{Quoted from the 5th Edition Archaea rulebook:}
Quote:
"Darkling" is the common name for any humanoid ranging from impish goblins to gruesome orcs to loathsome trolls to monstrous ogres and giants. Most are human-sized or smaller with dark skin, a thick but closely cropped covering of hair or fur, with animalistic faces (darklings tend to have canine or simian or other mammalian featured faces), hands, feet, and stances. Said to be the children of the Path of Night, darklings often live in the dark corners of the Realm staying in deep forest, wilderness, swamps, caves, and mountains. For the most part, darklings stay clear of humanity and civilization, the soldiers and guards that cities bring, and the powers of good. However, at times, hunger or greed or even curiosity bring darklings and humans together in conflict.

Greater darklings serve as a counterbalance--brutish, strong but slow, fierce in battle, and powerfully sturdy. Greater darklings are the muscle, the bodyguards, and the strongmen.

Animal Lore 1

Greater darklings are generally stronger than most normal humans. Like other darklings, they are organized roughly into clans. Greater darklings are known for their raw strength, their prowess, and their constitution and hardiness.

Ethos: strong, stubborn, determined, arrogant, at times slow, loyal, beastly, quick to anger, brutish, formidable

Weapons: Greater darklings usually use Critical or Mortal weapons. If pressed, darklings can use their teeth, claws, and fists.

Animal Lore 2

Toughness: Greater darklings can possess around 16 to 40 Hit Points (Constitution).

Common Skills: Aid, Animal Lore, Climbing, Looting, Survival, Tracking, Waylay

Animal Lore 3

Toughness: Greater darklings also often possess 4 to 12 Feats of Strength.

Uncommon Skills: Armorsmithing, Feat of Speed, Immunities, Leadership, Killing Strike, Streetwise, Weaponsmithing

Animal Lore 5

Magic & Misticism: Greater darklings very rarely employ the use of magic or misticism.