring skills. Their armor is always in pristine condition and glints of the light from the skies above. The metal used to craft this fine armor is usually unexpectedly light while retaining strength and durability.

Skin Color.

High elves are the palest of the races. They are fair of skin. Their skin tones vary from a pale and flawless alabaster to a pale peachy tone.

Hair Color.

High elf hair is fair. Bleached blond to strawberry blondes may be found. Blonde colors are the standard here. Silvery, dove-gray hair may also be found amongst the high elves.

Demeanor

One word is heard constantly regarding the demeanor of the high elves - arrogant. A tinge of haughtiness can be seen in their mannerisms, which often causes others to regard the Koada'Dal as pretentious. They see themselves as the chosen defenders of the Tunarian Law and every aspect of their lives is guided by these ancient elf doctrines. Believing that their race is the true protectors of elf kind has led to a race of seemingly arrogant nobles.

A high elf usually speaks as if giving orders, as if whatever he has to say is far more important than the drivel being rattled off around him. They tend to prefer the finer amenities in life, not usually caring to visit the local taverns with the common folk. There are those high elves who have learned to appreciate the lifestyles of other races and have even forged great friendships with the likes of dwarves, barbarians, and frogloks.

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 withdrawn from the Plane of Growth, they remain convinced that she will return and help her greatest creations regain their ancestral home. Koada`Dal clerics and paladins are absolutely devoted to Tunare's teachings.

Recent History

High elves absolutely detest taking refuge inside the cities of men. Though they regard the humans as allies, they feel Qeynos would be much better served by accepting the leadership of the Koada'Dal. They trust they will return home to Felwithe to find the Koada'Dal in complete control of Faydwer.

In order to preserve their cultural identity, high elves tend to isolate themselves from the lesser races. Oddly enough, the high elves seem tolerant of the small caste of frogloks that live within Qeynos, as the Koada'Dal admire their devotion to Valor and Honor. Though not aggressively hostile, the Koada'Dal will jealously guard the relics of their culture.

Human
Champions of Diversity and Adaptation
Proper Name. Human (Antonican if on Karan and Lucanon if on D'Lere)
City and District of Origin. Qeynos - Nettleville Hovel, Freeport - Beggars Court
Racial Homeland. Old Antonica
Alignment. Good and Evil
Mythical Creator. No direct creator
Racial Language. Norrathian

Appearance

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

Skin Color.

Human skin color on Norrath is pale to dark.

Hair Color.

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

Demeanor

Due to their widespread and diverse population, humans cannot be generalized. They can be kind and benevolent or malicious and evil. It is just too difficult to confine them to any single type of behavior. In recent years, though, some humans have begun to display a hint of arrogance and pride. They seem to view their ability to adapt and thrive after the greatest of cataclysms as a sign of their superiority. Although not a common belief, it is one that has begun to grow in both Freeport and Qeynos.

Background

Three words best exemplify the strength of humans: diversity, ingenuity, and adaptability. No other race has as many beliefs, 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.

Recent History

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

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

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

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

Iksar
Reptilian Tyrants
Proper Name. Iksar
City and District of Origin. Freeport - Scale Yard
Racial Homeland. Kunark
Alignment. Evil
Mythical Creator. Cazic-Thule
Racial Language. Sebilisian

Appearance

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

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

Skin Color.

The iksar skin colors begin at olive tones and can range into various blues. The colors of the iksar are never bright or cheery.

Hair Color.

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

Demeanor

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

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

Background

The iksar are a tall reptilian race created by Cazic-Thule. Their major sphere of influence has always been on the continent of Kunark, where they have long been one of the primary cultures. The iksar have a rich but painful heritage. At one time, their Sebilisan Empire controlled Kunark with a fierceness and utter dominance comparable to that of the original Rallosian Empire on Antonica. Though they ruled Kunark with a might challenged only by the dragons themselves, the iksar have also undergone long periods of enslavement and humiliation. This history has caused the race to despise outsiders and depend only on each other for strength. The architecture and design 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.

Faith

On Kunark, the iksar maintained a fierce devotion to their maker, Cazic-Thule. They base their culture on his doctrines of Fear, honoring that primal influence in every aspect of their lives, especially in divine matters. Since being cut off from their home continent, however, some Iksar feel abandoned by their creator and have turned away from religion entirely. They utterly refuse to spend anymore time worshipping a god that has turned his back on them.

Recent History

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

Kerra
Felines of the Quiet Storm
Proper Name. Kerra
City and District of Origin. Qeynos - Graystone Yard, Freeport - Stonestair Byway
Racial Homeland. Kerra Isle on Odus
Alignment. Neutral
Mythical Creator. Unknown
Racial Language. Kerran

Kerra or Kerran?

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

Appearance

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

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

Demeanor

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

The kerra can adapt to their environment, or at the very least tolerate it. A kerra only sees his goals and it is that goal that allows him the ability to tolerate the worst of conditions.

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

Recent History

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

Ogre
The Juggernauts of War
Proper Name. Ogre
City and District of Origin. Freeport - Big Bend
Racial Homeland. Oggok - The Feerrott
Alignment. Evil
Mythical Creator. Rallos Zek
Racial Language. Oggish

Appearance

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

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

Skin Color

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

Hair Color

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

Demeanor

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

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

Background

The ogres are a massive race created by Rallos Zek. Built for warfare, 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 with a great deal of military ceremony - rituals fit for the sons of war.

Recent History

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

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

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

Ratonga
The Cryptic Cabal
Proper Name. Ratonga
City and District of Origin. Freeport - Temple Street
Racial Homeland. The Underfoot
Alignment. Evil
Mythical Creator. Brell Serilis
Racial Language. Ratongan

Appearance

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

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

Demeanor

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

Background

TThe 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 of interlocking circles 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.

Affects of the Shattering

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

Troll
The Monsters that Walk Among Us
Proper Name. Troll
City and District of Origin. Freeport - Big Bend
Racial Homeland. Innothule Swamp (The Moors of Ykesha)
Alignment. Evil
Mythical Creator. Cazic-Thule
Racial Language. Ykeshan

Appearance

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

The trolls' savagery and internal strife in their societies are hinted at by the number of scars that appear on their skin. Often these scars are left untreated, except worn as badges of honor. This neglect leads to bad infections, creating hideous scars and exuding a foul odor. It is truly difficult to travel with a troll.

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

Skin Color

Troll skin colors are various shades of green, red, and charcoal.

Hair Color

Trolls usually pull out their hair before anyone can take notice of the color. It is not uncommon for trolls to wear crude and painful piercings on their heads, including rusty nails and spikes.

Demeanor

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

Background

The trolls were the first race placed on Norrath by Cazic-Thule. They are nearly as tall as ogres but less bulky, with rough greenish skin and sinister features. Trolls will eat 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.

Recent History

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

Wood Elf
The Forest Folk
Proper Name. Feir'Dal
City and District of Origin. Qeynos - The Willow Wood
Racial Homeland. The Faydark on Faydwer
Alignment. Good
Mythical Creator. Tunare
Racial Language. Feir'Dal

Appearance

Wood elves share the traits common to all elves, including a thin build upon a frame that averages around 5 feet. Their faces are quite alluring and they have pointed ears. The skin of a wood elf is tanned and hair is usually brown to blonde. Most wood elves wear their hair long and it can be straight, wavy or curly. The wood elves have one of the more thin and well-defined bodies among the greater races. Though slight, they are wiry and strong, due to the arduous daily tasks associated with living within a dense forest realm. Feir'Dal often adorn their skin with naturalistic patterns they refer to as shrouds.

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

Demeanor

The wood elves have a few things in common with the halfling race. Perhaps it is something that arises within races that live in harmony with nature. These shared traits are friendliness, conviviality, and an eternal devotion to any they befriend.

Wood elves will go out of their way to defend nature. Once a wood elf enters combat, he is a calm and acts with deliberate precision. He will not taunt an enemy, and prefers to act rather than waste time with words.

Background

Wood elves, or Feir'Dal, are the free-spirited cousins of the high elves. Far more tolerant of other races than the haughty Koada'Dal, wood elves are pleasant and friendly. They average five feet tall with golden-hued skin, blending naturally into the surroundings of their forest home. The Feir'Dal come from the tree city of Kelethin, a series of platforms and elevators built skyward into the awesome beauty of the Greater Faydark. Wood elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has lead to close ties to other races, especially humans. This particular closeness has, in turn, 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.

Recent History

Wood elves are deeply linked to the Faydark, and long more than anything to return to their ancestral wood. Though they have built a new home in the city of Qeynos that bears a resemblance to their beloved forest, nothing can take its place.

Though happy and pleasant most of the time, a few wood elf bards are known to sing songs of sorrow. They feel cut of from Tunare, though they are confident she will return and take them home. The Feir'Dal are trusting of most good and neutral races. Although they loathe evil races, they usually only initiate conflict with those who dare taint the purity of Nature. The sole exception to this is their hated cousins, the dark elves. The Feir'Dal, like the high elves, see the Teir'Dal as abominations that must be destroyed, and they will actively seek to thwart the plans of their evil counterparts.
Deladriendil Megilindir
The Wandering Fier'Dal
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Postby Jahras » Wed Aug 18, 2004 4:31 pm

the iksar race is superior in every way to all other races


/nod
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Postby deladriendil » Thu Aug 19, 2004 5:54 am

My Kung Fu is Best!
Deladriendil Megilindir
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