Characters
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