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Races

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*'''Alfar:''' The [[Shulgan Drake]]
*'''Alfar:''' The [[Shulgan Drake]]
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== The Humans of Mercia: == Judging by the current polls [[Humans]] will be the most played race in Darkfall.  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 allied with the Dwarves and the [[Elves]], and are enemies with the Mahrim, Orks, and Alfar.
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== The Humans of Mercia: ==
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Judging by the current polls [[Humans]] will be the most played race in Darkfall.  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 allied with the Dwarves and the [[Elves]], and are enemies with the Mahrim, Orks, and Alfar.
*'''Humans:''' The [[Warhorse]]
*'''Humans:''' The [[Warhorse]]
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== The Mirdain of the Forest Republic: == The [[Mirdain]], also known as Elves, 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. The Mirdain are strong allies to the Humans of Mercia and Dwarves of Dvergheim.
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== The Mirdain of the Forest Republic: ==
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The [[Mirdain]], also known as Elves, 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. The Mirdain are strong allies to the Humans of Mercia and Dwarves of Dvergheim.
*'''Mirdain:''' The [[Aerdin Cat]]
*'''Mirdain:''' The [[Aerdin Cat]]
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== The Dwarves of Dvergheim: == The [[Dwarves]] prefer to live underground, away from the troubles of the surface, but recently their capital has begun to expand upward and there are a few settlements on ground level.  Dwarves are allied with Humans and the Mirdain, but enemies with Orks, Mahrim, and Alfar.
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== The Dwarves of Dvergheim: ==
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The [[Dwarves]] prefer to live underground, away from the troubles of the surface, but recently their capital has begun to expand upward and there are a few settlements on ground level.  Dwarves are allied with Humans and the Mirdain, but enemies with Orks, Mahrim, and Alfar.
*'''Dwarves:''' The [[Garmir]]
*'''Dwarves:''' The [[Garmir]]
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== The Mahirim of the Tribelands: == A fierce race of predators from the untamed wilds of the Tribelands, the [[Mahirim]] are a race which still seems 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. Given their long history of war-like tendencies and their somewhat arrogant nature, the Mahirim have few friends. They do however have a small degree of respect for the Orks, who are equally warlike and capable warriors.
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== The Mahirim of the Tribelands: ==
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== The Orks of Morak: == Until very recently the [[Orks]] used to roam the swamps like the [[Goblins]] do now, no permanent settlements, no civilization, spending their time either hunting or at war.  But an evil deity has tamed the Orks and taught them how to build cities and enslave workers, the modern day Orkish society is built on the slavery of the goblin people; the goblins do all the manual work for the Orks.  The Orks have also enslaved an evil cult of Dwarves who are kept in much better conditions and design buildings and weapons for the orks.  The Orks believe that one day their God will rise from the Volcano and kill all non-orks, because of this they are enemies with the Humans, Elves, Dwarves, and Alfar but they do respect the Mahrim and can work with them.
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A fierce race of predators from the untamed wilds of the Tribelands, the [[Mahirim]] are a race which still seems 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. Given their long history of war-like tendencies and their somewhat arrogant nature, the Mahirim have few friends. They do however have a small degree of respect for the Orks, who are equally warlike and capable warriors.
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== The Orks of Morak: ==
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Until very recently the [[Orks]] used to roam the swamps like the [[Goblins]] do now, no permanent settlements, no civilization, spending their time either hunting or at war.  But an evil deity has tamed the Orks and taught them how to build cities and enslave workers, the modern day Orkish society is built on the slavery of the goblin people; the goblins do all the manual work for the Orks.  The Orks have also enslaved an evil cult of Dwarves who are kept in much better conditions and design buildings and weapons for the orks.  The Orks believe that one day their God will rise from the Volcano and kill all non-orks, because of this they are enemies with the Humans, Elves, Dwarves, and Alfar but they do respect the Mahrim and can work with them.
*'''Orks:''' The [[Death Pig]]
*'''Orks:''' The [[Death Pig]]
===Racial Allies===
===Racial Allies===
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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 will prevent players from sustaining alignment penalties associated with killing friends and allies as well. It is also possible for two racial enemies to ally together. However, the NPC's will behave according to their racial rules, and thus will react with hostility to racial enemies even if they are allied with that clan.
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 will prevent players from sustaining alignment penalties associated with killing friends and allies as well. It is also possible for two racial enemies to ally together. However, the NPC's will behave according to their racial rules, and thus will react with hostility to racial enemies even if they are allied with that clan.

Revision as of 20:28, 23 November 2008

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