Magma Dwarf

Dwarves are a strong and stout people forged from the stone itself, they are gifted with an innate connection to the works of metal and stone. The dwarven people are so attuned to the earth that they are able to feel the rhythmic pulse of the stone they stand upon, with many dwarves taking to this skill as an art form, or even a magic of its own, known as Stonesinging, and it is from these individuals that the true fury of the of earth itself can be drawn upon to defend the clan. Dwarves themselves when they were formed, separated into two different species, twins in a way, these two different peoples are one and the same, and yet different. The Azardun or Magma Dwarves, born of volcanic rock and magma, and the Gharadun or Stone Dwarves, born of the earth and soil, these two peoples are kin, by blood, and by the stone.   The Azardun or magma dwarves as they are called by the surface folk, are a race of stout warriors, and craftsman, able to harness the energy of molten rocks to fuel the forges deep within their stone sanctums. The surface folk have long sought the works of art that the Azardun perform at the forge, fueling the arms and armor of Kaidryn, these people are while often hot-headed and battle-ready make excellent friends, and should their word be given, it is never broken, for honor among the Azardun is of greatest importance.

Physical Description

Dwarves are a short and stocky people, standing on average a foot shorter than the average human, while weighing about the same as a fully grown human. They have broad chests and thickset limbs often giving them a burly appearance, with fast growing hair and beards. With a dwarves hair being thicker and stronger than most, it is from a dwarves hair or beard, that they can truly feel the vibrations of the earth, and can interpret these vibrations into meaning. Dwarves grow muscle in much the same way as a human would, but it is more pronounced, like a finely carved statue, unlike humans though, dwarves stores of fat, is less obvious, simply making them appear larger than normal, except for the truly rotund of their kind. Dwarves skin, is like the earth itself, strong, and course, often coming in varied shades similar to actual pieces of stone depending on whether they are Azardun, or Gharadun.   Azardun's skin is akin to igneous rock instead of metamorphic like the Stone Dwarves with their skin tones ranging from dark obsidian, to a charcoal grey, to light steel. With hair ranging from black to red, to orange, to white. The azardun's eyes all glow with the heat of the forge, with varying shades of red, yellow, white, and orange.

Alignment and Religion

Azardun are driven by honor and pride. While they are often stereotyped as fire-blooded due to their tempers, they have a strong sense of friendship and justice, and those who win their trust understand that while they work hard, they play even harder—especially when good ale is involved.

5e Racial Stats

  • Ability Score Racial Traits: An azardun increases their Constitution score by 2, and their Strength score by 2.
  • Type: Azardun are humanoids with the dwarf subtype.
  • Size: Azardun are medium.
  • Speed: Azardun have a base speed of 25ft. Your speed is not reduced by wearing heavy armor.
  • Languages: You can speak, read, and write Common and Dwarven.

Artificer’s Skill (2)

You gain proficiency with the artisan’s tools of your choice: brewer’s supplies, smith’s tools, or tinker’s tools. Additionally, whenever you make a check related to crafting using your chosen tool proficiency, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Darkvision (x)

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Dwarven Toughness (1)

Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.

Fire Hardened (2)

You have advantage on saving throws against spells, and you have resistance against fire damage.

Forge Touched (x)

An azardun's eyes glow giving off bright light out to five feet, and dim light an additional five feet. An azardun can reduce the glow to a negligible distance by spending an action, this reduction lasts for one minute, and then reverts back to its standard brightness unless additional effort is placed in maintaining the diminishing effect. Alternatively, the azardun can enhance the glow, increasing its range to 20 feet bright light, with an additional 20 feet of dim light, this otherwise requires the same effort as if they were suppressing their glowing eyes.

Warrior's Curse (x)

You have disadvantage on Constitution saving throws made to Concentrate on a spell of arcane origin; however, you have advantage on Constitution saving throws made to concentrate on spell scrolls or runic magic.  

Alternate Traits

Hot Blooded

An azardun may instead take the following racial trait, this replaces their Dwarven Toughness trait.
  • Hot Blooded (1): As a bonus action the azardun can enhance a weapon held in hand to deal an additional 1d8 points of fire damage for one minute. This enhancement is applied to twenty pieces of ammunition in the case of projectile weapons. You can use this ability a number of times equal to your Proficiency bonus, and regain all spent uses after completing a long rest.

Basic Information

Anatomy

Azardun are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves on the long length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. Clean-shavenness on a male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarven man. All azardun have skin tones ranging from dark obsidian, to a charcoal grey, to light steel. With hair ranging from black to red, to orange, to white. The azardun's eyes all glow with the heat of the forge, with varying shades of red, yellow, white, and orange.

Growth Rate & Stages

Base Intuitive Self-Taught Trained
20 years +3d6 years (23 - 38 years) +5d6 years (25 - 50 years) +7d6 years (27 - 62 years)
 
 
Young Middle Age Old Venerable Maximum Age
under 12 years 125 years 188 years 250 years 250 + 2d100 years

Additional Information

Social Structure

The great distances between azardun citadels account for many of the cultural differences that exist within their society. Despite these schisms, azardun throughout the world are characterized by their love of combat, their passion for metallurgy and stone architecture, and their fierce hatred of goblinoids, and aberrations. In some remote enclaves, such as those areas where these races are uncommon or unheard of, an azardun's fixation on security and safety combined with their rather pugnacious nature leads them to find enemies or at least rivals wherever they settle. Their people are highly militaristic, for they learned long ago that those without axes can be hewn apart by them, and thus azardun everywhere are schooled to be ready to enforce their rights and claims by force of arms. When their patience with diplomacy is exhausted, azardun do not hesitate to adopt what they call “aggressive negotiations.”

Civilization and Culture

Naming Traditions

A dwarf’s name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf’s name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him of it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place.  
  • Male Names: Alaric, Algrimm, Alric, Baragor, Bardin, Belegar, Bel(e)gol, Borgin, Borm, Bradni, Brogar, Brokk, Brond(i), Bronn, Burlok, Cranneg, Darbli, Dargo, Dern, Dimrond, Dimzad, Dorin, Drong, Drumin, Durak, Duregar, Durgin, Dwinbar, Elmador, Enlag, Fenni, Fimbur, Finn, Furgil, Garil, Goddi, Gomrund, Gorazin, Gorim, Gorn, Gotrek, Gottri, Grim, Grimli, Grindol, Grom, Grond, Groth, Grum, Grumdin, Grundi, Grung, Grunni, Guttri, Haakon, Hadra, Harek, Hargin, Hargrim, Harok, Heganbor, Hergar, Hugnir, Hurgar, Kadri, Kadrin, Kallon, Kargun, Katalin, Kazadar, Kazgar, Kazran, Kazrik, Ketil, Kettri, Kragg, Krudd, Kurgan, Largs, Logan, Logazor, Lunn, Mendri, Mordin, Morek, Morgrim, Mundri, Norgrim, Okri, Oldor, Ragni, Rogni, Rorek, Rungni, Skag, Skaldor, Skalf, Skalli, Skorri, Sindri, Snorri, Stromni, Storri, Sundrim, Sven, Thingrim, Thori, Thrund, Thungni, Thurgrom, Thyk, Ulfar, Ulther, Vikram, Vragni, Yadri, Yanni, Yorri, Zamnil
  • Female Names: Alrika, Askima, Astrid, Berta, Boria, Bredna, Brondra, Derna, Dorbi, Duree, Fenna, Freda, Friga, Gerta, Gottra, Grondi, Grunna, Harga, Helga, Helgar, Hunni, Kalea, Karelia, Karga, Karstin, Katrin, Kettra, Lakin, Lenka, Magda, Menni, Modra, Morga, Olka, Sifna, Sigrid, Sigrun, Skorina, Solveig, Sunni, Tarni, Tharma, Thindra, Thoda, Throlin, Trunni, Ulla, Vala, Valma, Vanyra, Zylra
  • Clan Names: Angrund, Angrulok, Badrikk, Barruk, Bronzebeard, Bronzefist, Copperback, Cragbrow, Donarkhun, Dragonback, Drakebeard, Dunrakin, Firebreath, Firehelm, Flintbeard, Forgehand, Grimhelm, Grimstone, Gunnisson, Halgakrin, Helhein, Ironbeard, Kaznagar, Silverscar, Steelheart, Stonebreaker, Thunderheart, Ullek, Vorgrund, Yinlinsson
  • Stronghold Names: Arnkhaza, Bhengulor, Khazar, Nuzrogar, Trundvold, Zharadun
  Example Royal Name: Hai'Karelia Badrikk, Queen of Khazar Example Smith Name: Kaz'Mordin Ironbeard of Zharadun Example Warrior Name: Zan'Skaldor Grimstone the Orchewer of Bhengulor.   Caste (in order of power)   High Caste Royal – Hai’ Noble – Za’ Priest – Dol’ Bastard – Those born a bastard either receive the prefix Khor’, or the prefix of the caste of their illegitimate parent.   Middle Caste Warrior – Zan’ Smith – Kaz’ Artisan – Okri’ Miner – Grun’ Merchant – Ril’ Mariner – Varr’   Lower Caste Servant – Ori’   Casteless Surfacer – Surfacer's retain their previous caste’s prefix, but while on the surface hold the prefix of Got’. Depending on the time period, a surface dwarf may lose their previous caste, and not retain it. Slave – Ek’ Exile – Ghull’ Traiter – Thag’
Origin/Ancestry
Dwarf
Average Physique
Gender Base Height Height Modifier Weight Weight Modifier
Female 3' 7" +2d4" (3’ 9" – 4’ 3") 120lb. +2d4 x 7lb. (134 – 176lb.)
Male 3' 9" +2d4" (3’ 11" – 4’ 5") 150lb. +2d4 x 7lb. (164 – 206lb.)
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