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Darkfall Geography Guide

Welcome to our third Darkfall guide. This one deals with the world of Agon, and like our other two guides on races and trade skills, we've put it together specifically for those of you who want to go into the game feeling like you have a handle on the way things work, a "leg up" if you will, on the countless thousands of "noobs" wandering aimlessly around looking for something to hack away at. In this guide you will find an overview of each of the major areas on the big continent, their principle cities and starter towns, as well as a section on the little-known islands. As always our information is carefully sourced, in this case almost exclusively from the official site. Note: I regret that there is less information available about some areas than others, but you can complain to the dev's about that, all I can give you is what I can find :) Also, the name of the Alfar capital seems to have been changed since the map was put out, as well as possibly the names of the human starter towns. Enjoy!

I. WORLD OF AGON OVERVIEW

II. THE MAINLAND

       1. Mercia---Human Homeland
            a. Sanguine (Capital City)
            b. Sandbrook (Starter Town)
            c. Heart of Eanna (Starter Town)
            d. Monkfield (Starter Town)

       2. Nagast---Alfar Homeland
            a. Aphelion (Capital City)
            b. The Throat (Lake)

       3. Mirendil-- Mirdain Homeland
           a. Charybdis (Capital City)
           b. King's Holdfast (Starter Town)
           c. Leafhelm (Starter Town)
           d. Beladin's Rest (Starter Town)
           e. The Elemental Regions
               I. Northern Erinthel
              II. Northwestern Alyani

       4. Tribelands---Mahirim Homeland
           a. Red Moon (Capital City) 

       5. Dvergheim----Dwarven Homeland
           a. Ymir's Tear (Capital City)
           b. Hammerdelve (Starter Town)
           c. Valfather's Edge (Starter Town)
           d. Eirhjelm (Starter Town)

       6. Morak----Ork Homeland
           a. Flaming Skull (Capital City)
           b. New Flayed Elf (Starter Town) 
           c. Metal Heart (Starter Town)
           d. Chopping Necks (Starter Town)
       
       7. The Central Region----"No Man's Land" 

III. THE FOUR SUBCONTINENTS
       1. Niflheim
       2. Yssam
       3. Cairn
       4. Rubaiyat

IV. THE ISLANDS


 
 

The world of Agon is MASSIVE. It's really, really huge. The huge mainland contains all the homelands of the six races, as well as a central "no-man's-land" populated by monsters, sorcerers, and dragons. Then there are the four large subcontinents and countless smaller islands throughout the seas. All of that land will be open to exploration, and all of that water, too! 


 
1. MERCIA



Terrain Types and Features: Rolling grassy hills, thin deciduous forest, numerous lakes, the Eanna river 
Coastline: Sanguine Bay, Sea of Morgaine, Silver Sea
Monsters: Black KnightsServants of MalautDevilsRed DragonForest GolemsGiant SpidersGoblinsLionsZombies

Cities and Towns

a. Sanguine (Capital City): known as a green and pleasant city, with several squares and parks. It is situated on a high plateau surrounded by plains in southern Mercia, not far from Sanguine Bay. 

b. Sandbrook (Starter Town): Located south of Sanguine. A logging community on the banks of a small river, surrounded by ancient ruins.

c. Heart of Eanna (Starter Town): East of Sanguine. A busy port for foreign trade. 

d. Monkfield (Starter Town):  West of Sanguine. A mining town. 






2. NAGAST



Terrain Types and Features: Rocky badlands, mountains, thin forests of black-leafed trees, subterranean mushroom farms and dwellings
Coastline: Ochre Bay, Sea of Horns, Ruby Sea
Monsters: SarlidsDevilsRed DragonGiant SpidersGoblinsLionsZombies, Neadhra (mutant Alfar) Severii (undead) 

Cities and Towns

a. Aphelion (Capital City): Aphelion is a very unusual city, tucked into a deep fungus-covered cavern on the shore of an underground lake fed by a waterfall and two underground rivers.

b. The Throat (Lake): This lake is at the center of alfar life. It is an underground lake that is in constant turmoil, churning under the falling waterfall that feeds it. The cruel alfar god Melek lives in the Towers of Silence, which are a group of stalactites hanging above the Throat.






3. MIRENDIL



Terrain Types and Features: Primarily deep forest, several mountain chains, lakes and rivers including a large river called the Irthan, wetlands, sacred springs
Coastline: Ochre Bay, Hall of Shades, Mirror Sea
Monsters: Centaurs,  DevilsRed DragonForest GolemsGiant SpidersGoblinsZombies, Beastmen, Forest Prophets

Cities and Towns

a. Charybdis (Capital City): Charybdis is a city built into the trees on either side of a great river. It is very vertical in design, but remains easily accessible due to a network of stairs, bridges, and even elevators, and the fact that the higher levels are generally reserved for residences while important businesses tend to be closer to ground level.

b. King's Holdfast (Starter Town): Bounded by three small rivers and home to a very important sacred spring. 

c. Leafhelm (Starter Town): A mountain city built on several plateaus. 

d. Beladin's Rest (Starter Town):  Built under the largest tree in all of Agon.

e. The Elemental Regions: Strange areas of Mirendil which are connected to elemental zones by something called vortex-portals. These portals allow the entrance into Mirendil of elemental matter, weather, and monsters from that elemental plane. Two such regions that are well-known are:
         
          I. Northern Erinthel---an arctic zone
         II. Northwestern Alyani---a zone dominated by firestorms






4. TRIBELANDS



Terrain Types and Features: Rolling hilly plains, with large, sparse deciduous forests covering some areas.
Coastline: Sarthan Sea
Monsters: Centaurs, Forest Golems, DevilsRed DragonGiant SpidersGoblinsZombies, Gnolls, Moon Cult

Cities and Towns

a. Red Moon (Capital City): Red Moon is distributed across an island chain in the center of a large lake. It is a city of low wooden buildings dominated by the bizarre Moontower.





5. DVERGHEIM



Terrain Types and Features: Cold northern country dominated by mountains, glaciers, and deep pine forest
Coastline: Serpent's Hollow, Emerald Sea
Monsters: SvartdvergirDevilsRed DragonForest GolemsGoblinsZombies

Cities and Towns

a. Ymir's Tear (Capital City): Ymir's Tear, is nestled deep in a dwarf-made cavern at the heart of the mountains. A river runs through it, powering the forges and factories that bring the dwarves their wealth.

b. Hammerdelve (Starter Town): North of Ymir's Tear. A heavily fortified army base that lies in the middle of a mountain lake.

c. Valfather's Edge (Starter Town): Southeast of Ymir's Tear. A river of lava flows through it, and it contains the most famous forge in Agon.

d. Eirhjelm (Starter Town):  West of Ymir's Tear. A scenic mining town. (Yeah, I'm skeptical too.)






6. MORAK



Terrain Types and Features: Primarily swampland, jagged rocky areas, active volcanoes and lava streams.
Coastline: Sea of Sharks, Sea of Morgaine
Monsters:  
Sarlids, Giant SpidersDevilsRed DragonGoblinsZombies
, Sadayei (lizard men) Akathar (bird men)
Cities and Towns

a. Flaming Skull (Capital City): Flaming Skull, lies next to an active volcano of the same name, the constant eruptions covering the ground and filling the sky with ash. The pyramidal Great Stairs at the heart of Flaming Skull are the site of daily sacrifices to the Fire Dragon. 

b. New Flayed Elf (Starter Town): Port community with a lighthouse and coastal keep.

c. Metal Heart (Starter Town): Island town surrounded by deep swamp.

d. Chopping Necks (Starter Town): Town on raised pillars in a lake of lava.







7. THE CENTRAL REGION

Not much is known about the area in the center of the main continent, except that it has been blighted by powerful war magic, and that no race currently holds sway there. It is home to the most famous of the Red Dragons, as well as a host of other monsters, including Demons and the Arthain, a truly foul race of monsters rarely found elsewhere. 



III. THE FOUR SUBCONTINENTS

1. NIFLHEIM (Northwest): An arctic wilderness, Niflheim is home to Ice Giants, Winter Dragons, and the human Northmen, a society of traders and fishermen settled on the southern coast. A demon named Illgarm is gathering power and influence over the Northmen, who have started shipping monsters to the mainland. Illgarm is rumored to be building an enormous castle at the center of Niflheim.

2. YSSAM (Northeast): Yssam is a land of lush jungles, populated by the ruins of an elvish civilization and some of the nastiest monsters on Agon. The leading force at work on Yssam is an ancient and very powerful Celestial dragon named Far-Loradain. Also vying for power is Iyrtan the Destroyer, who rules a kingdom of Fire Giants. 

3. CAIRN (Southeast): The arid, windy plains of Cairn are home to Lions, Minotaurs, Hill Giants, and a well-preserved Chaldean dungeon known to house unbelievable treasure. 

4. RUBAIYAT (Southwest): This desert continent was once watered by a great river, which suddenly dried up, leaving the civilization ripe for takeover by the Red Pharaoh, an ancient deity who still dwells in the Red Pyramid. Rubaiyat also houses the Deathless Mage, the Red Pharaoh's only rival for control, and a couple of ancient races including the Sand Giants.



IV. THE ISLANDS

There are an untold number of small islands and archipelagos surrounding the mainland of Agon. Very little is known about these islands as yet, except that one of them will house a very special settlement called Silvertown, a neutral, independent city-state devoted to trade. If you should happen to fall out of favor with your clan, or your race, this is the place for you. Although with so many islands, you could probably build yourself a hideaway just about anywhere!



 

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