Deities
DEITIES
During character creation your race, class, and deity are shown together because Norrath treats religion as part of a character's identity and starting context.
In this mud, deity is mostly a roleplay and faction choice. It colors how some NPCs and city factions react to you and it helps describe where your character fits in the world. It is NOT a major power choice -- equipment restrictions here are almost entirely class-based, and race/deity item restrictions are generally ignored. So do not choose a deity expecting it to unlock or block large parts of the item system.
Not all race/class/deity combinations existed in EverQuest, so creation only offers the deities that are valid for your chosen race and start. If only one deity is listed, that is the available path for that race and starting city.
HOW TO CHOOSE (for players new to EverQuest)
Think of a deity as your character's patron and moral alignment. The simplest approach:
- Just want to play? Pick Agnostic (no patron). It avoids
religious faction ties and is always a safe, neutral choice.
- Want your character to feel "good"? Choose a good-aligned deity. You will
be welcomed in good-aligned cities and shunned by evil ones.
- Playing a villain? Choose an evil-aligned deity to fit the dark cities.
- Want to sit in the middle? Choose a neutral deity.
Priests (clerics especially) embody their deity the most, so match the deity to the character you imagine. Warriors, rogues, and the like can follow anyone that fits their story.
THE PANTHEON (real EverQuest lore)
Good-aligned -- protectors, healers, and nature:
Mithaniel Marr The Truthbringer -- valor and honor. Paladins and holy warriors.
Erollisi Marr The Queen of Love -- compassion and devotion. His twin sister.
Rodcet Nife The Prime Healer -- life and healing. Patron of Qeynos healers.
Tunare The Mother of All -- growth and nature; created the elves.
Karana The Rainkeeper -- storms, farming, the wilds. Druids and rangers.
Quellious The Tranquil -- peace and inner calm. Favored by monks.
Brell Serilis The Duke of Below -- the deep earth; made dwarves and gnomes.
Neutral -- balance, mischief, and the elements:
Bristlebane The King of Thieves -- luck and trickery. Halflings, rogues, bards.
Solusek Ro The Burning Prince -- fire, sun, and magic. Wizards and magicians.
Prexus The Oceanlord -- the deep seas.
The Tribunal The Six Hammers of Justice -- cold, impartial balance.
Evil-aligned -- hate, fear, plague, and war:
Innoruuk The Prince of Hate -- created the dark elves. Their clerics and shadow knights.
Cazic-Thule The Faceless -- lord of fear and death. Trolls and dark iksar.
Bertoxxulous The Plaguebringer -- disease and decay. Necromancers and dark priests.
Rallos Zek The Warlord -- war and raw strength; made orcs, goblins, and giants.
Draconic (rarely a player patron):
Veeshan The Wurmqueen -- mother of dragonkind.
Agnostic No chosen patron -- a neutral, ties-free choice.
PRACTICAL NOTES
- Good and evil deities affect city faction: a follower of Innoruuk may be
attacked on sight in a good city, and vice versa.
- Your starting city and race already point you toward fitting deities.
- When in doubt, Agnostic or a deity that matches your class role is a fine
pick you will never regret.
See also: help class, help classes, help races, help race guides, help equipment