Racial war

six races,
three alliances:
a world of possibilities!

  • Choices and consequences

    A character’s alignment represents its standing with its racial faction.
    All characters start being blue (positive alignment), and all negative actions towards allied players will result in losing alignment and becoming red.
    On any loss of alignment, a character’s track record is reset to zero, more than halving any quest rewards for multiple weeks.Once a character’s alignment becomes negative, it loses access to the safety of racial cities and becomes a free target for everyone.
    You are free to rob, kill and plunder, but prepare to face the consequences!

  • The races of Agon

    Darkfall: New Dawn pits three racial alliances over the control of Agon.
    In traditional heroic fantasy fashion, Humans, Elves and Dwarves are allies, facing Mahirims (a race of wolfmen) and Orks. Standing on their own, the Alfars: the cave dwelling creations of a living god.
    These three alliances are asymmetrical which you’ll need to consider when choosing your race.

  • A.R.A.C

    If your clan can’t agree on which racial alliance to pick, you can form “All Races, All Classes” clans, aka ARAC clans.
    Beware, members of such a clan will be considered traitors to their races!

The Humans of Mercia

Having the shortest life span of all races, the Human of Mercia are, by nature, highly resourceful, adaptive and face each and every challenge with a fierce determination. Thriving in trade and all things mercantile, the Mercians have built the most affluent empire on Agon. Their home cities lie amongst the verdant fields and forests of southeastern Agon, among the ruins of the long lost empire of Chal d’Ela. With their incredible versatility of mind and body, humans are the jack of all trades.

The Mirdain of Mirendil

The ancient Mirdain are an elven people who reside among the giant trees and sweeping valleys of southwestern Agon. The diplomatic elves prefer subtlety to open warfare, but when conflict is the only option, the Mirdain fight with an innate grace and fluidity, moving through battle like a leaf in the wind, striking their enemies with lightning precision. The grace and ancient beauty of the Mirdain is matched only by their endless patience. They consider a good plan executed immediately to be prone to failure…
Victory is the perfect plan, executed in the perfect moment.

The Dwarves of Dvergheim

Excelling in all things techno-magical, the ancient wisdom of the Dwarves dates back to the earliest days of Agon. This nation of stout warrior-engineers follows the ancient teachings of the Mastersmith Ymir. In his final days, he laid out a 20,000-year blueprint detailing each step the Dwarven civilization should take to elevate itself above all others. Today there is but one final page of this blueprint to complete. The rock-hewn strength and earthen wisdom of the Dwarven people is a combination that makes them formidable allies, and incredibly fearsome enemies!

The Mahirim of the Tribelands

The wolf-like Mahirim combine the instincts of the natural hunter with a fierce spirituality that makes them a truly proud and formidable race. Having emerged into civilization only recently, these lupine hunter-warriors built their society among the plains and steppes of northwest Agon in the area known as the Tribelands. The origins of Mahirim society are shrouded in mystery and a subject most Mahirim will react to with violence. While truly imposing and impressive in size, the Mahirim hunter is a swift and deadly shadow, and his prey almost always… too slow.

The Orks of Morak

With a bestial strength and volatile temper unmatched by any other race, an irate Ork is one of the most fearsome sights on Agon. With active volcanoes to the north, and putrid swamps to the south, the Orkish lands of Morak are a perfect reflection of their natives, fiery and unforgiving. The Orks value might above all, living in a constant state of war with the humans and dwarves bordering their homeland. To the Orkish mind, might truly makes right… and the rest can burn in the fires of the Great Dragon.