Chapter 9: Player Races
A myriad of thematic and diverse Races is one of the pleasures of the fantasy genre, and Allornus is populated by a number of colourful civilized races that a player can choose from. From the half-man, half-animal Myrnaműn, to the savage or stoic Ogiere; from the half-breed Goblynkin, to the familiar Landsmen of the seven tribes players have a wealth of options upon which to base their character.

A player's choice of Race will have an impact on his Talents and his Racial Abilities, as well as variables such as his size and age. It also implies a cultural background on which to build both a Skill list and a backstory. However the races are not widespread across the world, and players should keep in mind the core setting of their game, and choose a race with reference to those who have a presence there, or else be ready to explain why and how their character came to that region. Players choosing an abnormal race for a region should also be prepared for the reaction of local people to their unusual appearance and customs.

Civilized Races

While this list includes all civilized races of the known world, that does not mean that all races are suitable for players. Generally speaking, some races can be problematic to play, and it will become apparent to players that more alien or secluded races are simply not viable matches for their vision. Furthermore, some directors will want to outlaw certain races depending on their preference, or the nature of the campaign. This is fine, but the rule of thumb is so long as the player addresses any difficulties in his character concept, (be they oddities of a given race that would otherwise make it impossible for play, or the fact that members of that race are unknown in a given region) then any choice of race is entirely acceptable.

  • An-Heir: (KoR, SE & AD) Graceful +2; Tough +2; Perceptive +2; Knowledgeable -4; Persuasive -2; Insightful -1; Brave -1.
  • Caliban: (S, ISB & LoC) Hale +4; Strong +4; Tough +3; Fast +2; Clever -5; Knowledgeable -5; Persuasive -5; Lucky -1.
  • Ghanish: (AD, IP & BT) Clever +2; Insightful +1; Fast -1; Graceful -1; Strong -1.
  • Goblyn: (ISB, S, SE & AI) Fast +1; Perceptive +1; Tough -1; Forceful -1.
  • Haedrasian: (IP, ISB, LoC, S, SE & AD) Graceful +1; Strong +1; Forceful +1; Insightful -2; Persuasive -1.
  • Hobgoblyn: (S & ISB) Fast +2; Graceful +1; Insightful +1; Perceptive +1; Persuasive +1; Brave -2; Strong -2; Tough -1; Forceful -1,
  • Irian: (SE, S & ISB) Lucky +2; Perceptive +1; Hale -1; Forceful -1; Persuasive -1.
  • Kardesian: (BT & LoC) Hale +2; Strong +2; Tough +1; Fast +1; Knowledgeable -1; Clever -2; Persuasive -2.
  • Kenu: (ISB & S) Knowledgeable +4; Graceful +1; Clever +1; Insightful -4; Strong -1; Tough -1; Brave -1; .
  • Malorn: (UW, FN, LoC & ISB) Hale +1; Tough +1; Insightful +1; Wilful -2; Forceful -1.
  • Mhulak: (ISB, S, IP & AD) Tough +2; Insightful +2; Wilful +2; Strong +1; Brave +1; Fast -4; Graceful -3; Lucky -2.
  • Orkûn: (ISB) Fast +3; Hale +2; Graceful +1; Forceful -2; Knowledgeable -2; Perceptive -1; Wilful -1.
  • Ralstaan: (KoR & AD) Wilful +1; Brave +1; Forceful +1; Tough -1; Clever -1; Persuasive -1.
  • Skrāl: (KoR & AD) Fast +4; Graceful +4; Strong +2; Perceptive +1; Tough -3; Hale -2; Clever -2; Knowledgeable -2; Brave -2.
  • Tribeless: (AI, S, ISB & IP) none.
  • Urgrol: (SE, S & KoR) Tough +3; Wilful +3; Brave +2; Persuasive -3; Knowledgeable -3; Graceful -2; Clever -2.
  • Vargör: (AD, BT & KoR) Fast +2; Graceful +2; Perceptive +2; Forceful +1; Wilful -3; Brave -2; Insightful -1.

Racial Abilities

As with Talents, the core rules assume a humanoid creature, essentially resembling an 'average' human being. Deviation from this, in form, or capability is described as a Racial Ability. The more man-like a race is, the fewer abilities it will have. A Racial Ability can be handled in several ways, either it can take the form of one or more new Talents or a Trait, or it might simply highlight types of action that that race can undertake, that others could not. Whatever the mechanic, like all aspects of play actions associated with a Racial Ability are flexible in their mechanical execution, so what is key to a racial ability is the uses it is described as having.


Character age has already had mechanical impact on the game by contributing to the pool of available Skill Points a character has. However character age also modifies a character's Talents. Each race ages differently, but each has a set of age categories broken into years of age. When creating a character of that age the character should adopt all of the modifiers of that age category to his Talents, until such time as he enters a new category. These modifiers usually assume that all Talents reach their optimal value during adulthood. If a particular character has aged well or matured quickly, then this is better dealt with as a Character Trait than by disregarding standard modifiers.

Before a character has reached an age where all of his Talents have reached their optimal (full) value a character's Skill Points are affected by penalties to his Knowledgeable Talent, however after he these Talents have peaked at their optimal level, age-related penalties to the Knowledgeable Talent will not diminish that character's available Skill Points.


When determining a character's height and weight the composite Size is used. This composite is determined by adding the Strong and Tough Talents together (this may yield a negative number). Then subtracting from this number the full value of Graceful.

The Tome of Lore: Core Rules for Darkrealm
Chapter 1 Character Creation; Concept; Core Details; Player Interaction
Chapter 2 Talents; The Fourteen Talents; Generating Character Talents; Properties
Chapter 3 Traits; Character Traits; Context Traits; Status Traits
Chapter 4 Skills; The Skill List; Purchasing Skills
Chapter 5 Gameplay; Announcing a Test; Sequence of Play; Actions and Objectives
Chapter 6 Damage; Opposed Tests; Effects of Damage; Recovery; Death
Chapter 7 Development; Awarding Hero Points; Training; Changing Character Traits
Chapter 8 Setting; Tone; Technology & Lifestyle; Religion; Magic; Other Oddities
Chapter 9 Player Races; Civilized Races; Racial Abilities
Chapter 10 Gear; Armour; Weapons; Tools; Animals and Transport; Clothing; Weight and Encumbrance
Chapter 11 Magic; Alchemy; Divination; Talismans and Relics; Fear and Superstition; Spellcasting
Chapter 12 Game Creation;
Appendices Common Actions; Damage Statuses