For someone who takes forever to make even the simplest decision, I can be tremendously fickle when it comes to MMOs, at least until I’ve made a commitment. Elithia, the character I wrote about just one post ago, is gone. Okay, maybe not gone, but mothballed until I need her slot for something else. Instead, I decided to start over with a Ratonga Illusionist. Every time I played Elithia I kept thinking much I’d rather be playing another Ratonga (I have two others, and I really like the race for some reason). The only thing holding me back was the High Elf racial slow fall ability — and ultimately I realized that it doesn’t matter, since it doesn’t work when you’re on a mount anyway.
So, I started over with a new Ratonga Illusionist named Zogan. Actually, he started as a Coercer, since Rats are an evil-aligned race. But that’s no obstacle in EverQuest 2, because you can always switch sides. Being able to change factions is one of the things made possible by not designing a game around PvP — there’s no competitive advantage to being able to do it, so there is no reason to prohibit it.
Changing factions in EQ2 is not hard, but it can be somewhat time consuming. It begins in your home city, where you find a quest giver who is somewhat disenchanted with life there. In Zogan’s case, it was a fellow Ratonga whose tail had been cut off by the Freeport militia for fun. (Oh, the indignity! For Ratonga pride alone, Zogan could stay there no longer.)
The initial betrayal quest involved sneaking around the city by night to investigate the city guard, eavesdropping on conversations and planting Gnomish listening devices. Then, with the help of an expert forger, Zogan replaced the guard shift schedule with a new one, giving the resistance an opportunity to enter the militia headquarters with minimal opposition. Finally, inside the HQ, Zogan dispatched the guard captain (dying several times in the process due to recalcitrant coerced pets), freed a few prisoners, and left behind a couple of explosive devices for good measure. But the mission was not a complete success, for poor Zogan was captured on the way out and summarily ejected from the city (tail still intact, thankfully).
Having betrayed your home city, you find yourself in Haven, an underground town for those who have no home among the primary factions. Haven has no housing and no access to the shared bank, but other than that you could stay an exile forever if you don’t mind having both other factions hate you. Usually, Haven is just a temporary home while you build faction with someplace nicer.
From here, you can gain entrance to one of the other cities by doing tasks for them. You can even go back to the place you just betrayed, if you like. Zogan chose to join Kelethin, the city of the Fae, due to rumors that they are easier to impress than Qeynos. The rumors seem to have been true, as Zogan soon found soon found an Elf who would put in a good word for the low price of killing three orcs in a nearby camp.
After learning the Fae language and exterminating a goodly number of foul-smelling orcs, Zogan was sent to see the Queen of the Fae herself to gain citizenship. Truly, it felt strange to Zogan to be in a place where he wasn’t the smallest inhabitant! Before he could accept, however, he was informed that he could no longer practice Coercion, and would have to take up the related path of Illusionism. A high cost, to be sure, but worth it…
As I write this, Zogan is level 20, having just completed the beginning quests in Timorous Deep and his betrayal followed by a quick change of citizenship to Qeynos. (Kelethin is nice, but it’s too high up in the air, and falling off of it hurts!) I’ve decided to turn off experience gain from combat, so I can play through a couple of areas I’ve missed in the past without leveling too fast. More to come…