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.

Physical Description: Darkaralome vary in height, ranging from as little as 4½ feet to 6 feet. Their physiques are smaller than one might expect, only weighing in between 95 lbs to 135 lbs on average. However, these light, wiry frames are deceptive; if dwarves are stout wooden clubs, then darkaralome are slim iron bars, full of an unyielding strength. picture of a Darkaralome male in profile Females may be slightly shorter and lighter than the males, though there is overall little sexual dimorphism. Their skin ranges from dark mahogany to ebony black to navy blue, with hair the same shade as their skin. 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. White eyes are rare, and are associated with rare celestial bloodlines. Their faces remind most people of the elves, but their ears set them apart. Darkaralome have no fleshy lobes; instead, their ears are entirely cartilage, coming to a point both at the top and the bottom.

Their bodies are reistant to scars, normal tattoos and decorative piercings. Unless magical in nature, blemishes tend to fade away within six months, and piercings will migrate out of the body in mere weeks. Given this resistance, 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.

Society: 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. Their homelands are near volcanoes, but rarely do they live in active ones themselves. They prefer subterranean lairs close to the surface world, beneath forests in valleys, plains or mountainsides. Society is broken up into various "guilds" such as Artisan, Farmer, Religious, Mason, and Hunter. Numerous others exist, including several monk orders and magical traditions, but those core five are found in nearly every settlement. Guilds tend to have elders who shepherd their members, and the most senior elders serve in a ruling council for a settlement. Individual darkaralome are not bound to a guild for any length of time, and it is extremely rare for a guild to eject a member involuntarily. Some darkaralome jump from guild to guild, looking for a good fit for their skills and ambitions. Some do not ever join a guild, preferring an ascetic life, or one without annoying oversight.

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 and Religion: 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. The chief darkaralome god is Lo'hemeh, the Obsidian Flame, though they are also known to worship gods of fire, stone, magic and knowledge.

Adventurers: Adventurers are usually guildless, 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.

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).

Darkaralome Racial Traits:

Alternate Racial Traits:

Alternate Favored Class Bonuses:

AlchemistAdd 10 minutes to the duration of the alchemist's mutagens.
BarbarianAdd +1/2 point to the damage infllicted by the Powerful Blow rage power.
BardAdd 1 spell known from the bard spell list. This spell must be at least one level below the highest spell level the bard can cast.
BloodragerIncrease the bloodrager's total number of bloodrage rounds per day by 1.
CavalierAdd +1/2 to the cavalier's bonus to damage against targets of the cavalier's challenge.
ClericAdd 1/3 to the amount of damage dealt or damage healed when the cleric uses Channel Energy.
DruidAdd +1/3 to the druid's natural armor bonus when using Wild Shape.
FighterAdd 1 to the fighter's CMD when resisting a bull rush or sunder attempt.
GunslingerReduce the miss chance due to dim light or darkness by 1% when using a firearm. The miss chance cannot be reduced by more than 10%.
OR: Add +1/4 point to the gunslinger's grit points.
HunterChoose a weapon that is either a pick or has "Darkaralome" in its name. Gain a +1/2 bonus on critical hit confirmation rolls made while using that type of weapon (maximum bonus +4). This bonus does not stack with those gained through Critical Focus and similar effects.
InquisitorAdd 1 spell known from the Inquisitor's spell list. This spell must be at least one level below the highest-level spell the Inquisitor can cast.
MagusThe magus gains 1/6 of a new magus arcana.
MonkAdd 1/4 point to the monk's ki pool.
OracleAdd 1 spell known from the oracle spell list. This spell must be at least one level below the highest spell level the oracle can cast.
PaladinAdd +1 to the paladin's energy resistance to one kind of energy (maximum +10).
RangerAdd DR 1/magic to the ranger's animal companion. Each time the ranger selects this benefit, the DR/magic increases by +1/2 (maximum DR 10/magic). If the ranger ever replaces his animal companion, the new companion gains this DR.
RogueAdd +1/2 to Bluff checks to feint and Intimidate checks to demoralize enemies.
ShamanThe shaman gains 1/6 of a new shaman hex.
ShifterAdd 1/3 to the number of minutes the shifter can assume her minor form each day.
SorcererAdd +1/2 point of fire damage to spells that deal fire damage cast by the sorcerer.
SummonerThe summoner's eidolon gains resistance 1 against acid or fire. Each time the summoner selects this reward, they increases their eidolon's resistance to acid or fire by 1 (maximum 10).
WarpriestAdd +1/2 to the number of times per day the warpriest can use blessings, but he can use these additional blessings on only those from the Artifice, Community, Darkness, Fire, Magic, or Protection domains.
WitchAdd 5 feet to the range of one hex with a range other than "touch."
WizardAdd 1 spell from the wizard spell list to the wizard's spellbook. This spell must be at least one level below the highest spell level they can cast.

Darkaralome Archetype: Innate Magus

The inborn magical talent of some Darkaralome lends itself well to the art of spell combat.

[ Display entire Innate Magus progression table ]
Level Special Spells per Day Spells Known
1 2 3 4 5 6 0 1 2 3 4 5 6
1st Arcane Pool, Cantrips, Spell Combat 1 4 2
2nd Spellstrike 2 5 3
3rd Magus Arcana 3 6 4
4th Spell Refresh 3 1 6 4 2
5th Bonus Feat 4 2 6 4 3
6th Magus Arcana 4 3 6 4 4
7th Medium Armor, Arcane Heritage: two 0-level 4 3 1 6 5 4 2
8th Improved Spell Combat, Arcane Heritage: 1st 4 4 2 6 5 4 3
9th Magus Arcana, Arcane Heritage: 1st 5 4 3 6 5 4 4
10th Fighter Training, Arcane Heritage: 2nd 5 4 3 1 6 5 5 4 2
11th Bonus Feat, Improved Spell Refresh, Arcane Heritage: 2nd 5 4 4 2 6 6 5 4 3
12th Magus Arcana, Arcane Heritage: 3rd 5 5 4 3 6 6 5 4 4
13th Heavy Armor, Arcane Heritage: 3rd 5 5 4 3 1 6 6 5 5 4 2
14th Greater Spell Combat, Arcane Heritage: 4th 5 5 4 4 2 6 6 6 5 4 3
15th Magus Arcana, Arcane Heritage: 4th 5 5 5 4 3 6 6 6 5 4 4
16th Counterstrike, Arcane Heritage: 5th 5 5 5 4 3 1 6 6 6 5 5 4 2
17th Bonus Feat, Arcane Heritage: 5th 5 5 5 4 4 2 6 6 6 6 5 4 3
18th Magus Arcana, Arcane Heritage: 6th 5 5 5 5 4 3 6 6 6 6 5 4 4
19th Arcane Heritage: 6th 5 5 5 5 5 4 6 6 6 6 5 5 4
20th True Magus 5 5 5 5 5 5 6 6 6 6 6 5 5

Darkaralome Vital Statistics:

Random Starting Ages
Adulthood Intuitive Self-Taught Trained
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 4ft 6in +3d6in 100 lbs × (1d3) lbs
Female 4ft 5in +3d6in 95 lbs × (1d3) lbs

Darkaralome Race Traits

Thick Skinned

You feel connected to the element of Earth. Your body is resilent when it comes to corrosive materials.

You gain Acid Resistance 2.

Hot Blooded

You feel a strange kinship with fire, and have little fear of it.

You gain Fire Resistance 2.

Lava Dancer

You and your friends used to play near the magma fields, and you became adept at dodging the occasional pyroclastic flare.

You have a +1 trait bonus to Reflex saves.

Social Traits (For Other Races)


You grew up among Darkaralome, and either they taught you some of their magic or you learned it on the sly.

You can learn Darkaralome-only racial spells.

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 he grants access to the domains of Community, Earth, Fire, Good, Knowledge, and Protection and the subdomains Agathion, Caves, Defense, Friendship, Home, and Thought. His favored weapon is the 'Lomepick (explained below), and his home is in Nirvana. 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 other gods too evil or 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.

The '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 piercing damage, or the wielder may deal slashing damage with the sharpened counterweight.

A 'lomepick costs 38gp and weighs 6 pounds. It is a part of the "axes" weapon group. You may wield it with two hands, if desired.

Exotic one-handed weapon
Cost Dmg (S) Dmg (M) Critical Range Weight Type Special
38gp 1d8 1d10 x3 6 lbs. P or S

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.

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