Monday, February 9, 2009

Stealth of darkfall power leveling

Stealth of darkfall power leveling







Almost all MMORPGs implement the concept of player stealth by allowing players/NPCs to become pseudo-magically "invisible", thereby permitting stealthy movement,
and surprise attacks. Typically, this "pseudo-invisibility" skill is a fundamental game mechanic that provides the core functionality and/or defining trait of a
limited number of player classes.
In Darkfall, stealth is accomplished by playing stealthily, employing real-world stealth techniques such as moving in darkness/shadow, employing camouflage,
walking silently, and using world objects as cover; that is, stealth is not "auto-magical", and not restricted to any particular class or subset of players [31].
Since Darkfall is a class-less MMORPG, any player is able to acquire the various stealth-enhancing skills and to follow a stealthy playstyle.
This feature of "true stealth" also comes with semi-realistic limitations - wearing heavy metallic armour emits audible clinking sounds, and reflects light, and
moving more slowly decreases the volume of footsteps. True stealth in Darkfall is also made possible through the deliberate lack of "player radar" and use of
first-person perspective for ranged combat and general movement, combined with realistic, dynamic weather and day/night cycle.

Alignment of darkfall

Darkfall will feature a player character alignment system, which ranges from good to evil, based upon the actions of players.[30] Characters will start the game
with a neutral alignment. "Evil" actions, such as the killing of other characters without provocation, stealing from other characters, and even the casting of
certain necromantic spells cause a change in alignment toward evil. The repercussions of an evil alignment range in severity from NPCs ceasing to trade with a
character and the inability of a character to "bind" in certain cities & towns, to that character being attacked on sight by NPC guards and player characters of
good alignment receiving quests and alignment bonuses for hunting and killing evil characters.
From the Darkfall character FAQ: "Turning evil is easy, although it doesn't make for an easy life. Killing other characters unprovoked will get you there fast and
this will make most guards, clans and other players attack you on sight. Changing your alignment towards good is a challenging and difficult process."

PVP of Darkfall Online

Darkfall has been designed from the outset as a full-loot PVP game, meaning on death players are able to fully loot other players of their gear and gold on their
person. The ability to fully loot other players has been factored into the game as an important facet of the RTS-like logistical meta-game between warring clans.
The ability to fully loot other players is a significant departure from the other contemporary MMORPGs, such as World of Warcraft, in which the quest for ever
better gear is the primary driver of player character improvement once maximum level has been attained. In Darkfall, character skills are the primary driver of
character improvement, and while gear is expected to have some influence in determining a player character's overall power, it will be of greatly diminished
importance than in other MMORPGs.
Friendly fire and collision detection are always in effect in Darkfall. Combined with a real-time combat system, Darkfall's combat is anticipated to provide a
more realistic combat experience than other fantasy MMORPGs. The developers have opined that historically successful battle formations and tactics will be widely
adopted and adapted for use in Darkfall. Likewise, area-effect spells and abilities affect enemies and allies equally, and so must be used with caution and
discretion.

Skills of darkfall online

Darkfall departs from the conventional MMORPG paradigm of character levels as the main form of character progression, favouring instead a broad skill-based system[29], similar to that found in games such as Ultima online, EVE online and Asheron's Call. Skills and skill proficiency determine a wide range of a character's capability in the game, including weapons and weapon skills and special attacks, spells, and archery, stealth mechanics, all aspects of player crafting, as well as more basic facets of gameplay, such as the ability to swim, climb vertical surfaces, and to ride and control mounts.
Many skills may be learned from NPC trainers in the game, however certain skills will require other skills as prerequisites, and/or may only be learned through specific quests and/or NPCs in remote/hidden areas. Without exception however, skills are improved (raised in power) through actual usage in game. The possibility for players to teach other players certain skills once a certain level of mastery has been reached has also been discussed by the developers.
Whilst the breadth and depth of the skill system has been frequently referenced in developer reports, only a few skills have been specifically named and described by the developers. Despite the relatively small amount of information available on player-learnable skills, developers have reported there will be approximately 500 skills and 500 spells in the game at release.

Attributes

Str: Increases damage dealt with melee weapons,and moderately affects max health. Vit: Grants a bonus to max health and moderate bonus to stamina. A high vitality may slightly reduce the effects of poison and bleeding. Dex: Increases archery damage taken from area effects. Quick: Slightly increases melee and archer speed,and may reduce damage taken from such attacks. Also Grants a moderate bonus to max stamina. Int: Increases the power of spells,and greatly affects max mana.Also Improves resistance against mental attacks. Wis: Grants a bonus to all crafting and harvesting skills, Also it moderately affects max mana,and grants a slight resist bonus against curses.[27] As with other MMORPGs, player characters have a set of semi-static attributes, which determine their in-game physical and mental prowess. These attributes are: strength, vitality, dexterity, wisdom, intelligence, and quickness [28]. These attributes improve over time in response to player activity, for example, repeated use of a melee weapon will result in a gradual improvement in that player's strength statistic over time, which in turn will allow him/her to deal greater melee damage. There are also three dynamic attributes: hitpoints, mana, and stamina, which determine a player's overall vitality and capacity for physical activity and/or magic, which fluctuate in response to performing actions and receiving damage.
Receiving physical or magical damage from other players, NPCs or other objects cause the loss of hitpoints until that player is incapacitated, at which point there is a certain amount of time during which that player can choose to declare themselves dead and return to their last "bind point", or they may be "finished off" by force, or revived by another player. Unless revived, the player dies at the expiration of the incapacitation timer.
Likewise, the casting of magical spells requires and expends mana points, and the execution of various physical activities, such as sprinting, the swinging of weapons, and casting of spells expend stamina. All three of these statistics are regained over time at varying rates, and/or may be rapidly regained through the use of healing and other restorative spells, potions and items.
In terms of racial differences, the order of races with respect to the strength statistic is: ork > dwarf > mahirim > human > mirdain (elf) > alfar (dark-elf), while for intelligence, the order is the exact reverse: alfar > mirdain > human > mahirim > dwarf > ork.[28]

[edit] Playable races of darkfall online

Playable racesThere are six playable races in Darkfall.[20] Unlike other MMORPGs, racial choice does not heavily influence your characters choices or progression options: 95% of the skills may be learned regardless of your race, the remainder are race-specific abilities. Each race begins play in their own homeland, and have their own unique storylines, histories, and racial alliances/enemies.
While certain races have friendships and hatreds with other races in Darkfall, these are not strictly enforced upon the players, and it is possible for allied clans to declare war upon both their own race and their racial allies. Declaring war against a clan will prevent players of the declaring clan from sustaining alignment penalties associated with attacking and killing players of the opposing clan, regardless of race.
It is possible to form mixed-race clans of opposing factions, but this choice comes with some disadvantages: NPCs will always behave according to their racial faction, and will thus react with hostility to racial enemies even if accompanied by and/or allied with friendly races. A recent developer journal has indicated however that the NPCs of cities built by an all-race clan will not attack members of the owning clan, regardless of race.
The races are as follows:
The six playable races of Darkfall; from top: Alfar female with Shulgan drake mount, two male dwarves and one female dwarf, human female, mirdain (elf) female with aerdian cat mount, mahirrim male, ork female.
Alfar (Dark Elves)Homeland: Nagast Allies: None Enemies: Everyone Racial mount: Shulgan Drake The Alfar are the cruel, hate-spawned cousins of the Mirdain. Abducted eons ago by their insane god-king Melek, these former Mirdain have been mutated and warped by his diabolical influence and his mother's Silver Circlet into fearless, rage-driven killers. Striking their enemies from the shadowy, spell-blasted lands of Nagast, the Alfar tear a bloody swath of destruction wherever they go, disappearing as quickly as they appeared. Gifted with an innate affinity for the magical arts, the Alfar are skilled spellcasters who draw their power from their volatile God. Due to this unpredictability, Alfar spells fluctuate in power, creating a slight variance in result with every cast. Alfar have a deep seated hatred for all other life on Agon; though they can join clans of other races, they loathe doing so.[21]

DwarvesHomeland: Dvergheim Allies: Humans, Mirdain Enemies: Mahirim, Orks, Alfar Racial mount: Garmir Ram Grim-faced, iron-strong and unshakable in courage and convictions, dwarves are trueborn children of the mountains. They are an introspective and taciturn race who scorn all gods in preference of a multi-millennial path to perfection that was laid out by the legendary founder of their nation. The dwarves follow the teachings of Ymir, a legendary mastersmith who forged many of Dvergheim's greatest wonders, as well as the nation itself. Ymir spent his final years writing a book that laid out a detailed, step by step plan for the next 20,000 years of dwarven civilization. Ymir's teachings told the dwarves what to strive for, what to practice and what to create, and he told them how and when they should approach each task.[22]

HumansHomeland: Mercia Allies: Dwarves, Mirdain Enemies: Mahirim, Orks, Alfar Racial mount: Warhorse Humans in the game live very much like their real life counterparts did in medieval times, with a feudal system, and a constant power struggle between the King and the Church. Humans are a versatile race, with no particular strengths and weaknesses.[23]

Mirdain (Forest Elves)Homeland: Mirendil Allies: Dwarves, Humans Enemies: Mahirim, Orks, Alfar Racial mount: Aerdian cat The Mirdain are a sophisticated race of skilled diplomats and traders. They prefer diplomacy and subtle manipulation to direct conflict, but Mirdain are still brilliant tacticians whose expert troop movements and cunning ruses allow them to defeat enemies many times their number. Working deep from within their forest home of Mirendil, the Mirdain are a peaceful and cultured race in a world torn by war. The Mirdain are somewhat magically adept, and most of them are able to direct a modest number of spells. They are also skilled hunters, proficient with the bow from an early age.[24]

MahirimHomeland: Tribelands Allies: Orks Enemies: Humans, Mirdain, Dwarves, Alfar Racial mount: None; able to run as fast as a mount on all fours when out of combat. A fierce race of predators from the untamed wilds of the Tribelands, the Mahirim are a race who still seem at odds with their recent move to civilization. While they have laws now, they retain all the finely-honed instincts and predatory skills of their pack-hunter ancestors. Though they have recently evolved to walk on two-legs, the wolf-like Mahirim retain the ability to run on all fours, and can easily out-pace all other races on foot and match other races' mounts for speed, whilst retaining the capability to ride other races' mounts. Given their long history of aggression and their somewhat arrogant nature, the Mahirim have few friends. They do, however, have a small degree of respect for the Orks, who are very capable warriors and equally warlike.[25]

OrksHomeland: Morak Allies: Mahirim Enemies: Humans, Mirdain, Dwarves, Alfar Racial mount: Death Pig Until very recently the Orks used to roam the swamps like the Goblins do now: no permanent settlements, no civilization, spending their time hunting or at war. But, an evil deity tamed the Orks and taught them how to build cities and enslave workers. Modern day Orkish society is built on the enslavement of the Goblin race, as they do all the manual labour for the Orks. The Orks also control an evil cult of Dwarves who design buildings and weapons for Orkish conquest; they live in much better conditions than the Goblins. The Orks believe that one day their God will rise from the Volcano and kill all non-Orks.[26]

Development history of Darkfall Online

To date, over 600 screenshots, 9 official game videos, and approximately 280 pages of developer journals, articles and Q&A transcripts are available, charting Darkfall's development progress over 7 years. By comparison to its contemporaries, Darkfall has had quite a checkered development history, having been widely lauded by gamers for its wide-ranging gameplay and hardcore approach to PVP, as well as having been accused by some[who?] as vaporware[citation needed], due primarily to its long development time, repeated retractions of beta announcements, and unconventional approach to the game's public relations and advertising.
On 29 August 2001, Razorwax announced the development of Darkfall and launched its official website [3]. The Razorwax development team was based in Oslo, Norway, and initially consisted of five members: Claus Grovdal (Lead Design and Producer), Ricki Sickenger (Lead Tools and Game Logic Programmer), Henning Ludvigsen (Art Director), Kjetil Helland (Lead 3D/Client Programmer), and Erik Sperling Johansen (Lead Server Programmer). Approximately 14 months later, in October 2002, the Razorwax team was integrated into Aventurine SA, a newly-formed company based in Athens, Greece, ostensibly created for the continued development and subsequent commericialisation of Darkfall [4]. When the Razorwax team and the Aventurine team had their first meeting in Athens, a member of one of the teams joked that Razorwax should relocate from Norway to Greece due to the lower taxes and cost of living in Greece. Eventually, the two teams realised that this idea actually made very good business sense,[5] and by December 2002,[6] the relocation of Razorwax, now Aventurine, was finalised.
In September 2005, a signup page for a closed clan beta was made available on the web. This beta never eventuated, however a 1.5 minute Darkfall gameplay video was released on February 2006 as recompense to the community [7]. A later statement from associate producer Tasos Flambouras explained that a decision had been made internally to devote additional money and resources into expanding the scope of the game.
Darkfall's first major public revelation was at the game convention E3 in 2006, and while Aventurine did not have a publicly playable version at the time, various industry journalists were shown a standalone demonstration version of the game [8]. From June 2006 onwards, just after E3, the Darkfall development team began releasing bi-weekly developer journals and community question/answer articles, published on the game forum site Warcry.
An announcement on the 11 July 2006 stated that preparations were being made to begin beta [9], although Aventurine stated it did not have a publisher for Darkfall at this time, and that they were considering the possibility of self-publishing the game [10]. Six months later, on 17 January 2007, Aventurine announced they were in active discussions with prospective partners, distributors, publishers, and technology providers, and that a fully functional and stable beta build was running on remote servers [11].
On the 30 January 2007, Aventurine released their second official gameplay video, consisting of about one minute of ingame footage demonstrating real-time melee combat, mounts (including mounted combat), spellcasting and naval combat [12]. In May Aventurine gave an update on their progress towards beta, announcing that their internal target date for beta was for summer 2007 [13]. A later update, on 2 August 2007, stated that beta would not start until negotiations with possible publishers were complete [14].
On 22 February 2008, Aventurine released a "location test video" depicting various NPC and player-crafted city locations in the game [15]. Later, in April, it was announced that Darkfall was feature-complete [16], and in May, that "... our launch date will be inside 2008, with the public beta preceding it by a few weeks. This is official and internally we're a lot more specific, but pending an announcement, we cannot say more at this time" [17].
In June, Aventurine confirmed they had signed with Greek company AudioVisual Enterprises to distribute Darkfall in Europe [18], and this was confirmed by AudioVisual in a stock market announcement made to the Greek stock exchange.
On 29 August 2008, Darkfall's official beta was announced as the final scene of a 17 minute gameplay video, which demonstrated numerous aspects of the game, such as small and large group PVP, including small and large group mounted combat, ship sailing and naval combat, magic and archery, and vehicular combat, creative use of in-game physics and magic, crafting, banking, 3 different PVE encounters demonstrating mob AI, and city building and sieging.
Since September, Aventurine has been conducting a limited public hardware test of Darkfall as the first phase of public beta.
On 16 October 2008, Darkfall was publically presented at Athens Digital Week. This event was unofficially reported by a member of the Darkfall forum moderators during this event, including a 30 minute video of Darkfall played live on stage.
On 05 December 2008, Tasos Flambouras announced that Darkfall would be released for the European market on 22 January 2009 . The American release is said to proceed shortly after.[19] Players from other parts of the world may participate in the European launch event since tests have shown the game will be playable from outside Europe.[citation needed]. However, Tasos Flambouras announced on 16 January 2009 that the European release date had been delayed to 25 February 2009.
Since the commencement of public beta, several official and unofficial beta reports and previews have emerged. These include a selection of beta tester reports, an on-site Darkfall preview conducted by MMORPG.it, and an ongoing beta preview series conducted by the author of the MMORPG comic site The Noob.

Monday, February 2, 2009

Races of Darkfall Orks of Morak

Marching under the banner of the Fire Dragon, the armies of the orks are constantly on the march, forever seeking new cities to raze, new nations to conquer, and new people to sacrifice or enslave.
To the orkish warrior's mind, excessive planning is a coward's resort, while fancy tactical chicanery is a sure sign of effeminacy. Instead, orks rely on a combination of unrelenting aggressiveness, death-defying bravery, and the natural-born bully's instinctive eye for weakness.
While their behavior might seem erratic and irrational to outsiders, the orks themselves see every battle, every sacrifice, and every torched village as steps on the road to the Big Burning, an ork-administered apocalypse in which Agon is scorched clean and made ready for the reign of the Fire Dragon.
MorakMuch of he orkish homeland is covered by fetid and insect-haunted swamps, in which the traveller sinks ankle-deep in sticky, ubiquitous mud. Rain falls very frequently in Morak, and a combination of clouds and swamp-mist ensures that sunlight rarely - if ever - disturbs the murky ambience.
The northern third of Morak is dominated by a number of active volcanoes and the lava streams which issue from them. The land between these volcanoes is jagged, rocky, and as barren as the southern swamps are fecund.
The orkish realm lies in the central eastern part of Agon's main continent. A state of unending war exists between the orks and both of their closest neighbors - the humans of Mercia to the south, and the dwarves of Dvergheim to the northwest. To the northeast of Morak lies the jungle continent of Yssam, which is the domain and playground of a celestial dragon, while the neutral city state of Silvertown lies to the southeast. To the west, the Pall of Oncylus slowly spreads accross Agon's heartland.
Enemies: The SadayelIn the darkest, remotest parts of Morak's swamps stand the villages of the Sadayel, a race of resourceful and semi-civilized lizardmen. Though otherwise peaceful, the sadayel nourish a marrow-deep hatred for the orks, who have been their (largely victorious) rivals in an age-long struggle for the meager resources of the swamp.
Sadayel villages occupy interconnected wooden platforms which rise on stilts from the swamp's mud. They tend to settle in wooded swampland or mangrove forests, building their houses among the trees and in harmony with nature. Sadayel settlements are found throughout Morak's swampy regions.
Slight and short-statured, the sadayel may be mediocre hand-to-hand fighters, but they are excellent archers and competent spellcasters. They sometimes bring groups of flying snakes with them into combat, and frequently ally with akathar bird-men.
Flaming SkullLava rivers cut through and encircle the orkish capital, which lies in the shadow of an eponymous and very active volcano. Minor eruptions of Flaming Skull are frequent, and the rain of ashes has recently grown so thick and steady that the sun is pleasantly (to orkish eyes) veiled by a black, noxious cloud.
The orks welcome the increased volcanic activity, regarding it as a sign that the Fire Dragon is about to wake from her slumber. When the nearby port village of Flayed Elf was completely destroyed in a recent eruption, unperturbed orkish authorities dispatched slave teams to construct a new port right next to the ruins of the old one.
In the center of Flaming Skull rises the Great Stairs, a huge pyramidal structure which contains the Fire Dragon's lair. Every day, dozens or even hundreds of victims are thrown into the ever-burning interior of the Great Stairs, where they are swiftly consumed by the draconic deity's flames. The Fire Dragon currently rests and slumbers, but according to orkish clerics, the hour of her re-emergence draws nigh.
Close to Flaming Skull lie three starting villages, which is where orkish adventurers embark on their careers. New Flayed Elf is a large port community, watched over by a lighthouse and a coastal keep. Metal Heart lies on an island surrounded by deep swamp, while Chopping Necks stands on a series of interconnected pillars which rise from a lava lake.
Culture and religionOrks see themselves as purely a warrior race, and all manual labor in Morak is performed by slaves. The vast majority of these unfortunates are goblins, but a sizable majority belong to a clan of svartdvergir who were enslaved after migrating south from Dvergheim.
The orks worship the Fire Dragon, a chaos deity of awesome power, who quite recently unified the warring orkish tribes under her rule. Currently resting inside the Great Stairs in Flaming Skull, the Fire Dragon rules through Grand Messenger Arxanthos, a red dragon who receives dream-decrees from the slumbering goddess (or just claims to do so), and who commands a sinister priesthood called the Dragonbound. When the Fire Dragon is fully recuperated, she will emerge to take control over a united orkish army, and together they will unleash the Big Burning upon the world. In the meantime, the orks - who can hardly wait - do their best to prepare the ground for this rampage to end all rampages.
Since the Fire Dragon requires a steady stream of sentient sacrifice, orkish armies regularly raid for fresh victims. All resulting captives are hauled back to Flaming Skull, where they are dragged up the Great Stairs and thrown into a fiery pit which leads to the Fire Dragon's lair in the structure's interior.
The traditional leader of the orkish nation is the Big Head of Flaming Skull, a sort of high king whose power over the tribes has waxed and waned through history. The current Big Head is Uzrok Deathfist, a traditionalist who resents the power of the priesthood, and who suspects that Arxanthos is faking the dream-messages from the Fire Dragon, which frequently involve bringing treasure and food to Arxanthos's lair in Emberhall.
Movers and shakersBig Head Uzrok commands one of the most active armies on Agon, and the Iron Orks are an elite group within that army, its members selected for strength, ferocity and cunning (in that order.) Utterly loyal to Uzrok, the Iron Orks answer to the Big Head directly, and some speculate that building their strength is the gambit in a scheme to wrest power from the Dragonbound.
The Defenders of the Swamp are an orkish order of knights who have dedicated their lives to keeping the swamps of Morak clean of unwanted elements. Since Morak has no shortage of monsters or enemies, the Defenders are kept very busy indeed, and their membership tends to attract orks that are even more fond of violence than most.
The Dragonbound are an extremely powerful group of fundamentalists, who have dedicated their lives to the Fire Dragon, and who show their loyalty by cutting off their lips and covering their bodies in self-inflicted scars. The Dragonbound are not averse to working behind the back of Big Head Uzrok, who they see as a mere pawn (and an insolent one, at that) in the Fire Dragon's game.
The Erodach are powerful humanoid creatures who are masters of the element of fire. They are haughty and arrogant, and are famous both for searing intelligence and cold cruelty. The origin of the Erodach is unknown (they are not natives of Agon) and their motives are veiled in shadow. They claim to be staunch allies of the Fire Dragon and the orks of Morak, but many assume that they have come to Morak for good reasons that they choose to keep hidden.
The Guild of Thugs is a highly organized - by orkish standards - outlaw band, who seek to reduce Morak to a state of anarchy, so that they can enjoy free rein. The Guild undermines the rule of the Big Head whenever they can, and they despise the Dragonbound priesthood.
What makes the orks special?The orks throw all their weak or sickly children into the swamp. As a result of this process of evolution through orkish selection, the inhabitants of Morak are physically stronger than most other races on Agon. Orks also have a natural aptitude for melee combat and for other skills that involve brute force.
The orkish mount is an enormous, vile-tempered beast called the death pig. This monstrosity sweats constantly and profusely, covering its black, hairless hide in a glistening layer of oily liquid. In combat, the Death Pig kicks with powerful hooves and slashes with large, curved tusks which protrude from the sides of their mouths. Orkish smiths strengthen these natural weapons with a thin coat of leenspar, which is then decorated with black orkish runes. The eyes of the Death Pig are tiny red sparks of malevolence which almost disappear in the thick folds of their leathery foreheads.
Orks see most other races as little more than sources of income, sadistic fun and sacrificial victims. The only other race that the orks can comfortably form clans with are the mahirim, who they respect for their bravery, cunning and skill in battle.
How the orks see the world:"All hail the Fire Dragon - bringer of death, destruction and orkish superma… sumepra... bestness. When Flaming Skull rages, the Fire Dragon stirs, and since a waking goddess needs food, we must triple the rate of sacrifice immediately!" - Izkruul Viletongue, Dragonbound priest.
"If we sacrifice everyone else, who will be left to build, clean and make food? Only us, that's who!!! If you ask me, the Dragonbound are crazy and Grand Messenger Arxanthos is a big, fat, talky cheat." - Arhard Deathspear, Iron Ork officer.
"The mud around your feet… the buzzing of a million little insects… the rich smell of rotting vegetation upon the wind… there are many places in the world, but no place beats the swamps of Morak."- Biggor Stonecrusher, Defenders of the Swamp knight.
"In the olden days, it was every ork to himself and the will of the strongest always previle… prelaive… decided. To bring back those happy days, when death was everywhere, we must slay the dragon and chop off the Big Head!"- Angrar Stabface, Guild of Thugs member.
"Though indubitably breath-taking, my own scintillating splendiferousness is a mere shadow of the supreme magnificence that is the Fire Dragon. She dreams in her sleep, and those dreams are conveyed to me, her Grand Messenger: Arxanthos the Sublime, the Immaculate, the Chosen Among Dragons."- Arxanthos, Grand Messenger of the Fire Dragon.
How others see the orks"A band of mud-brained swamp-bullies, whose only defense from extinction is the disease-ridden awfulness of their homeland. Soon, the human armies will march north and clean out that stinking nest forever."- Simeon Ramsfleet, human Knight of Malregard.
"Guided by the cruel cunning of the Fire Dragon and her priesthood, the orks are becoming more than just a disorganized race of raiders and murderers. We should seek to destabilize the current regime by subtly encouraging the ambitions of Big Head Uzrok, while supporting the delightfully reactionary policies of the Guild of Thugs."- Cirail Silverglow, mirdain merchant
"In a world full of weakling prey, the orks are distinguished by their great physical strength and near-limitless bravery. What they lack in shrewdness and predatory instincts, they compensate for with size and a wild-eyed enthusiasm that the lesser races find intimidating."- Yalena the Wise, mahirim huntress.
"Half-witted swamp vermin! Though we have no interest in their vile homeland, the alfar will still take the time to eradicate every living thing in it that is larger than a small lizard."- Sihgan Ghostshoon, alfar mage..
"Orks do not know how to build, only destroy. If it wasn't for their slaves, they would still be living in pathetic little mud hut villages scattered throughout the swamp."- Skuldgeir Graythrone, dwarven bureaucrat.

Races of Darkfall Mirdain of Mirendil

Mirdain of Mirendil

The mirdain are a sophisticated and cultured people, who tend to prefer diplomacy to warfare, and subtlety to brute force. Theirs is an empire of influence and trade, and of intelligence networks which extend like sinuous branches from their forest-clad homeland.
In combat, mirdain warriors move with innate grace and fluidity, seeking the perfect opening before striking with surgical precision. The mirdain are renowned tacticians, who may overcome near-insurmountable odds through brilliantly deployed maneuvers, ruses and stratagems.
Mirendil and the RepublicThe borders of the mirdain realm continues to move with the tides of war, but its core will always remain Mirendil, a vast and ancient forest which dominates the southwestern part of Agon's main continent.
To its north, the Mirendil is bordered by the plains and gently rolling hills of the Mahirim Tribelands. To the south and east, beyond a no-man's-land shattered by war, lies Nagast, the poisoned and spell-blasted homeland of the Alfar. Across the Ruby Sea to the south lies Rubaiyat, a desert continent which was recently overrun by the seemingly unstoppable undead hordes of the Red Pharaoh. To the east of the Forest Republic lies the fiercely contested heartlands of Agon, which are slowly being devoured by the Pall of Synochus, a Deathless Mage who wields strange and powerful forms of shadow magic.
The Mirendil Forest itself is intersected by several broad, winding rivers, the most famous of which is the Irthan, which rises in the darkest depths of the forest and empties into the Eirandar wetlands of western Mirendil. Several mountain chains and lakes further perforate the forest, making it a less geographically uniform place than a cursory glance would suggest.
A unique feature of the Mirendil is a number of elemental regions, which are connected to strange elemental zones by permanent vortex-portals, Through these portals issue elemental matter, as well as weather effects and monsters native to the target elemental planes. The most famous elemental zones are Northern Erinthel, in which the climate is arctic, and Northwestern Alyani, which is constantly ravaged by firestorms. All elemental zones were created as a side-effect of a failed magical experiment performed during the Usurper Wars, and all attempts at closing them have failed.Wildsprings are sacred sylvan sites that are found throughout Mirendil. Though their appearance varies somewhat, most wildsprings feature circular lakes with small islets in their center. Each such islet is home to a single Tree of All Seeds, while the lake itself tends to be encircled by tall standing stones. Fairies and pixies live in and around the Tree of All Seeds, and the dense woods surrounding wildsprings are home to many other sylvan creatures.
Enemies: The beastmen of the MirendilSince before the dawn of history, the great forest has served as the battleground for wars between mirdain and beastmen. The very oldest elven songs tell of victories against the beastmen, and fighting this ancient enemy remains a true test of valor for mirdain warriors.
Like the mirdain, beastmen are children of the Mirendil, who prefer the forest to any other habitat. But while the mirdain venerate the trees they live among, the beastmen see them as valuable resources waiting to be harvested. They cut down the forest surrounding their villages, then move on when nothing is left but a scarred wasteland. Predictably, local mirdain will try to eradicate new beastmen settlements before too much damage is done.
Beastmen stand close to three meters tall and their powerfully built bodies are covered in thick black fur. Trunk-like arms and legs indicate their awesome strength, and their feet are clawed paws, resembling those of a bear. Their hands, however, have five flexible, hair-covered fingers, and beastmen are capable of using wide variety of tools.
Enemies: The Forest ProphetsAccording to these fundamentalist druids, the Mirendil belongs to the animals and to the creatures which have co-existed with them since the days of the first trees, such as centaurs, dryads and the faerie. In essence, the Forest Prophets want to rid the Mirendil of all civilized, house-building cultures, such as the beastmen and the mirdain, and they will not rest until the forest has been cleansed of every last farmer, woodcutter and city-dweller.
The Forest Prophets build their sylvan armies using a curse which shatters the sanity of normal animals and fills them with an implacable, suicidal rage. Animals bestowed with the Forest Prophets' curse will attack any humanoid creature they encounter. Slowly but surely, afflicted animals are consumed by this curse, until they are little more than undead husks kept moving by the hatred which courses through their decayed bodies.
Unbeknownst to the majority of Prophets, their real leader is a huge and ancient dragon, who dwells in an earthen cave deep under the Mirendil. The dragon's ultimate goal is to establish himself as a prophet-emperor of Mirendil when the Republic has been sufficiently weakened.
CharybdisThe mirdain capital straddles the Irthan river near its source, with approximately half of the city's hometrees rising from on each bank of the river. As it flows out of Charybdis, the Irthan plunges over an enormous waterfall which sends wave after wave of mist into the tall, glistening trees above. Looking down from one of the house-platforms of Charybdis, one might easily form the impression that the mirdain capital floats among clouds.
Like all mirdain settlements, Charybdis is built on a large number of levels which are interconnected by stairs, elevators and wooden bridges. The mirdain prefer to live among the leaves and branches of gargantuan, sky-blue hometrees, but many businesses and defensive structures stand on the ground. An ancient, deeply sacred Tree of All Seeds, which stands on a small island in the Irthan, is said to be the parent of all other trees of its kind.
Mirdain adventurers start their careers in one of three villages which all lie in the vicinity of Charybdis. King's Holdfast is dominated by three small subsidiaries of the Irthan, which run through it and form its boundaries, respectively. Near this village lies one of the largest and most revered wildsprings in all of Mirendil. Leafhelm covers several spacious plateaus on a large, craggy mountain which rises dramatically from the forest floor. Beladin's Rest is built under and among the gargantuan branches of Eryasil, a truly enormous greenroot which is the largest tree in all of Agon.
Culture and religionMirdain society is dominated by a class of nobles called elflords, who are the only citizens eligible for election to the Grand Parliament, which is where all important decisions of law and policy are made. From among their number, the elflords elect a single Aran who serves as a largely symbolic head of state.
The roots of the Forest Republic go back almost to the Usurper Wars, which ended 80 000 years ago. In the almost incomprehensibly long ages which have passed since, mirdain society has accumulated such a large number of rituals, customs and laws that most foreign observers find its affairs to be unnecessarily, almost impenetrably complicated. To a mirdain, however, this only indicates that most foreign observers lack the intelligence necessary for advanced politics and administration.
Though not a very religious people, the mirdain do see the Mirendil Forest as a living entity who must be respected and protected - even worshipped, according to some strains of thought. Veneration for the forest is a central aspect of mirdain culture, and the most important rituals in the (crowded) ceremonial calendar are tied to the changing of the Mirendil's seasons.
In a sense, the mirdain may also be said to worship a gallery of epic heroes, who are the subjects of countless songs, tales and poems. Foremost among these paragons are Myrthai (male) and Lorathai (female) who are worshipped both as tragic heroes and as doomed, perfect lovers.
Movers and shakersOn the surface, the Forest Republic may appear to be a serene and unchanging place, but those who choose to immerse themselves in mirdain affairs - through quests handed out by competing factions - discover a world of intrigue, treachery and deadly power struggles.
Though Arans physically occupy the Emerald Throne, theyare controlled by the elflords who elect them to serve as figureheads of their rule. As a class, the elflords are primarily interested in maintaining a status quo which has remained in place through millennia. Arrogant, hugely conservative, and sometimes self-serving, they are capable of dealing quite harshly with those who oppose them.
Named for the magically illuminated spire which rises from their citadel in Iriendir, the Serene Spire is an ancient circle of mages They have always been a power to be reckoned with in Mirendil, and are endlessly vying for power with the Emerald Throne. The Serene Spire are just as arrogant their old rival, but somewhat less conservative, and less afraid of trying new things.
The members of the Arrowhead faction would prefer less diplomacy and espionage, more head-on warfare against the enemies of the mirdain. In addition to believing that the Republic has been far too forgiving of its enemies, the Arrowhead feel that the time has come for a regime change: They want to replace the parliament of the elflords with a leaner, meaner state in which the military controls the Emerald Throne.
The Circle of Druids are the protectors of the forest, and the transmitters of the forest's magic into mirdain society. Predictably, the druids are vehemently opposed to any exploitation of the forest, and they are sworn enemies of the beastmen. The Circle of Druids are also deeply concerned by the growing number of animals which are driven mad by the cruel and deluded Forest Prophets.
What makes the mirdain special?Mirdain are born with an aptitude for magic, and though there are exceptions, most of them obtain at least a smattering of magical skills. Most mirdain children learn to hunt as they grow up, and as a result, they tend to excel with the bow later in life.
The mirdain ride enormous cats which have been bred for size, obedience and ferocity. They resemble the Snow Leopards of the northern continent of Niflheim, with their black-spotted white fur, long, bushy tails, and pale blue eyes. Unlike Snow Leopards, however, Aerdin cats have huge tusks which protrude from their upper jaws, and which they use quite effectively in combat. The mirdain tend to equip Aerdin with soft and simple saddles which do not inhibit movement too much.
The mirdain are staunch and ancient allies of the humans and the dwarves, though their tendency to see themselves as natural leaders causes a fair amount of friction. Mirdain prefer clans which contain mirdain, elves and humans, and alliances with any of the other races are unlikely, though not impossible.
How the mirdain see the world:"The empires and kingdoms of other races may rise and fall, but the Forest Republic remains, eternal and unchanged. We must be true to our ancient laws and customs, which - like the trees themselves - have grown and flourished in Mirendil's soil."- Naessa Rivermist, elflord member of the Grand Parliament.
"We seek to know all, understand all and be prepared for all. Wherever you travel on Agon, the subtle hand of the Republic may be felt but never seen."- Selewyn Shadesong, mirdain diplomat
"For too long, the mirdain have been content to subtly manipulate, and the current war-torn state of the world bears witness to that policy's failure. Since the lesser races evidently lack the intellect and temperament to properly govern themselves, we should unite them under the aegis of firm but enlightened mirdain rule."- Sirthas Dragonshield, Arrowhead commander
"At little more than two centuries of age, the human kingdom of Mercia should be forgiven some of its naiveté and brashness. If the humans would but accept our leadership a little more readily, the mirdain might guide them past some of the traps and pitfalls of youth."- Caradhan Silverhold, Serene Spire mage
"Guided by the teachings of Ymir, the dwarves have turned their race and nation into the vessels of a strange and idiosyncratic destiny. If those stout little worker drones would but listen to reason, their energies might be put to better use."- Nailys Snowleaf, mirdain merchant
How others see the mirdain"Nothing in this world gives me greater pleasure than a long chase followed by the felling of full-grown mirdain prey." - Muldôn the Tireless, mahirim hunter
"Words, words, words… sometimes a friendly punch in the face is needed to make my mirdain clanmates discuss less and do more." - Hardvald Darkthrone, dwarven clan leader
"Soon Melek will create a black hole to suck the sun out of the sky and end daylight forever. On that night, the rivers of Agon will become blood courses for the liquid proof of our hatred of the depraved and effeminate Mirdain." - Daelil Arkinshard, alfar priestess
"Uzkar say: kill first, discuss peaceful alternathieves later. What I like to do is crush big mirdain heads and make them go quiet." - Uzkar Finefist, orkish raider
"The mirdain are lost in a labyrinth of their own making, full of outdated laws, customs and beliefs. This means that they tend to dither and discuss endlessly when swift, decisive action is called for. If the mirdain would but shake off some of their cultural ballast, they would make even better allies for Mercia and the human race."- Simeon Bailmarsh, human admiral

Races of Darkfall Mahirim of the Tribelands

Mahirim of the Tribelands
By the light of the Ghost Moon, mahirim packs strike deep into enemy territory, plundering and killing without mercy. They vanish as quickly as they came, leaving devastation in the wake of their lightning raids.
The mahirim are a fierce race of predators, whose society has only recently moved towards civilization. And while they may have cities and laws now, they retain the wolf-eyed wildness, the finely honed instincts, and the uncaring cruelty of their pack-hunting ancestors.
The Tribelands The mahirim homeland is located in the Northwestern part of Agon's main continent. To its east lies the dwarven kingdom of Dvergheim, while the elven republic of Mirendil lies to the south. Across the Sarthan Sea to the north lies Niflheim, an icebound but resource-rich continent which is coveted by both mahirim and dwarves.

The Tribelands consist mainly of rolling hills interspersed with large forests of relatively sparse-growing, deciduous trees. The wilder regions are home to an abundance of prey animals, as well as large monster populations. Gnolls have always been common in the Tribelands, while a growing threat is posed by the Moon Cult, a twisted race of ex-mahirim humanoids who worship a demigod called the Moonbeast.
Red MoonThe mahirim capital sprawls across a chain of grass-clad islands within a lake in the central region of the Tribelands. With its low, wooden buildings nestled among tall autumnal trees, Red Moon gives an impression of being a compromise between the forces of nature and those of civilization.
The Red Moon skyline is dominated by a strange semi-organic and vaguely egg-shaped structure called the Moontower, which has been constructed using a gargantuan slab of rare and precious moonstone. The tower is older than the city which surrounds it, and none now know why it was given such a strange and unique shape. The Moontower is sacred to the worshippers of Theia, and a large temple complex lies in its shadow.

Mahirim player characters start their career in one of three starting villages, which all lie within easy walking distance of the capital.
Culture and religionThe mahirim worship Theia, which is Agon's second moon, called the Ghost Moon. They see their celestial deity as a goddess with many different aspects, including Theia as a warlike conqueror, and Theia as huntress and bringer of nature's plenty.
Until quite recently, the mahirim were a race of nomadic hunters and raiders who carried their possessions with them between ephemeral seasonal camps. The ongoing development towards civilization was set in motion by a prophet-king called Amurran, who had a vision of the Tribelands as a modern and powerful nation state. Though the prophet-king is long dead, his work is continued by the Elders of Red Moon, an organisation whose power is felt everywhere in the Tribelands.

Movers and shakersPlayers participate in Tribelands life through quests offered by six* powerful organisations, which all seek to further their own, more or less sinister agendas.
The Elders of Red Moon founded the Tribelands capital, and inspired by the workds and works of the prophet-king Amurran, they thens set about civilizing the primitive and nomadic mahirim. Their work continues to this day, as they seek to turn the Tribelands into a culturally advanced, militarily powerful nation.
The Long Claw see the mahirim as hunters, all others as prey. The group's raiding parties strike mercilessly against the settlements of other races, killing and looting with relish. The Long Claw are traditionalists who want to keep the mahirim race strong, untamed and ferocious. There are frequent disagreements between the Long Claw and the Elders
The Circle of Neith is a mysterious group who worship the blue moon Neith, claiming that it is the source of all magic on Agon. The Circle are spellcasters who take a special interest in magical items and ancient artifacts. Uncommonly for mahirim, they are also highly interested in the history of their own race and the world in general.
The Wolfmasks are an order of elite warriors who serve as enforcers for the Elders of Red Moon. Named for their characteristic face-covering helmets, the Wolfmasks commonly deal with internal trouble in the Tribelands, but are sometimes dispatched on occasional hit-and-run missions into enemy territory.
The Ghost Pack claim that, if you want to prove yourself as a master hunter, you must do so against the fiercest, most dangerous creature on Agon. The Ghost Pack are a group of mahirim who hunt other mahirm, for the challenge and to satisfy their own twisted desires.
The Cult of the Moonbeast worship and old and sinister deity, who occasionally manifests in the Triblands to hunt and kill anything that strays into its path. His Cult seek to emulate the ferocity and unpredictability of their primal god, and though once mahirim, they have mutated into a shape more pleasing to him.
What makes the mahirim special?When standing erect, mahirim move with the same speed as members of the other races. However, when not engaged in combat, they can switch to all fours and run with the speed of a horse. Since they don't really need them, the mahirim don't breed mounts of their own, but they may buy or take those belonging to other races.
Only mahirim mastersmiths can make Ghost Claws, a weapon which is made using an extremely rare resource called moonstone. Ghost Claws have a strange affinity with Theia, the Ghost Moon, and as that satellite waxes and wanes, so does the magical power which surrounds each claw like an eldritch aura.
Given their warlike, somewhat arrogant nature, and their long history as semi-nomadic raiders, it should not surprise anyone that the mahirim have few friends. They do, however, have a grudging respect for the equally warlike orks, who they see as strong and capable warriors. Though they can theoretically join and form clans with members of all other races, they prefer to ally with orks and other mahirim.
* Some of these groups will not be active yet when Darkfall releases. They will be added later as parts of post launch content patches.
How the mahirim see the world:"If I am stronger, I will take what is yours. If you are stronger, you will take what is mine. This is the natural order of things." - Yulane the Proud, Long Claw raider
"That which cannot defend itself should not be suffered to live. Weakness is an insult to the gods, and Theia bids us remove all weaklings from under her gaze." - Merdan the Brave, Wolfmask agent
"Since they are helpless to stop our raiding parties, imagine how our sickly neighbours would fare against a united army of the Mahirim. The day will come when such an army sweeps all before it, clearing the way for our rightful mastery." - Ylmon the Wise, Elder of Red Moon

How others see the mahirim:"Sit! Fetch! Play dead! They are not even fit to serve as our pets, and will be put down like the scabby mongrels they are!" - Naeva Darkshroud, Alfar from Shoal
"I respect the Mahirim as hunters and as warriors, but their culture is despicably cruel and primitive. If they would but submit to Mirdain teaching, we could civilize those simple-minded brutes." - Derheil Silverglade, Mirdain from Charybdis
"Of all non-orks, the Mahirim are the least pathetic and puny. In fact, Orks sometimes ally with that noble race of predra... pedrato... hunters. If the Mahirim are extra nice, Ashaka may even spare them from the Big Burning, hehe." - Azog Elfstrangler, Ork from Flaming Skull
"To a Mahirim, the world is a hunting ground full of prey such as you and me. They value nothing outside their own strange culture, and the only way to deal with them is by the sword." - Moirna Fernway, Human from Sanguine
"You can forget about your dragons and your gargantuas, the second most dangerous thing in the world is a Mahirim raiding party. They are fast, agile and strong, and they fight with the ferocity and cunning of born predators. What? Well, the most dangerous thing in the world is clearly an angry Dwarf. Which is why you should shut up and buy me a beer." - Iarlgrim Snowshield, Dwarf from Ymir's Tear

Races of Darkfall Humans Of Mercia

Humans Of Mercia

The earth shaking under steel-clad hooves; a gleaming sea of blades, raised as one towards the sky; bright banners that invoke the might and radiance of Auros, god of the noonday sun. Again and again the knights of Mercia ride forth into the world, determined to shine the light of righteousness upon those who dwell in darkness or shadow.
The Mercians are natives of Riada, a sunken realm which lay in the great eastern sea, its spires gleaming each day with the rays of the morning sun. When this island home foundered, Mercian survivors landed on the shores of their present-day realm, which they conquered after a long war with an aboriginal people called the Imric. The Mercians see themselves as a divine race descended from the children of the sun god Auros, and they are at best unmindful, at worst disdainful of the needs and opinions of other, presumably lesser races.
MerciaThe Kingdom of Mercia lies in the southeastern part of Agon's main continent. Beyond a war-ravaged no-man's land to the north lies the orkish realm of Morak, while the dragon-haunted Pall of Oncylus lies to the west. To the south, Mercia is bordered by the wasteland continent of Cairn, which is home to bands of giants and crumbling minotaur cities. In the ocean to the east lie dozens of pirate freeholds, the largest and most notorious of which is the free city of Silvertown.
The dominant terrain types in Mercia are light deciduous forests and gently rolling grassclad hills. A multitude of lakes and waterways also mark this outwardly pleasant land, such as the majestic Eanna river, which flows southward through the heartland before emptying into Sanguine Bay. Mercia's long coastline features countless islands, such as a shattered, sprawling archipelago which lies between Mercia's southern coast and Cairn.
The Twilight Empire Directly underneath Mercia lies the Twilight Empire, the vile and decadent domain of Malaut, who's is also known as the demon prince of greed. In recent years, Malaut has turned his gaze upwards, and his breath and whispers now seep continuously through the Mercian soil, luring the weak and the foolish into traps of excess and depravity. Congregations of Malaut worshippers have emerged throughout Mercia, as individuals, families and in some cases entire communities are lured out of the light of Auros and into Malaut's shadow. Needless to say, the Mercian authorities spare nothing in their efforts to exterminate this sinister, rapidly growing faith.
The Imric AwakeFor centuries, the Imric have been treated as a simple-minded underclass by their conquerors from across the sea. Now, as Malaut's whispers corrupt Mercian society from within, the Imric people have found the strength and will to rise up against their overlords. Several of Mercia's peripheries - such as the region of Wychwode - have already fallen to native rebels, who in some cases have found allies in sylvan creatures such as centaurs and wild Ciel Fey elves.
Sanguine The human capital lies in southern Mercia, not far from where the mighty Eanna joins her waters with those of Sanguine Bay. Built on the instructions of the nation's founding father, Duke John Malregard, Sanguine stands in an eminently defensible location, atop a broad plateau which dominates the surrounding plains. Despite such military concerns, the Mercian capital is a green and pleasant city, famous for its squares and expansive park areas.
All human adventurers start their careers in one of three villages which lie in the vicinity of Sanguine. Sandbrook, to the south, is a logging community which straddles the banks of a small river, and which lies amid the enormously proportioned ruins left by a mysterious race of giants called the Nithron. Heart of Eanna, to the east, is a large port through which much of Mercia's foreign trade passes. Monkfield, to the west, is a mining community which supplies much of the ore needed by Sanguine's smithies.
Culture and ReligionThe Mercians worship Auros, a solar deity who they revere not only as the bringer of light and life, but also as the father of their race. According to Mercian origin myths, Auros chose twelve wives from among the mortal races and brought them with him to the sacred island of Riada. Over the next twelve years, Auros fathered twelve children with each wife, and the resulting 144 half-gods became the ancestors of the Mercian race. Thus the Mercians believe, quite literally, that they are the progeny of their own god, and they see it as their filial duty to expand the reach of his light and teachings.
The Auran faith dictates that all life issues forth from Auros, and that no matter how far from the light a creature has strayed, Auros will receive its life-spark after death. When killing a benighted or shadebound creature, Mercians believe they are sending it into the cleansing light of Auros.
In their exodus from Riada and subsequent campaigns of conquest, the Mercians were led by a legendary general called Duke John Malregard. Several centuries later, the kingdom of Mercia is still ruled by his descendants, even though the line has declined precariously in recent generations. The current monarch, King Robert IV, is a case in point: considered an inept buffoon by many of his subjects, Robert spends his time overindulging in the luxuries of court, while stubbornly ignoring the many challenges that his nation faces.
Fortunately for Mercia, devious advisers somehow maneuvered Robbie the Whale (as he is informally known) into marrying a woman who is made from sterner stuff. A scion of lesser nobility, Queen Morgaine has proved to be both an astute administrator and, in her traditional role as leader of the White Order, a formidable warrior.
Movers and shakersShortly after landing on the mainland, Duke John organized his finest warriors into a knightly order which would serve as the vanguard of his armies. Mounted on fierce and towering warhorses, the Knights of Malregard won countless victories over the Imric, and ever since they have remained the indomitable and warlike champions of the Mercian people.
The primary task of the White Order is to shine the light of Auros upon creatures that scurry about in darkness and shadow. Traditionally, this has meant embarking on military campaigns against benighted foreign peoples, such as the Orks and the Alfar, but recently the Order has been forced to turn its attention to internal threats, such as the Imric insurgency and the growth of the Twilight Empire.
The Sons of Riada are a group of Mercian traditionalists who believe that many secrets were lost when the home island foundered. They seek answers and artifacts in ancient ruins, convinced that the keys to global supremacy lie buried in the past.
The Church of Malaut believe that the so-called light of Auros is a lie propagated by those who would force them into lives of pleasure-deprived austerity. Taking Malaut's chthonic whispers to heart, the members of the Church embrace excess and luxury. They seek to corrupt Mercian society from within, and their ultimate goal is to bring about the demise of the current regime.
How the Mercians see the world«What opposes the Blood Heirs of Auros? Insects. Like leaves we brush them aside.» - Martin Winterworth, Knight of Malregard
«Our swords are harbingers of the day which always follows night. Do not pity the darkling creature as you slay it, for only through death can its spark rejoin the light of Auros.» - Catherine Southland, Knight of the White Order
«The demon prince Malaut whispers in the dreams of the weak... Imric peasants offer sacrifice on the altars of old gods... Though Mercia faces many external enemies, the most sinister threats seem to spring from our own soil.»- Cearl Blackmark, merchant of Sandbrook
«Through the strength of our sword-arms and the divine blood in our veins, mankind is destined to rule. Under human overlordship, Agon will enter a golden age of peace and prosperity.»- Talaod Ridegate, member of the Monkfield guard
«Where others ponder and discuss endlessly, humanity acts. United in faith and in blood, we strike quickly and decisively whenever darkness rises to challenge us.» - Wyl Grace, army officer
«Have you ever wondered why Riada fell? Or why the whispers of Malaut hold such allure for certain segments of the Mercian populace? The answers to these questions, and many more, await discovery among the ruins of the past.»- Jonn Redspire, nobleman and Son of Riada
«Dwarves and mirdain are our noble allies, who have found their own way out of darkness. If mankind is to retain the friendship of these races, we must respect their cultures and beliefs.»Agnar Shale, diplomat to the court at Charybdis

How others see the Mercians«Oooo! I harbinge dawn... Oooo! I've got sun blood in my veins. Looks like you've spilled some of that precious blood all over my axe, human! Where's your sun god now, eh? Hehehe.» Sir Bonehard the Cruel, orkish knight
«I will savor the look on humanity's collective face when the sun fails to rise and the world is plunged into Melek's eternal night.» - Uirash Yishku, alfar raider
«In vast herds the noble human roams across the plains of Mercia. When they defend in numbers, humans pose a challenge for even the most experienced of mahirim hunters.» - Ardan the Old, mahirim hunter
«One more word about lights in the darkness and i will be forced to start banging heads... My human clanmates are capable allies, but they tend to be more than a little full of themselves.»- Storgrim Thorsland, dwarven clan leader
«Sometimes humans settle on a course of action without first considering all the implications, and once their minds are made up, there is no budging them. Since humanity is a young race, proper guidance from their elders and betters may yet learn them to temper their instinctive boldness with caution.» - Thiela Leafhelm, mirdain officer

Races of Darkfall Dwalves of Dvergheim

Like axe-bristling avalanches, dwarven legions surge across Agon's battlefields, neither wavering nor resting until victory is secured. At any stage in any battle, no matter how ridiculous the odds may be, dwarves believe - with unblinking certainty - that they will prevail through superior skill, rock-hewn strength and indomitable bravery.
Today, the dwarves are nearing the final page of the book of instructions, which is said to contain a special task that Ymir believed the dwarves would only be ready for after 20,000 years of preparation.
Grim-faced, iron-strong and unshakable in courage and convictions, dwarves are trueborn children of the mountains. They are an introspective and taciturn race who scorn all gods in preference of a multi-millennial path to perfection that was laid out by the legendary founder of their nation.

DvergheimThe dwarven homeland lies in the central northern part of Agon's main continent. Beyond its western borders lie the mahirim Tribelands, while the orkish nation of Morak lies to the east. To the northwest, across the storm-blasted Sarthan Sea, lies the ice continent of Niflheim, where dwarf clans have long struggled for supremacy with mahirim forces. Currently, however, all settlements on Niflheim face a grievous threat in the shape of Illgarm, a demon whose campaign of conquest seems unstoppable.
Dvergheim itself is a mountainous land, where glacier-fuelled rivers have carved narrow valleys through towering, snow-peaked massifs. Tall pines grow in the fertile valleys, which are farmed by the gnomes, a peaceful people who - by ancient accord - enjoy dwarven protection in exchange for produce.
Dvergheim's remote valleys are home to the svartdvergir, a group of dwarves who strayed from Ymir's Path and fell under the influence of a malevolent deity. Marrow-wrung and horribly changed by their sinister master, the svartdvergir are a threat to all who travel in Dvergheim's peripheries. Ymir's TearThe dwarven capital lies within an enormous, dwarf-made cavern, deep under the jagged peaks of central Dvergheim. Its name derives from a huge rock formation in the center of the cave, where clusters of stalagmites and stalactites have joined to form a gargantuan, vaguely tear-shaped pillar that reaches all the way from floor to ceiling. A tamed river encircles Ymir's Tear, driving the wheels of its forges and factories.
To remind the dwarves that their final destiny lay outside their underground fastnesses, Ymir decreed that that the night sky be recreated in the ceiling over the capital. Almost 20,000 years later, luminous gems and crystal formations still shine over Ymir's Tear, accurately depicting the night sky as it was in Ymir's day.
Near Ymir's Tear lie three villages in which dwarven adventurers start their careers. Hammerdelve to the north is a heavily fortified army stronghold that lies in the middle of a scenic mountain lake. A river of lava runs through Valfather's Edge to the southeast, and its forges are the only place in the world where the famous dwarven Ildhammers may be made. Eirhjelm to the west is famous for both its rich mines and its beautiful scenery.

Culture and religionThe dwarves follow the teachings of Ymir, a legendary mastersmith who forged many of Dvergheim's greatest wonders, as well as the nation itself. Ymir spent his final years writing a book that laid out a detailed, step by step plan for the next 20,000 years of dwarven civilization. Ymir's teachings told the dwarves what to strive for, what to practice and what to create, and he told them how and when they should approach each task.
Ymir's goal was to create a perfect race and a perfect nation for them to live in. Today, the dwarves are nearing the final page of the book of instructions, which is said to contain a special task that Ymir believed the dwarves would only be ready for after 20,000 years of preparation.
At this critical juncture in Dvergheim's history, a young and energetic king is challenging the traditional interpretations of Ymir's teachings. Although this is almost unthinkable, some even whisper that King Sigurd Greyfell questions the very teachings themselves.
Movers and shakersPlayers may choose to immerse themselves in a nation-shaking series of events that take place as the dwarves enter the final phase of their racial mission. Primarily, players participate through quests given by six powerful factions that dominate Dvergheim society.
The mastersmiths of the Mithril Forge have long been the power behind Dvergheim's throne. The present king, however, has moved the kingdom in a more technocratic direction, focusing on feats of engineering and on improving the bureaucracy. This means that power is drifting away from the Mithril Forge, and they deeply resent that fact.
The Voice of Ymir is a sprawling bureaucracy dedicated to ensuring that Ymir's commands are interpreted correctly, and that the dwarves stay on his Path. Currently, the Voice is being hijacked by the ambitious King Sigurd, who secretly cares little for the Path, but who wishes to use the bureaucracy (and its large corps of engineers) for his own purposes.
The Order of the Axe are knights sworn to removing all obstacles to the racial progress of the dwarves. The agents of this semi-official Order also deal with rogue dwarves, and they are frequently sent on missions behind enemy lines.
Oldest and wealthiest of the dwarven merchant houses, the Five Beards Trading Company sends traders, explorers and caravans to all but the most obscure and dangerous of Agon's regions. For centuries, Five Beards has enjoyed a near monopoly on trade with Ymir's Tear, but in recent years, King Sigurd has opened up the market for competition. As a result, Five Beards is looking for new markets in which to profit.

What makes the dwarves special?Nature has endowed the dwarves with enough physical endurance to match their mental tenacity. They have an aptitude for forgecraft, and dwarven mastersmiths create some of Agon's finest weapons and suits of armor. Only dwarven smiths have mastered the art of making the Ildhammer, a runebound magical weapon that primarily consists of ever-molten lava.
Dwarves ride massive, muscle-bound mountain beasts called garmir, which are larger, fiercer cousins of musk oxen. Garmir fight by raising their heads and bodies up to gain momentum before hammering down onto the enemy. The dwarves enhance this attack by attaching thick iron plates to the garmir's bone forehead plates.
Though they tend towards isolationism, the dwarves maintain cordial relations with the mirdain and friendly relations with the humans, who they respect for their industry, ambition and initiative. Dwarves may form or join clans that also include members of these two races.
How dwarves see the world"Celestial dragons in Yssam; Illgarm's conquests in Niflheim; and the rise of that damnable mage Synochus in the heartland... What goes on beyond Dvergheim's borders shouldn't concern us overmuch. We must maintain an ironclad focus on Ymir's Path."- Halvgeir Icecrown, Voice of Ymir bureaucrat
"We act as one, work as one, and strike against our enemies like a single, unstoppable storm blast from the mountains. The strength of the dwarves comes from our monolithic, eternal unity."- Sigthor Grimshield, Order of the Axe knight
"They may be an arrogant bunch of pointy-eared poseurs, but the mirdain are valuable, battle-proven allies of the dwarves. Though they prance about in forests during peacetime - pollinating flowers or whatever it is they do - the mirdain can always be trusted to act swiftly and decisively against our shared enemies."- Ingard Stonehand, smith of the Mithril Forge
"The humans are sometimes led astray by the manipulations and cod-prophetic cacklings of their much too powerful priests. That said, they are an industrious and resourceful race, whose formidable armies are Agon's second strongest bulwark against evil. When a large group of Mercian knights thunders across the battlefield - hundreds of pounding hooves raising an infernal roar - it is almost enough to impress a dwarf."- Ragnar Winterward, Royal Army officer

How others see the dwarves:"The dwarves have achieved much through sheer, bone-headed perseverance, but now is the time to lay down that pickaxe and think things through. Already valuable allies, their battlefield performance would improve further if they assumed their natural place in the chain of command - as brave soldiers led by brainier, more tactically astute mirdain officers."- Ilitha Duskheart, Mirdain diplomat
"For thousands of years, the dwarves have obediently followed the schemes of history's greatest control freak. They bring that same unthinking, bloody-minded determination to the battlefield, and a dwarven legion is a force to be feared by anyone. As individuals, dwarves are honest, fearless and utterly dependable. I would trust my dwarven clanmates with my life."- Withgar Ashgate, human clan leader
"Filthy maggots who have crawled out from under some northern rock. The dwarves are pathetically naïve bearded morons, who will be outflanked, out-maneuvered and outfought by the alfar as we cleanse the world of their sweaty presence."- Khaldak Deepspire, alfar warrior
"The dwarf is good in a crowd, but separate him from his flock and he becomes quivering prey, ripe to be butchered by physically superior mahirim warriors."- Anyna the Black, mahirim huntress
"Oops, I didn't see you there, little fellow. Dwarves always make me laugh with their angry faces and stunted, hairy bodies. Magnin... Maganimou... Nice in victory, we will allow the surviving dwarves to slave in our mines after the Big Burning."- Tolkun Breakskull, orkish slavemaster

Races of Darkfall Alfar of Nagast

Alfar of Nagast

No trace of kindness exists in the world of the alfar, a race whose minds were shattered and then erratically rebuilt by a cruel and insane deity. To the alfar, pleasure is derived from the suffering of others, and the only impulse that can override their urge to torture and destroy, is a marrow-seated need to please their god-king.
Like poison darts, alfar night raiders strike deep into the lands of the foreigner. Appearing out of nowhere, they cut bloody swathes of death and destruction, before vanishing just as tracelessly as they came. To their victims, it seems like the night itself shapes the alfar, then dissolves them again when their butcher's work is done.
In combat, alfar are hate-fuelled killing machines, whose unshakable bravery and great skill makes them feared opponents. Their character has a strong streak of individualism, however, and unless orders are perceived as the will of Melek, alfar warriors are reluctant to follow any grand plan or strategy. As soon as battle is joined, each alfar tends to fall back on his own murderous instincts, or to fight alongside a small, tightly-knit group of raiding comrades.
NagastThe alfar homeland lies in the southern part of Agon's main continent, with the human realm of Mercia to its east and the mirdain Forest Republic to the west. To the southwest, across the Ruby Sea, lies the desert continent of Rubaiyat and the mist-covered, pirate-controlled Silkveil Islands. To the north, the Pall of Synochus spreads across Agon's heartland, threatening to devour everything around it, including the northern regions of Nagast.
Much of Nagast consists of cragged badlands where outsized mushrooms and black-leafed trees grow among broken rocks and spire-like mountains. The spell-irradiated soil of Nagast has a purple cast to it, and very little that is edible grows in it.
The alfar dislike sunlight, and many of their cities are built at least partially underground. In some cases, the residential parts of towns are subterranean, while businesses and administrative structures stand aboveground. Many important structures, such as mushroom farms and manthe-web weaving mills are by necessity built in the underground sections of alfar towns.
Enemies: The SeveriiScattered throughout Nagast lie the fortified cities of the Severii, a militant race who ruled the region long before the ascent of the alfar. The Severii worshipped a skeletal dragon god called Cyriacus, who lured them into accepting his gift of undeath so that they could worship him forever. Though millennia have passed, and though the alfar have killed each of them a hundred times over, the Severii still rise every night to walk the cities which they inhabited in life. At regular intervals, Cyriacus manifests on Agon to lead his undead worshippers on rampages which even the alfar fear.
Enemies: The NaedhraDuring his initial breeding of the alfar, Melek experimented with many different genetic configurations. Some of these breeds were more physically exotic than the end result, while others were driven utterly insane by Melek's mind-tinkering. Tribes of mutant alfar - called Naedhra - still thrive in Nagast's most distant cavern systems.
Enemies: The slave armyAs play starts, Nagast is in the middle of a large-scale slave rebellion led by an escaped mirdain called Cerulean. Thousands of slaves have fled from their owners to join Cerulean's army, which has already defeated two hastily assembled alfar task forces. Some say Cerulean is making for Mercia and freedom, others say he plans to march on Aphelion itself.
AphelionThe alfar capital lies along the shores of a large, maelstrom-wracked underground lake called the Throat, which is fed by a waterfall cascading down from the ceiling and by two swift rivers which flow in from neighboring caverns. No water can be seen to escape from the wildly churning lake, which is assumed to be connected to some unexplored lake system deep within the heart of Agon. Though many have been thrown into the Throat over the years, none have ever returned to report on what it feeds into.
Melek himself dwells in the Towers of Silence, which hang dramatically over the waters of the Throat. Made from hollowed-out stalactites which encircle a hole through which a waterfall plummets, the Towers are only connected to the town below by a single, heavily guarded teleportation portal.
Aphelion lies in a damp and verdant cavern system, the walls and ceilings of which are covered by mosses and fungi. A forest of giant mushrooms dominates one of the caverns to which Aphelion is connected by river-carved tunnels, while another is home to a manthe spider-web weavery where clothes and light armor is made.
Culture and religionThe will of Melek is the only law in Nagast, and though his edicts may seem contradictory and strange, all alfar do their utmost to follow them, often without any explanation whatsoever. Even though he is quite insane, Melek is a brilliant strategist, who immerses himself in ambitious long-term plans for the alfar race and for Agon in general. In fact, his work on these schemes tend to engross him completely for long periods of time, leaving the alfar to their own administrative devices. Since many alfar refuse to recognize any other authority than Melek, alfar society tends to be strife-torn and fractured during Melek's retreats.
Melek has no use for the inept, the slothful or the merely competent, and Nagast society revolves around a constant process of god-controlled selection, in which the strong and resourceful thrive, while the weak or stupid are weeded out and killed. Melek's program of eugenics is the chief responsibility of the Horned Circle priesthood, who are intimately familiar with his criteria for selection.
Movers and ShakersLike everybody else, Melek was surprised by the sudden appearance of the Shining Spear comet, which is currently making its way across Agon's night sky, dripping golden meteorite-sparks which - with unerring accuracy - strike Nithrôn ruins below. Melek has retreated to his laboratories where he is researching this strange development, and as a result, Nagast is entering one of the retreat-periods in which various factions struggle for control in the god-king's absence.
The Unseen Radiance is a group of Deathless Mages who have served Melek since the dawn of alfar history. Though quite loyal, their necromantic pursuits and obsessions sometimes leads them down strange paths which lie beyond the ambitions of the god-king. In periods of Melek's Retreat, they sometimes work quite openly on furthering their own depraved agendas.
The Horned Circleare Melek's priesthood, and the closest thing Nagast comes to having a permanent administration. In the interest of creating a stronger race, the Horned Circle have the power to sentence failed individuals to death, and - perhaps needless to say - they sometimes abuse this power quite grievously during periods of Retreat.
Named for one of Melek's most prized possessions, the Night Scepter is an order of knights dedicated to the annihilation of Melek's enemies inside Nagast, such as monsters, naedhra mutants, and the slave army which currently threatens to plunge the nation into anarchy.
The Salient Shadow is an elite unit of the alfar army which is dedicated to launching the most daring and devastating raids possible into enemy lands. Sometimes the Salient Shadow will recruit outside groups and clans to aid them in their most audacious missions.
What makes the alfar special?All alfar magic emanates from Melek. Due to the god-king's unpredictable nature, this power fluctuates somewhat, and every time an alfar casts a spell the results vary slightly. Alfar are born with a certain aptitude for the magical arts and tend to excel in them.
The alfar ride shulgan drakes, which are - in essence - small, wingless dragons. Small stumps on the flanks indicate that shulgans were able to fly not all that many generations ago, before they adapted to an underground existence. Drake claws are exceptionally large and viciously curved, as if adapted for digging. The eyes of drakes, which are bulbous and milky white with no visible pupils, give off a soft eldritch glow in darkness. In combat, drakes breathe fire on opponents, while swinging out with their tail against opponents at their the rear. Drake tails have an sharp, obsidian-like ridges which make them very effective as slashing weapons.
Only alfar mastersmiths may craft Ilshards, which are halberds made from a shiny and smooth metal which resembles the exoskeleton of a Black Widow spider. The Ilshard's long handle, which is modelled on the leg of the same spider, is subtly segmented and hooks slightly inward at its blade end. The hooked handle ends in a wicked point which resembles a poison stinger. The Ilshard's owner will frequently treat this point with debilitating poison before entering battle.
The alfar feel a deep-seated hatred for all other intelligent forms of life, and it is difficult for them to enter even the most temporary of alliances with members of other races. Though not restricted from forming clans with members of other races, such endeavours are made unlikely by the loathing which alfar feel for non-alfar individuals.
How the alfar see the world:"Melek will suck the sun out of the universe and pluck the stars from the firmament. The pitch-black night of his creation will last for ever, and it will be a hell on Agon for all but the alfar."- Srinah dun Anshar, Unseen Radiance archmage
"The night like a veil around our silently moving shapes… The lights from a plump, dozing village just ahead… The smell of freshly spilled blood and burning thatch…There is nothing else in life that can compare with the joy of a successfully staged raid.- Elthar Ghostshroud, Salient Shadow raider
"Mahirim dogs, orkish swamp rats, human dung eaters, dwarven maggots who gnaw at the roots of mountains... in the end it makes little difference - they are all soft, and their lands are ripe for plunder."- Shulhek bel Meaghra, alfar soldier
"Melek's will is the whole of the law, and the whispers from him are the only commands I follow. So-called priests who try to tell me what to do will die for their insolence."- Taesih Deepforest, Night Scepter operative
"We alfar are an embattled race, alone in a world full of loathsome enemies. If we face this hateful world as individuals we will surely fail, but nothing can stop us if we stand together ."- Neadak Haernshadow, Horned Circle priest
"We will round the mirdain up like sheep, hang them from the walls of our caverns, and torture them for ever. They are an utterly despicable race who are not even worthy of death."- Alguhm Iceglow, alfar clan leader
How others see the alfar"Though it saddens me to say so, Melek's corruption runs so deep in the alfar that they are beyond redemption. A world cleansed of alfar would be a much safer place for everybody else."- Eirith Windsinger, mirdain diplomat
"Evil to the core, both the alfar and their deranged god will wither away into nothingness when the divine Truth is revealed to them, via sharp Mercian steel."- Anthony Bealburn, human White Order paladin
"The alfar may be small-statured, but they are elusive and their weapons have a nasty sting. In fact, an adult alfar is one of the most challenging prey-creatures a hunter can face."- Yndan the Able, mahirim elder
"When I catch those nasty little batlings that stole our food, they will get the thrashing of a lifetime!"- Dultanak Fireshield, orkish warrior

Wednesday, January 21, 2009

This is Darkfall Powerleveling

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