The Dwarves are a short, sturdy people created by Brell Serilis, renowned for their bravery and devotion but not so much their intellect. Brash talk and boisterous attitude follow a Dwarf from the field of battle to the tavern hall. Dwarves have long been one of Norrath's strongest races. Dwarves make the most faithful of friends and, should the situation require it, the most tenacious of enemies.
Dwarves are a good race and can start in any good-aligned city.
Fae are the vivacious heart of the Greater Faydark. Friendly and light-hearted, they enjoy playing tricks on the unwary. Child-like in their superstitions and beliefs as well as highly adept at magical skills. This gives them a sense of humor that is often described as "tricksy."
Fae are a good race and can start in any good-aligned city.
Mentally sharp and morally virtuous, the good-natured Frogloks strive to purge villainy and corruption from Norrath. Frogloks were touched by the hand of the god of valor, Mithaniel Marr. They rapidly evolved from short, flimsy amphibians into a race that is both wise of spirit and formidable in battle. Over 400 years ago, their deity blessed them with a heightened intellect and enhanced physical features.
Frogloks are a good race and can start in any good-aligned city.
The courageous Halflings are good-natured and friendly, amiable to anyone willing to share a warm meal and a grand tale. Known for their humor, they enjoy mischief and shenanigans. Some view them as objects of physical abuse and ridicule, but Halflings are far from being easy targets. They are quite nimble, a fact belied by their typical appearance.
Halflings are a good race and can start in any good-aligned city.
The fair-skinned high elves embody nobility and wisdom. They are benevolent people who strive for order and discipline, though some consider their stoic nature a sign of arrogance. 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 are a good race and can start in any good-aligned city.
Wood Elves are pleasant and friendly. Fierce protectors of the woodlands, they will do battle with any who dare to taint the purity of nature. Wood Elves love celebration and song, dedicating their lives to the praise of their creator, Tunare. Their welcoming and accepting nature has led to close ties with other races, especially humans. This particular closeness has, in turn, sired the vast majority of the Half Elf race.
Wood Elves are a good race and can start in any good-aligned city.
The malicious children of hate and dark magic, Arasai honor their goddess through defiling and torturing the inferior races across Norrath, taking pure pleasure in their cruelty. The Arasai are blindingly loyal to the Teir'Dal Queen Cristanos, whom they worship as a goddess, and are powerful allies to the dark elves.
Arasai are an evil race and can start in any evil-aligned city.
Dark Elves are the embodiment of evil and maliciousness. Sinister, cunning and dangerous, dark elves coolly prey upon the weak and the ignorant. Dark Elves look down upon all other races, but in the past have made use of trolls and ogres as evil pawns. Dark Elves are one of the three known ancient elf races, 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.
Dark Elves are an evil race and can start in any evil-aligned city.
Calculating and cold, the Iksar are a powerful reptilian race whose history is defined by conflict. They are a harsh but disciplined people who delight in cruelty and conquest. The Iksar are a very strong race, well-suited for the physical combat styles of the fighter classes. Their keen intellect allows them to be powerful mages, with a definite emphasis on dark forms of magic. Their cunning nature allows them to be excellent scouts.
Iksar are an evil race and can start in any evil-aligned city.
Ogres are aggressive brutes who show their opponents neither sympathy nor mercy. Strong and intelligent, their physical might is matched only by their hunger for power. Built for warfare, these hulks long-ago ruled an empire that encompassed most of Norrath. No other race is more physically imposing than the Ogres. Their fat-layered, muscular bodies are covered in thick battle-scarred skin: coarse, bumpy and hideous to most.
Ogres are an evil race and can start in any evil-aligned city.
Trolls care only about satisfying their hunger for food and lust for battle. Their unpredictable behavior and formidable strength make them fearsome and deadly opponents. Despite their limitations, trolls are not to be underestimated. A particularly savage clan filled with hate, Trolls have daunting strength and stamina, which make them good fighters of any type.
Trolls are an evil race and can start in any evil-aligned city.
Bred and magically altered to be the fiercest militia, the Sarnak of Gorowyn can be practical and approachable, but when placed in a combat situation, they are unflinchingly dedicated and vicious. Exiled from their homeland and banished from Norrath's history, the Sarnak emerge to uncover artifacts long thought lost.
Sarnak are an evil race and can start in any evil-aligned city.
Once the unwilling soldiers of the great Prismatic Dragon, Kerafyrm, the Aerakyn are now free from his thrall. Unable to return to their homelands, they seek to re-establish their culture on Norrath.
Having been used as shock troops by Kerafyrm throughout the Age's End they are looked upon with suspicion by most Norrathians, but the Aerakyn are determined to prove their worth.
They are a neutral race of seasoned warriors who may choose to align with Qeynos or Freeport.
Hearty and strong, Barbarians never back away from a just conflict. Barbarians are loyal companions and unforgiving enemies. They are tall, powerful humanoids, often blessed with great muscle mass. Barbarians are known for wearing their emotions on their sleeves and have no problem with telling someone exactly what they think. They will gladly back up their boasts with a show of force.
Barbarians are a neutral race and can start in any city.
Though descended from humans, Erudites eschew all ties to their less intellectual ancestry. Their culture is centered upon the accumulation of arcane knowledge and mystical power. Having chosen this path, the Erudites are usually slight in build compared to humans - a characteristic stemming from their distaste for conventional labor. Erudites consider all other races to be inferior and have no qualms about saying so.
Erudites are a neutral race and can start in any city.
Not content with hiding away in the alleys and shadows, the Freeblood have made their presence known. Unlike their cousins such as the D'morte and T'Haen, the Freeblood are not hindered by many of the weaknesses of the known vampire race, and can even be found moving about in full sunlight.
Freeblood are a neutral race and can start in any city.
Gnomes make up for their small stature with tenacity and ingenuity. Known for their inquisitive nature, they are constantly tinkering with devices 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.
Gnomes are a neutral race and can start in any city.
Caught between the cultures of the Elves and Humans, Half Elves have struggled to establish their own society. They are known for their fierce determination and independent spirit. The Half Elves are rebellious which seems to show through in their hair styles and garb. They have grown somewhat rebellious as a result of exile and refer to themselves as Ayr'Dal, a term derived from the old elven word for "misfit."
Half Elves are a neutral race and can start in any city.
Sometimes wise and sometimes foolish, humans are capable of both remarkable ingenuity and startling brutality. Humans are diverse in nearly every aspect of their abilities and culture. They possess a wide range of physical features, and their values and principles are equally varied. Capable of both amazing deeds of kindness and thoughtless acts of cruelty, they have risen to prominence among many of the older races.
Humans are a neutral race and can start in any city.
Kerra worship the spirits of the land and those of their ancestors. Their often docile demeanor masks the fearsome and powerful predators that they are. Kerra are a large humanoid feline race, their bodies covered in fur with colors and patterns denoting their lineage. They are tall and powerful with great agility, their tails able to perform menial tasks almost with minds of their own.
Kerra are a neutral race and can start in any city.
The Ratonga are agile, crafty, and surprisingly charismatic. Little is known of their past. They have a keen perspective and are highly intelligent, but tend to be selfish and manipulative. They prefer to lurk in the shadows and remain unseen; whatever they do is intended to be silent and blend in with the darkness. Though lacking strength, the excellent agility of Ratonga often makes them perfect scouts.
Ratonga can start in any city.