Darkaralome (IPA: dɑːˈkɑɹəloə̆m, sometimes spelled as Da'karalohm) have a great reputation for sculpture, fire magic and sagely knowledge, but only among those that know of their existence. Though they are well known in many dwarven and elvish lands, they are a mystery to most humans, if not completely unknown. Past wars with kingdoms who mistook them for demonic beings have heightened their secretive natures. They rarely venture from their volcanic mountain homes these days.

Personality: Darkaralome are both guarded and garrolous. Among friends, they can be quite fun and easygoing, and to some extent they do this with outsiders. However, a darkaralome is always careful as to how much they reveal of themselves to people they don't know.

Physical Description: Darkaralome vary in height, ranging from as little as 4½ feet to 6 feet, and from 95 lbs to 135 lbs. Females are usually slightly shorter and lighter than the males. Darkaralome ProfileDarkaralome tend to be strong without being bulky, with wiry frames being the norm. Their skin ranges from ebony black to navy blue, with hair the same shade. They do not have facial or body hair. Their eyes can be nearly any color imaginable; brown, black, blue, yellow, red, green, violet and orange are equally represented in the population, plus many shades in between. Their faces remind most people of the elves, but their ears set them apart. Darkaralome have no lobes; instead, their ears are entirely cartilage, coming to a point both at the top and the bottom.
     Given their resistance to decorative piercings (see racial traits below), Darkaralome jewelry takes few forms. Rings, necklaces and such are common, as are rings braided into long hair. Their most unique item is the earchain, which is a set of two rings linked by a short chain. The ear is bent slightly as the rings are slipped on both sides, then released. The upper ring and the chain, which can be behind or in front of the ear, keep the lower ring from coming off. Earchains usually have to be sized by a jeweler for a perfect, comfortable fit.

Relations: Darkaralome get along very well with dwarves, the only race whose stonecraft surpasses their own. They have acceptable relations with elves, woodsprites, halflings and gnomes, though they view the latter race as a bit too flighty for their own good. Darkaralome tend to avoid human and half-orcish contact.

Alignment: Darkaralome tend away from chaotic behavior, as their secretive nature tends to be at odds with it. As a society, they tend towards the good end of the spectrum. However, adventurers can be of any stripe.

Darkaralome Lands: Darkaralome live near volcanoes, but rarely in active ones themselves. They prefer subterranean lairs close to the surface world, beneath forests in valleys, plains or mountainsides.

Religion: The chief darkaralome god is Lo'hemeh, the Obsidian Flame.

Language: The Darkaralome language uses the Elvish script, but is more akin to Sylvan in style and grammar. Scholars sometimes learn Darkaralome in order to peruse the few books that have made their way out of the guarded hands of the darkaralome people. However, the language is sometimes misidentified as "Ancient Elvish" or "Dark Elvish".

Names: Upon birth, a darkaralome is given three names by their parents. The first is their usual name, what they go by for the rest of their lives. The name of her mother or father (or, less frequently, an honored ancestor or family friend) is used as a base for the child's second name. A suffix is added, -mai for daughters, -pai for sons. So, a girl might become Lilka Dorotamai (Lilka, Dorota's daughter), and a son in the same family might be Jas Kaziopai (Jas, Kazio's son). Their final name is a secret, "true" name that the darkaralome might never reveal to anyone else. Telling someone else your truename is a sign of your solemn trust for that person. Typically, spouses share these names on their wedding day (and sometimes later with their grown children), clerics share theirs with their high priest, lieges share theirs with their lord, and soldiers share theirs with their captain. Giving out the truename of someone else is a grievous insult. A darkaralome may change her common name, but can never change her truename.

Male Names: Aurek, Garek, Heniek, Jas, Kazio, Koby, Liuz, Marke, Olus, Pawel, Rufin, and Slawek.

Female Names: Bryga, Dorota, Elka, Halina, Jasia, Lechsinska, Lilka, Magda, Tola, Waleria, Wisia, and Zytka.

Truenames: These can literally be anything. A second common name is often used (Tola, or Marke), but some parents go nuts and use made-up, unpronouncable names (Ykkwpomnnbetzxz), strings of numbers (25388301), or whole paragraphs (It Was A Dark And Stormy Night When I Was Born And Mother Wanted More Ice So Father Left And By The Time He Returned He Had Missed My Birth And Was Very Surprised).

Adventurers: Adventurers are often those whose personalities chafe under the overly lawful society around them. Others wish to gather new knowledge from faraway lands, while many more are simply struck by wanderlust.

Darkaralome Racial Traits:

Darkaralome Vital Statistics:

Random Starting Ages
Adulthood Simple Moderate Complex
50 years +3d8 +5d8 +8d8
Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
150 years 225 years 300 years +3d% years
1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male 4' 6" +3d6 100 lb. × (1d2) lb.
Female 4' 5" +3d6 95 lb. × (1d2) lb.

Lo'hemeh (loh-heh-meh), The Obsidian Flame.

Legend says that he separated the darkaralome from the rest of the fey folk and sent them to the volcanoes. His clerics promote the gathering of knowledge and careful respect of stone and flame. He is neutral good, and his domains are Earth, Fire, Good, and Knowledge. His favored weapon is the 'Lomepick (explained below), and his home is on the Shurrock layer of Bytopia. His symbol is a flame made of stone.

Although he is the patron of the darkaralome race, Lo'hemeh accepts followers of other races. These rare worshippers are often knowledge-seekers who find Vecna too evil and Boccob too detatched for their tastes. His clerics can be of any alignment except evil.

Most temples to Lo'hemeh are underground, close to the surface, and near volcanic regions. Temples are often dug directly into or built on top of extinct volcanoes.

'Lomepick: An exotic weapon, the 'lomepick (or darkaralome pick) is a one-handed weapon and has two different uses. The head can be used like a pick to inflict 1d6 points of piercing damage (crit x4), or the wielder may slash with the sharpened counterweight for 1d6 damage (crit x2). The wielder must choose which method to use for each attack, before the roll is made. A 'lomepick costs 15gp, has no range increment, and weighs 8 pounds.

One of the lesser-known aspects of darkaralome society, even among their allies, is their stewardship of volcanic power. Their legends say they were given a command to tend the volcanoes and keep them from wrecking havok on the lands. To this end, a special sect of "Flamewalkers" was created who train on the Elemental Plane of Fire itself and regularly journey deep into the earth to divert magma and otherwise keep volcanic eruptions and earthquakes to a minimum.

Feat idea: Anti-spellcraft. Need a better name, and a separate HTML file. Double your armor check penalty, +2 to DC to scope your spell with Spellcraft. Prereq: Spellcraft skill. Dunno if this should be classified as metamagic or special.

Portions of this document are Open Game Content, as specified here.
"Ahem," said the Dragon, killing the party.
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