Beyond the Void Wiki
Characters

Races

In-game equivalent: help races

RACES

Your race is the first choice in character creation. It determines which starting cities are offered, and it also narrows the class/deity combinations available in those cities.

Available during creation:

  Dark Elf
  Half Elf
  Halfling
  Human
  Iksar
  Ogre
  Troll
  Wood Elf

Valid EverQuest races not yet open for new characters here:

  Barbarian
  Dwarf
  Erudite
  Gnome
  High Elf

Those races exist in the broader data, but they are not offered until their starting content is ready and enabled.

RACE DESCRIPTIONS

Barbarian  (home: Halas)
  Towering, broad, and weathered by endless winter, the barbarians of the
  north wear their furs and battle-scars with pride. Blunt, hardy, and fiercely
  loyal to clan and honor, they distrust magic and respect raw strength. Their
  ringed city of Halas stands on a frozen lake amid the Everfrost Peaks.
Dark Elf  (home: Neriak)
  Obsidian-skinned and white-haired, with cold ultravision eyes, the dark elves
  are elegant and utterly ruthless. Cunning, patient, and nursing an ancient
  hatred of the surface races, they scheme in the eternal night of Neriak, their
  sprawling city beneath the Nektulos Forest.
Dwarf  (home: Kaladim)
  Short, stout, and immovable as the mountains they mine, dwarves are famed for
  thick beards, thicker skulls, and peerless craft. Gruff but warm-hearted and
  loyal to a fault, they love good ale, good steel, and a good grudge. Their
  stronghold of Kaladim is carved into the Butcherblock Mountains.
Erudite  (home: Erudin, or Paineel)
  Tall and slender, with high domed foreheads, the erudites carry themselves
  with cool scholarly reserve and prize knowledge above all else. Warmer folk
  find them aloof. Most dwell in the gleaming city of Erudin on Odus; those who
  embraced forbidden arts brood in the shadowed halls of Paineel.
Gnome  (home: Ak'Anon)
  Small, wiry, and bright-eyed, gnomes are born tinkerers who would sooner build
  a contraption than swing a sword. Curious, clever, and cheerfully eccentric,
  they fill their days with gears and gadgets. Their clockwork city of Ak'Anon
  hums beneath the Steamfont Mountains.
Half Elf  (home: Qeynos, Freeport, or Kelethin)
  Caught between two heritages, half elves blend human vigor with elven grace --
  a shade taller than elves, a shade finer than humans, and fully at home in
  neither world. Restless and adaptable, they wander far, settling wherever
  their calling leads: human Qeynos and Freeport, or elven Kelethin.
Halfling  (home: Rivervale)
  Knee-high to most, halflings are round-faced, nimble-fingered, and endlessly
  good-humored. What they lack in reach they make up in luck, pluck, and a knack
  for going unnoticed. Their cozy burrow-town of Rivervale nestles in the green
  hills of the Misty Thicket.
High Elf  (home: Felwithe)
  Tall, fair, and radiant, the high elves reckon themselves Norrath's noblest
  people -- and rarely let anyone forget it. Proud, disciplined, and devoted to
  good and order, they can seem haughty to lesser races. Their pristine city of
  Felwithe shines within the Greater Faydark.
Human  (home: Qeynos, Freeport, or Surefall Glade)
  Middling in height and every shade of hair and skin, humans are unremarkable
  to look at yet thrive on sheer ambition and adaptability, cramming whole
  lifetimes of striving into a few short decades. They raise their banners over
  Qeynos in the east and Freeport in the west, while the woodland-minded shelter
  at Surefall Glade.
Iksar  (home: Cabilis)
  Scaled, tailed, and crowned with spines, the reptilian iksar are as fearsome
  as they appear. Proud remnants of a fallen empire, they are haughty and cruel,
  contemptuous of the "soft" warmbloods -- though their scales knit wounds
  swiftly and they swim like the swamp-things they hunt. They begin at the twin
  gates of Cabilis, on the continent of Kunark.
Ogre  (home: Oggok)
  The largest of the playable races, ogres are mountains of tusked muscle whose
  heads brush the ceilings of smaller folk. Dim but good-natured in their own
  brutal way, they are prized as warriors and cannot be staggered by a blow to
  the face. Their crude city of Oggok squats in the steaming Feerrott.
Troll  (home: Grobb)
  Massive, hunched, and warty green, trolls shrug off wounds with terrifying,
  regenerative speed and fear almost nothing. Slow of thought but swift to
  violence, they take what they want and eat what they can. Their squalid city
  of Grobb festers deep in the Innothule Swamp.
Wood Elf  (home: Kelethin)
  Slight and lithe, with a wild woodland beauty, wood elves slip unseen through
  forest shadow. Cheerful yet wary of outsiders, they live by nature's rhythms
  and guard the green places fiercely. Their platform-city of Kelethin sways in
  the treetops of the Greater Faydark.

Useful creation help:

  help race guides
  help dark elf guide
  help half elf guide
  help halfling guide
  help human guide
  help iksar guide
  help ogre guide
  help troll guide
  help wood elf guide

Iksar begin in Cabilis East or Cabilis West. Use 'help iksar guide' for the route to the Field of Bone newbie area.

During creation you can type 'help <topic>' or 'chat <message>' at the prompt.

See also: help classes, help deities, help race guides