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View Full Version : Cusashorn's Guide to Kunark: The Frogloks are back!


Cusashorn
11-10-2007, 02:17 AM
<p>I'm actually quite amazed nobody has dropped the ball on this through any of the news sites yet, but now that the NDA is lifted, I can tell you.</p><p>Screenshots were disabled in Beta for obvious reasons, but the <a rel="nofollow" href="http://eqbeastiary.allakhazam.com/search.shtml?id=9438" target="_blank">Original Everquest Froglok </a>is back, and by god they are the cutest things in the entire game.</p><p> *hears the cries of a million Guktan froglok players whining out that they can't play as the original frogloks from Guk and Kunark.*</p><p>The Krupp Frogloks have been entirely enslaved by the Sathirian Empire. A small band of them have escaped to the Swamp of No Hope, but they no longer have any structured home like the village they had in EQlive. They dont' offer quests either.</p><p>Frogloks are now part of the Slayer title list, and killing Guktan models counts towards this, btw.</p><p>Other things about Kunark you want to know:</p><p><span style="font-size: xx-large;">THE SARNAKS ARE NEUTRAL. ALL PLAYERS (who don't start in Tim Deep) WILL HAVE DUBIOUS FACTION WITH GOROWYN.</span></p><p>The Sarnaks can only play as evil classes, along with the neutral races who start there, but they are anything but evil. They're actually quite civilized and friendly to outsiders. Just the conversation I had with that Sarnak fisherman on the newbie beach was all I need to hear to know that they really have no ill desires towards other races. The City of Gorowyn's largest threats are the Blackguard Pirates and the Haoren and the Spirocs, who are parrot aviaks.</p><p>At the current time of this post, the only way for outside players to access Timorous Deep is to take a griffon from Butcherblock Mountains. Go down the beach and you will see a Sarnak encampment up a sandy hill. A griffon trainer will take you to Tim deep from there. I hear that going to BBM is the only way for players to leave Tim Deep as well, but that may change in the next couple days. Iff you choose, you can find the Tribunal and Karana prophets in Tim Deep as well.</p><p>Anyone who played EQlive will recognize Karana's good friend, Askr, promoting his cause.</p><p>I'm not sure where the Bertoxxulous prophet is found.</p><p>I haven't been able to test out the new prophets yet. In fact, nobody on the dang server would even help me find Askr, and the guards in Gorowyn don't have a find NPC feature right now as of this post.</p><p>Regular players will be able to access Kunark from boats located at the docks in Commonlands and Antonica. You will be sent to Dreg's Landing, where you will begin your adventure into the Kylong Plains and the rest of Kunark.</p><p>THIS EXPANSION IS HUGE! Nearly every overland zone consists of 3 seperately huge map sections.</p><p>The Kylong Plains consists of the remnants of Firiona Vie, Burning Woods (Now called Stone Wood), and the Dreadlands. Right from Dreg's Landing where you begin, you will find an NPC, a halfling, who will give you a series of quests (soloable) that result in a pet Sokokar. A Dragon-Froglok hybrid bred for flight. You will use these for transportation around Kunark... after you've walked to each place they can go and attune the sokokar to that post first.</p><p>From a lore perspective, Firiona Vie has been COMPLETLEY destroyed by the cataclysms. You will not find any remnants of that huge statue of Firiona Vie. It's gone. The residents of Firiona Vie and the Dreadlands have banded together under the guiding rule of a High Elf paladin named Teren. They established the village of Teren's Grasp in the old Combine City located in the Dreadlands.</p><p>Before you can even use the merchants anywhere in Kunark, you will have to gain faction to at least Amiable (20,000). For Teren's Grasp alone, this will be accomplished by doing somewhere of 2 dozen or so quests scattered across the entire Kylong Plains area. It will be a slow process, as there are no mobs that raise faction. Only quests.</p><p>Karnor's Castle is still around, and still inhabited by Drolvargs. Just because you can't train anymore in this game doesn't mean that Karnors isn't Grand Central Station anymore. Instead of being able to train them, they changed it so the mobs inside just hit like a train instead. It's an open dungeon level 71-74. You will find the Drolvarg L&L in there.</p><p>New Lore & Legend book quests:</p><p>-Drolvarg</p><p>-Drachnid</p><p>-Di'Zok</p><p>-Burynai (The trophy is a dirty shovel)</p><p>-Yha'Lei (The race of fishmen that have inhabited the ancient shissar city of Chelsith)</p><p>About that Burynai L&L. The story tells of how they were created by Brell Serilis. It describes how he first created the furless Burynai (Dwarves), but he wasn't satisfied. So he made furless burynai again (Gnomes) and again (Ratonga) and again (Gnolls), but he still wasn't satisfied. Then he created the Burynai, and all was good.</p><p>The Fens of Nathsar-</p><p>The Fens of Nathsar is a mid 70's zone that makes up the Lake of Ill Omen, Field of Bone, Ruins of Cabilis, Nurga mines, and Swamp of No Hope. There are no signs of Veksar remaining (THE LAKE IS FREAKIN HUGE!) other than artifacts that have washed up on shore. A group of humans have settled on the shores at Omen's Grasp. A sarnak outpost, Bathezid's Watch, is found in the northwest. Players can do quests to obtain faction with them. If you choose to, you can gain faction with the Rillisians, a group of Iksar (who are part of the Sathirian Empire) who have set up an encampment in the Fens. They represent the biggest threat to the Sarnak at Bathezid's Watch, but as a player you can gain faction with both without losing the other.</p><p>North of the Lake of Ill Omen are the ruins of Cabilis. When I walked into the ruins, the sun was blocked out by a haze in the air. all around me were ruins. Unsettled ghosts and iksar skeletons still walk around, and the occasional Cabilisian Golem here and there. Iksar players will not be happy, nor welcome, to walk around there.</p><p>To the Northeast, past the outcast camp of the Drogan Goblins, who you will be happy to assist with thier troubles, is the mines of Nurga. Apparently, the goblins split into two factions. The Nurgans kicked the Drogans out.</p><p>Even further to the northeast is the field of Bone. A group of friendly Burynai called the Bellywhumps (CUTEST. NAME. EVER.) are seeking your help. A more malevolent group of burynai are crawling around the fields and don't want them around. Kurn's tower is still in tact, though we will not be able to enter it for some time. <span style="font-size: medium;">THE DUNGEON WILL NOT BE READY FOR RELEASE.</span><span style="font-size: xx-small;"> It will be this expansion's Unrest. We'll get it later. Raiders will be happy to know that the Tangrin is still around, protecting that same old island he protected in EQlive. He's a level 85x4 raid target.</span></p><p><span style="font-size: xx-small;">Go to the south through the Swamp of No Hope, and you'll eventually make your way to the Kunzar Jungle. The heart of the Sathirian Empire resides in Sebilis (The zone has the same map layout as it did in Eqlive. Just like Klak'anon and Kaladim, the place looks the same. There's even a zone out that you have to fight to in order to get out.</span></p><p><span style="font-size: xx-small;">Iksar players: The developers have stated that you *SHOULD* be able to raise faction with the Sathirians, but in Beta at this time there is no option.</span></p><p><span style="font-size: xx-small;">All throughout the Kunzar Jungle, which makes up Emerald Jungle and Trak'Anon's Teeth, there are settlements of Iksar villagers who live under the new empire. Players can raise faction with them, though some quests ask you to lower others within the same zone.</span></p><p><span style="font-size: xx-small;">The Swifttail Monks is one example. You can raise faction with them, and I sure as hell intend too when I reach level 80, but other quests in the zone asks you to get rid of them. The Swifttails keep to themselves (but they will kick your but if you approach them), but they follow the new Sathirian Empire as well. Many people have speculated that the monks wouldn't bow down to Venril Sathir, but I guess they struck a deal.</span></p><p><span style="font-size: xx-small;">In the north part of the zone is the City of Mist. It's not a zone in itself anymore. it's just an open part of the whole zone.</span></p><p><span style="font-size: xx-small;">Kunzar Jungle is for players 73-80.</span></p><p><span style="font-size: xx-small;">Back in Kylong Plains, in the Stone Wood, you'll find the Di'Zok Sarnaks. They're still the enemies in general. They won't accept even thier own kind. You'll be killing them in Chardok.</span></p><p><span style="font-size: xx-small;">Zoning into the Jarsath Wastes to the North, players will find themselves in the remnants of the Overthere, Charasis, Skyfire Mountains, and Chelsith.</span></p><p><span style="font-size: xx-small;">You guys remember the first time you encountered the Ghost of Holly Windstalker in Antonica? I sure do, and I wanted some payback from 500 years ago.</span></p><p><span style="font-size: xx-small;">You guys remember <a rel="nofollow" href="http://eqbeastiary.allakhazam.com/search.shtml?id=4221" target="_blank">General D'Veers</a> from the Overthere in EQlive? I think i'm gonna continue to steer clear of him for a while, as his ghost now patrols the region, and he will be killing a LOT of unsuspecting players this time around as well.</span></p><p>The entire wasteland is one huge battle zone that has been scarred with huge chunks of Luclin. A strong Sathirian outpost has been set up, and are in continuous struggle with the Droag who have pledged their allegiance to the dragons of Veeshan's Peak. Trakanon is thier new leader. All the mobs in Skyfire Mountains are at least a level 81+ solo mob, but dang the Wyrms have HUGE agro radii just like they did in EQlive. Players can gain faction with the iksar armies there. In the far north, there is a settlement of Scorpikis. I haven't been able to research what they've been up to the last 500 years yet, but they offer quests for faction with them.</p><p>Charasis and Chelsith: I have not been able to check out either of these dungeons yet, but I know that a new race of fishmen known as the Yha'Lei have inhabited Chelsith (The entrance is underwater, but the zone is dry.)</p><p>Sadly, The Warslik Woods and Frontier Mountains WILL NOT be added to Kunark. The fate of the Crypt of Dalnir, along with the Crescent Armor and Fighting Batons for us monks will never be revealed to the players.</p><p>ummm. What else... OH YEAH! New Mounts.</p><p>At guild level 80, players will be able to buy Armored Wargs or Rhinocerous Mounts. Both Armored Wargs and Tuskers have 52% run speed. The Tuskers offer 150 HP as well as the other stats that you currently find on any mount in the game. Armored Wargs are the same, but don't offer 150 HP. They offer something different. In fact, the Mistrunner Wargs offers +75 damage to any spell or combat art.</p><p>Make sure you buy these new mounts from the stable master in your home city. You will save a good 15 platinum if you buy from Qeynos or Freeport, instead of laying down 50 platinum for a mount in Teren's Grasp. </p><p>The Tuskers are awesome. They come in like... 12 different colors. When you run around, they practically throw you off their backs. When you back up in reverse, your player actually looks behind to see where you're going. The animations are just cool. </p><p><span style="font-size: small;">Racial Trait revamps:</span> I'm gonna put it bluntly folks: Some races are now better than yours for your class. I feel sorry for Ogre and Troll mages. Erudites get a passive ability that naturally hastens thier spells. They are better mages and preists than every other race now. Humans have nothing to aid them as priest classes out of these changes, but we do prosper with combat and tradeskill buffs. Humans also get faster Call spell timers. Instead of waiting 60 minutes for Call of Qeynos, we only have to wait like 45 minutes instead. Gnomes get a Tinkering boost. etc etc.</p><p>However, the developers have itemized Kunark to more than make up for any advantage that one race gets over another. A lot of the gear has HP or Power regeneration, + Double Attack, or +Spell haste or +Healing Amounts, and all sorts of other stat enhancers. </p><p>Finally: Epic quests.</p><p>Beta testers were not given access to the Epic Quests. When they finally put them in, we will have no advantage over the rest of you. That's all there is to say.</p><p>See you in Kunark in a few days folks. Enjoy the greatest expansion that puts the Quest back in Everquest. I know you will enjoy it.</p>

troodon
11-10-2007, 02:41 AM
Thanks for the info Cusa.  I am so glad that they have old school Froglok models!! <img src="http://forums.station.sony.com/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" width="15" height="15" />

DreamerClou
11-10-2007, 04:18 AM
Awesome write-up Cusashorn!  Thank you for taking the time to do it !

Illmarr
11-10-2007, 05:36 AM
<cite>Cusashorn wrote:</cite> <blockquote><p>Frogloks are now part of the Slayer title list, and killing Guktan models counts towards this, btw.</p></blockquote>Best news ever!!!

Jedi_Knight_Jr
11-10-2007, 11:24 AM
<p>i cant wait to see Froglok players Walking around with "Slayer of Frogloks" </p><p>I think it is dumb that they have a title for it now, ITS RACIST I TELL!!! </p>

Killerbee3000
11-10-2007, 03:38 PM
<cite>Jedi_Knight_Jr wrote:</cite><blockquote><p>i cant wait to see Froglok players Walking around with "Slayer of Frogloks" </p><p>I think it is dumb that they have a title for it now, ITS RACIST I TELL!!! </p></blockquote>well, getting Destroyer of Froglocks on my Froglock would have been one of the long time targets after the rush to 80 and getting my army opf alts up there to... but, rok is not just huge, its huge huge huge.. i'll prolly have more than enough to do till next expansion...

Cusashorn
11-10-2007, 04:25 PM
<p>Oh I just remembered a couple more details.</p><p>The Language quests in this expansion are done entirely by book. All across the lands you will find "Scattered, Drifting, Loose" pages, etc. YOu need to pick them up and collect the entire book in order to learn languages in this expansion.</p><p>I haven't been to any of them yet, but the developers state that there are 8 raid zones for raiders this time around.</p>

TolenClearbrook
11-10-2007, 05:49 PM
Thank you for all the info Cusa. Excellent write up, I can't wait to hit the shores of Kunark.

Cusashorn
11-10-2007, 09:53 PM
<p><img src="http://i66.photobucket.com/albums/h245/DRCEQ2/KunarkFroglok.png" alt="" width="311" height="308" border="0" /> Check out the new Monk Gi as well as the froglok.</p><p><span style="font-size: xx-large;">BELLYWHUMPERS!</span> </p><p><img src="http://i66.photobucket.com/albums/h245/DRCEQ2/Burynai.png" alt="" width="1194" height="481" border="0" /></p>

troodon
11-10-2007, 10:34 PM
That is cute, but you say that they aren't in Seb?

Cusashorn
11-10-2007, 10:38 PM
<cite>troodon wrote:</cite><blockquote>That is cute, but you say that they aren't in Seb?</blockquote>Correct. the ones in Sebilis are Guktan models purely for the sake of showing armor and weapons on thier beings.

Killerbee3000
11-11-2007, 08:18 PM
how many hours did you spend watching the froggies animations?<img src="/eq2/images/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" width="15" height="15" /><span style="font-size: xx-small;"></span><span style="font-size: xx-small;">me far too many</span>

troodon
11-11-2007, 08:39 PM
Well I hope they revamp the models in Seb eventually.

Cusashorn
11-11-2007, 08:41 PM
But then they won't show armor or weapons, which is what Venril Sathir wants them to show.

troodon
11-11-2007, 11:03 PM
Is there a reason why they can't be like every other NPC in the game and have a restricted selection of armor and weapons?

Cusashorn
11-11-2007, 11:34 PM
<p>Because then they wouldn't be traditional and oldschool?</p><p>Anyways: Update to Gorowyn. Outsiders are now apprehensive instead of dubious.</p>

troodon
11-12-2007, 12:21 AM
How is using the wrong model "traditional and oldschool"?

Cusashorn
11-12-2007, 01:22 AM
No I mean allowing the oldschool froglok models to sport the same armor restrictions as most other races in the game would not make them traditional anymore.

troodon
11-12-2007, 03:37 AM
I'm sorry, I have no idea what you're trying to say.

Amphibia
11-12-2007, 05:55 AM
<cite>Cusashorn wrote:</cite><blockquote><p><img src="http://i66.photobucket.com/albums/h245/DRCEQ2/KunarkFroglok.png" border="0" alt="" width="311" height="308" /> Check out the new Monk Gi as well as the froglok.</p></blockquote>That thing looks horrid. Did the old EQ1 frogloks really look like that? I hope this is supposed to be some different and more primitive froglok race, because if they change my cute little pink frog into a huge monster, I'm seriously going to delete my character.

Rainmare
11-12-2007, 06:03 AM
yes, that is what frogloks looked like. your model, the Guktan, is the result of Mithaniel Marr's direct influence on the frogloks of Guk.however, I doubt that your Guktan froggy is going to turn into a Krupp froggy anytime soon, so no worries <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />

troodon
11-12-2007, 06:24 AM
<cite>Amphibia wrote:</cite><blockquote>Did the old EQ1 frogloks really look like that? </blockquote><p>Yeah, as Cusa linked to earlier:</p><p><img src="http://common.allakhazam.com/images/i/d/id9438.png" border="0" alt="" width="350" height="471" /></p><p>It seems they've grown an extra toe...</p>

Nocturnal Aby
11-12-2007, 02:15 PM
<p>For those who are unaware, the Guktan Frogloks (the ones playable by PCs) are the result of a transformation sparked by Mithaniel Marr shortly before he (Marr) rallied them together, and sent them to Grobb to oust the Trolls, resulting in their migration to Neriak.  The Frogloks claimed Grobb as their own, calling it Gukta, Outpost of Marr.  This is the second home the trolls have lost to the Frogloks, as Guk, too, was at one time a troll city ruled over by Warlord Ykesha (long story, and off topic), and home to the Ykesha clan of trolls.  The Grobb trolls were descendants of this tribe.  The other major tribe of trolls in Norrath were the Broken Skull Clan.  These trolls were nearly exclusively followers of Innoruuk by the time of EQ, and had grown to be powerful pirates, ruling over Gulf of Gunthak with an iron fist.</p><p>The new froglok models were released when the frogloks became a playable race with the Legacy of Ykesha expansion to EQ.  Before that, all frogloks had the old model.  As the frogloks of Krupp (Kunark) had never seemed allied, to the Guktan frogloks, and if anything, seemed to worship Trakanon, it's not that surprising that Marr's Blessing never really reached Kunark's shores.  For some of us oldschool lore geeks, it's kind of a relief to see that the Frogloks on Kunark don't share the same model as the playable frogloks from Antonica.</p>

teddyboy4
11-12-2007, 09:27 PM
<cite>troodon wrote:</cite><blockquote>I'm sorry, I have no idea what you're trying to say.</blockquote>I think what Cusa is trying to say is that the new-old Froglok's found on Kunark use a different skeletal system and thus can't wear the same armor that is seen and used on most other humanoid models so the devs had to use the Guktan Froglok models in those places, such as Sebillis, where the frogs would need to be armed.At least, that's what I assumed when I heard that they used the Guktan Froglok models in Seb where they would need to be wearing armour and wearing weapons. Heh, but you know what happens when one assumes.

troodon
11-12-2007, 09:35 PM
<cite>Eandiil@Lucan DLere wrote:</cite><blockquote>I think what Cusa is trying to say is that the new-old Froglok's found on Kunark use a different skeletal system and thus can't wear the same armor that is seen and used on most other humanoid models so the devs had to use the Guktan Froglok models in those places, such as Sebillis, where the frogs would need to be armed.</blockquote>That's what I thought he was talking about, but then he said this made them "traditional and oldschool" and threw me for a loop.  I don't see why they would need to give the Sebilis Frogloks the same range of armor and weapons as players.  Other NPCs in the game have the ability to look armed and armored without resorting to PC models (Orcs are the best example).  That's why I said I hope they change it in a few patches, after they've had sufficient time to make more armored Krup Froglok models.

Morticus
11-14-2007, 08:23 PM
<cite>troodon wrote:</cite><blockquote><cite></cite>I don't see why they would need to give the Sebilis Frogloks the same range of armor and weapons as players.  Other NPCs in the game have the ability to look armed and armored without resorting to PC models (Orcs are the best example).  That's why I said I hope they change it in a few patches, after they've had sufficient time to make more armored Krup Froglok models.</blockquote>Couple things there.There ARE Krup frogloks deeper into Sebilis, those that are still enslaved by Venril - they are part of the Synod Reet faction.  I don't think Cusahorn was able to get that deep into the dungeon during beta.Also, the Guktan frogloks you see right when you enter Sebilis are zombies (take a good look at them, especially their eyes), resurrected by Venril to serve as his ever watchful guard.  These models were chosen due to time constraints, we just didn't have the time to make an undead version of the Krup froglok.  We tried a few things, but sadly there wasn't a way to get the Krup frogloks looking good without taking time away from the expansion by having an artist create and add new shaders to them.

Rashaak
11-14-2007, 08:46 PM
<cite>Cusashorn wrote:</cite><blockquote><p><span style="font-size: xx-large;">THE SARNAKS ARE NEUTRAL. ALL PLAYERS (who don't start in Tim Deep) WILL HAVE DUBIOUS FACTION WITH GOROWYN.</span></p></blockquote><p>Then you might want to have a talk with <a href="http://www.everquest2.com/allraces.vm" rel="nofollow" target="_blank">Everquest 2</a> webdesigner AND with who ever put them under the alignment of evil on Character select...</p><p>Cause until those change...they are in fact an EVIL race  <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /></p>

Cusashorn
11-14-2007, 08:50 PM
^ That's just a game mechanic. The Sarnaks are neutral. They don't show any hostility or ill intent to other player races. Thier biggest concern is only the aviaks.

Rashaak
11-14-2007, 08:54 PM
<cite>Cusashorn wrote:</cite><blockquote>^ That's just a game mechanic. The Sarnaks are neutral. They don't show any hostility or ill intent to other player races. Thier biggest concern is only the aviaks.</blockquote><p>Any lore to actually support that? Or is it just because you heard a voice over of a 'friendly' type of Sarnak so it makes you feel that they should be Neutral?</p><p>Until the character select and everquest 2 players information changes...they are an Evil race. </p>

Cusashorn
11-14-2007, 09:05 PM
I spoke to MANY sarnaks and they really dont mind the presence of outsiders.

Rashaak
11-14-2007, 09:23 PM
<p>So did I, but that still doesn't change the fact that they are evil race. </p><p>Like I said....there is no 'official' information to suggest that they are a 'neutral' race, and all information currently out there which I either linked or stated above, says that they are an 'evil' race. </p>

Cusashorn
11-15-2007, 12:47 AM
Then why is my Qeynosian allowed to stroll through Gorowyn and use it's merchants with an apprehensive faction? Why is your Freeportian allowed to do the same?

Kryussius
11-15-2007, 02:16 AM
<p>Can Sarnak start off as paladins?</p><p> Not being a smarta$$ - honestly curious, since I haven't had the chance to log in to the expansion.  The initial class selection choices have always been a good indicator of whether a race is inherently good or evil in game.</p><p> In EQ1, the Iksar were an evil race who hated everyone equally.  I'd say that just because the Sarnak tolerate everyone to an extent (Apprehensive) doesn't necessarily make them neutral in their general outlook any more than being able to start in Neriak with any Freeport race (a city notorious for it's xenophobia second only to the Iksar probably) means that the Teir'Dal are suddenly neutral.</p><p>Sarnak historically followed the same paths as the Iksar, with regards to necromancy and dark magic.  Unless they've suddenly turned on to the Tribunal, I'd put them on the evil side as far as their actual outlook.</p>

Cusashorn
11-15-2007, 10:28 AM
Like I said, being forced to choose evil classes is only a game mechanic. From a lore standpoint, they're actually quite friendly.

Urgol
11-15-2007, 12:18 PM
and btw you are not FORCED to choose evil only. Or has the betrayal quest been removed?

TheKons
11-15-2007, 12:23 PM
I never go by what the character select says. Because Assassins are still under Rogues instead of Predator like Rangers are.

Nocturnal Aby
11-15-2007, 12:40 PM
<p>If you don't rely on the game mechanic of the developers and range of classes available to the Sarnak to define whether or not they are inharently "evil," why do you rely on the game mechanic of their faction being equally apprehensive of all outsiders, for the reasons of not having to add two cities to balance out the good/evil ratio?</p><p>Furthermore, it would make sense that a civilization who has no sociopolitical ties to either Qeynos or Freeport to be un/accepting of both, until one or the other was proven to be worth changing their degree of acceptance.  IE, though the nature and social practices of a place might be inharently slanted toward the darker side, that wouldn't exclude them from accepting outsiders who have a bend towards the lighter side, simply for that sole difference in nature, especially in a world where they can use any help they can get.</p><p>They have no alliance with either city, and are therefore somewhat accepting of both.  This has no say as to whether they are inharently good or evil.  Their culture, creator, and beliefs would be more supportive of their inharent nature.</p><p>Not arguing one point, simply stating my observations.</p>

WeatherMan
11-15-2007, 01:05 PM
<cite>Kryussius@Lucan DLere wrote:</cite><blockquote><p>Can Sarnak start off as paladins?</p><p> Not being a [I cannot control my vocabulary] - honestly curious, since I haven't had the chance to log in to the expansion.  The initial class selection choices have always been a good indicator of whether a race is inherently good or evil in game.</p><p> In EQ1, the Iksar were an evil race who hated everyone equally.  I'd say that just because the Sarnak tolerate everyone to an extent (Apprehensive) doesn't necessarily make them neutral in their general outlook any more than being able to start in Neriak with any Freeport race (a city notorious for it's xenophobia second only to the Iksar probably) means that the Teir'Dal are suddenly neutral.</p><p>Sarnak historically followed the same paths as the Iksar, with regards to necromancy and dark magic.  Unless they've suddenly turned on to the Tribunal, I'd put them on the evil side as far as their actual outlook.</p></blockquote>In a way, you actually provided the answer to your own question, namely: Sarnak historically followed the same paths as the Iksar.(Please know that I am not trying to 'pick your post apart' - these were simply thoughts that hit me like a speeding train as I read your words, and I thought it might add to the discussion)What this suggests to me is that the Sarnak are not going to waste time and effort trying to develop training regimens for paladins and swashbucklers and whatnot - they're going to stick with what they know will work.  They know that Venril Sathir, linguistics aside, only understands one language.Force.The 'evil' classes such as bruiser, brigand, and so forth, specifically reflect this.  All Dreadnaughts are bruisers, but not all bruisers are Dreadnaughts, so to speak (namely, non-Freeportian bruisers fall under the 'not' category).  Add to this that the monks of yesteryear were comprised of two races - humans and...iksar.  They likely wouldn't be too keen on a monk dojo in Gorowyn any time soon.Given time, I doubt the Sarnak would object to certain 'good' classes - conjurers, for example - provided someone <i>else</i> was willing to come to Gorowyn, set up a school, and start training young and aspiring Timorous citizens in the ways of elementalism.  But that sometime is a long ways away, given the unreciprocated complete-and-total hostility of the Qeynosian powers-that-be, and as previously stated, Gorowyn simply doesn't have time to initiate such projects.  They have a hostile aviak presence right on their doorstep, and Venril Sathir would not simply sit and emory-board his nails while the Sarnak learned another battle-useful form of magic.As to the Tribunal...I was under the impression (although I could admittedly be mistaken) that anyone can access them as a Divine Patron.  And I actually have no problem with this.  They represent Law & Order.  Not Justice.Our own world has perfect examples of this, and I am not just referring to the obvious culprits like the fascist fruitcake courts in many Islamic nations - our own court system in the USA has handed down some pretty amazingly empty-headed decisions from time to time.  That is because they are courts of law...not necessarily justice.  Logic and Fair Play are often (quite often) swept under the rug - there is a reason that lawyers have such horrible reputations, as a rule.

Rashaak
11-15-2007, 01:26 PM
<cite>Cusashorn wrote:</cite><blockquote>Then why is my Qeynosian allowed to stroll through Gorowyn and use it's merchants with an apprehensive faction? Why is your Freeportian allowed to do the same?</blockquote><p>Do not confuse the CITY of Gorowyn with the RACE of Sarnak...</p><p>Show me the lore that says the Sarnak are in fact Neutral.</p><p>As a matter of fact Cusa, since you feel so strongly about this take your Sarnak and go to Qeynos, once in Qeynos go talk to a guard. If the guard does not kill you on sight and you can show screens (non-photoshopped) that a Sarnak is not KoS to guards in Qeynos or Kelethin then I will believe they are a Neutral race.</p><p>But lets just put it more simply....</p><p>There are now 2 good cities (Qeynos and Kelethin), 2 evil cities (Freeport and Neriak), and 2 Neutral cities (Maj'dul and Gorowyn)...</p>

Araxes
11-15-2007, 05:56 PM
Geez oh man, people, chill out.If you start out as a Sarnak and check your faction page, Qeynos and Kelethin hate you, and the others are indifferent.  So there you go.It was intended they should be a neutral race, but ultimately they were decided to be an evil race.If the developers wanted them to BE truly neutral, they WOULD be.On the other hand, Cusashorn is correct in his observations that, for the most part, the Sarnak are not a xenophobic society.  Not in the same way that dark elves or iksar are, at any rate.However, they ARE a war-mongering race, bred to destruction.  This much is made evident right from the start.  If we are going by what NPC's say in dialogue, there are several at Trythec Loft who want nothing more than elimination of all opposition, and make it clear that they will use anything at their disposal to do so.  I would say that that classifies as somewhat less than "good"  <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY<img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />" />And to get this thread back on track.  Thank you Cusa for all of the great info on lore books and Frogs. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" />