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Fast Facts
Name:
Darkfall
Acronym:
DF
Developer:
Aventurine SA
Publisher:
Release Date:
TBD
Country:
Greece
Genre:
RPG
ESRB Rating:
Rating Pending

Warcry's Darkfall Beastiary

Old and possibly unreliable information no longer available on the offical website is shown below.

For information that is the most current click here.

Cultist
In the wild peripheries of the Tribelands, renegade mahirim tribes worship a wild and malevolent deity. The Moon-Beast is an ancient god of the hunt and lunar-induced bloodlust. His worshippers practice blood sacrifice and will hunt down all sentient beings who trespass on their territories. The cultists seek a return to the ancient ways, when the mahirim were fierce predators who followed migrating herds of prey across untainted plains. They use weapons, armour and equipment which were common several centuries ago, before the civilizing influence of Red Moon took hold among the mahirim. The recent surge in Cult activity has been ascribed to the influence of a leader called Ionna the Tall, who has established a hidden Cult headquarter called Silverclaw somewhere near the Mirendil border.
Minotaur
This exceptionally vicious race of raiders and warriors inhabit the twin wastelands of Ochre and Cairn. They build nothing and make nothing, but use equipment stolen from others, and live in houses from which the original inhabitants have been purged. Minotaurs stand approximately three meters tall, horns included. Their head is that of a bull, while the neck and torso are human. Most parts of their legs are human-like too, but their feet are the cloven hooves of an animal. If possible, minotaurs start combat by charging into their opponents, dealing as much damage as possible with their large horns. From then on, they rely on their massive, two-bladed axes.
Cairn Giant
These giants are even more dim-witted than other giants, and just as cruel and warlike. They live on the sun-baked and wind-plagued wasteland continent of Cairn, where they subside on whatever they can scavenge, kill or plunder. Cairn Giants are free-roaming nomads, setting up camps wherever and whenever they feel like it. Standing around three meters tall, Cairn Giants are extremely muscular, displaying none of the chubbiness of their mainland relatives, the ogres. Cairn Giants have no body hair, and their bodies are protected by dirty, inexpertly made hide armour. These giants are vicious brutes who raid their neighbours for foot and booty. They lead lives of constant fighting, and when they aren’t raiding, they are engaged in wars with neighbouring giant tribes and their ancient archenemies, the minotaurs of Cairn.
Gnomes
While their skills as jewel cutters and artists have taken the gnomish people to every corner of Agon, their true home remains the river-valleys of Dvergheim. They farm the fertile soil of the mountain kingdom, under the protection of its dwarven rulers. Gnomes rarely stand taller than 110 cm, but their bodies are robustly built, and are well suited to the hard work of stone-clearing, ploughing and tilling the mountain-fields of Dvergheim. Like dwarves, they are paragons of endurance, who routinely work all day without pause. Gnomes are peaceful folk, who avoid violence if at all possible. If attacked, they usually try to flee back to their village, and they will only defend themselves – with knives and short swords – if cornered.
Sadayel
Under the influence of a god called Draupnir, the lizardmen of Morak have developed intelligence and a primitive form of civilization. Draupnir hopes that the Sadayel will one day counterbalance the growing power of the orks, who worship his mortal enemy, Azhi Dahaka. The Sadayel closely resemble their duller cousins, the ordinary lizardmen. Their skin is a much lighter shade of green, however, and unlike lizardmen, the Sadayel have a protruding, jagged spinal ridge that runs from their tails to their foreheads. In honour of their god, the Sadayel wear feathered headpieces, and decorate their shields and spears with the feathers of colourful birds. The Sadayel are mediocre fighters but excellent spellcasters. Therefore, their basic tactic involves fighters protecting spellcasters while the latter bombard the enemy with magic.
Gnoll
The fierce, hyena-like gnolls are an ancestral enemy of the mahirim. They live in roving, migratory packs, which survive by a combination of hunting and raiding. Unless severely outnumbered, gnolls attack mahirim on sight. While brutish and primitive, the gnolls have mastered the use of simple tools and weapons. Their favoured weapons are clubs equipped with viciously jagged spikes fashioned from arrowheads, broken blades and, in a pinch, sharp rocks. Gnolls occasionally use more effective weapons that are scavenged from victims. The gnolls are smaller of stature than the mahirim, with the average individual standing approximately 190 cm tall, but they are equally as powerful of build. They always hunt in packs, usually led by a highly proficient hunter.
Djeer
This creature is a twisted desert echo of the centaur. It has the hindquarters of a scorpion, but a short, muscular human torso protrudes where its head and claws should be. The human part of the Scorpio is bronze-skinned and hairless, with white eyes that seem to stare blindly at opponents. The scorpion part of the creature is a yellowy brown. Its stinger shoots over its shoulder, stretching like a whip, and imparting venom that is just as dangerous as that of the Giant Scorpion. Additionally, the djeer tend to wield one short sword in each hand. Djeers attack and kill travellers for their meat. They tend to live in desert oases, or in caves which offer shelter from the worst of the midday sun.
Black Knights
Malaut's Black Knights are hell-spawned spirits that are bound to outsized, humanoid-shaped suits of platemail. Their home is the Shadelands, the decadent half- dimension of the demon prince Malaut, and they are summoned to Agon by the Demon Prince's foremost servants, the Below. Black Knights wear suits of armour that are decorated with etched depictions of Malaut's symbol, the red crown. They stand three meters tall, and wield black swords that are too heavy for any mortal. Thin wisps of smoke issue slowly from their visors. Black Knights are the elite soldiers in the armies of Malaut. They stand guard over his temples, serve as bodyguards to the Below, and champion the faith against its enemies. They follow the orders of Below to the letter, and they never retreat or surrender.
Deathless Mage
Preserved by forbidden rituals and the power of their own magic, Deathless Mages extend their lives for centuries. The cost is terrible, however, and they live on as twisted and tortured versions of their former selves. Some flesh still clings to the bones of Deathless Mage, hanging in stripes and slivers from otherwise exposed skeletons. Their heads are slightly better preserved than the rest of their cadavers, with entire patches of face still covered in half-rotted flesh. Instead of eyes, however, spots of red light shine inside empty eye-sockets. Deathless Mages wear flowing black cloaks and wield bone staves on which human skulls are mounted. All Deathless Mages are highly experienced and intelligent magic users. They tend to surround themselves with minions, and they boost themselves with spells when informed that enemies are approaching.
Svartdvergir
The Svartdvergir are close relatives of the Dvergheim dwarves, with whom they share a common heritage. The societies and culture of these two subterranean races are also quite similar, but a long history of hatred, and the will of a sinister deity, drives them apart. The svartdvergir live austere, hard-working lives, and believe that laughter, beauty and all forms of entertainment are evils to be shunned. This belief is originates with Heimar, the god whose priests are the leaders of all their communities. A grown svartdvergir is approximately the same height as a Dvergheim dwarf. They are less stocky than their cousins, however, and do not share their prodigious strength. All svartdvergir have pale skin and raven-black hair, and they tattoo their hand and faces with shapes and sigils sacred to Heimar.

 

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