Homebrew Azrin Species Details
An evolved offshoot from the ancient arcane unions of dwarves with stone giants, azrin are one of the relatively newer races to Orkarthel, tracing their history back only a little more than a 1000 years, before that they were considered merely half breeds. Nowadays they have taken to their roles in the reemerging civilization of Alabraxus, and blend well among all peoples.
Appearance
Azrin appearance is practical they dress to suit the occasion and are not without a sense of fashion. They are a neat well-groomed race and tend to borrow from other races and adapt it to suit themselves.
Personality
Azrin are a practical people and most are realists. Azrin tend to be a good blend of the gruffness of dwarves and the fun carefree attitudes of stone giants and they tend to be focused when performing their duties and do so with grim determination, but when they get downtime they love to pursue their individual passions, be it rock throwing, carousing or sculpting stone. As a race they are shy at first, but a friendly and are easy to befriend. They a slow to anger, but when they do it is terrifying thing to behold.
Relations
Azrin maintain very good relations with dwarves, goliaths and stone giants, and respect the other races usually found on the frontier, especially outlander gnomes. They are a friendly race, and this ingratiates them with most goodly races, though they tend to be bemused with dracolings, intrigued by ogladinds and puzzled by city gnomes.
Azrin/Dwarf lands
Once upon a time all azrin began life within the great wall, located within the gigantic range of mountains known primarily as the great wall, it had been sculptured into a defensive perimeter keeping the forsaken at bay for centuries, within the range was the main city built by the azrin and dwarves over one and a half a millennia ago, it was called Ghrazur-Atok and was a point of singular pride for both azrin and dwarf alike, it is home and hearth for both races and housed the main temple of Aerynahl, in the lands of Alabraxus. Also spaced out evenly among the ranges were several strongholds some housed dwarves’ others housed azrin, but most held both. Both races were also responsible for diplomatic relations with the Giant Consortium, a neutral nation of giants that lived on the southern fringe of the great wall. During the End of time wars the mountain range was decimated and what was left was rubble. Some Dwarves and Azrin live in nomadic tribes in what's left of the are a sharp and flinty craglands. Som azrin retreated to Thunderspire mountains and others integrated into civilized lands stretching out from Alabraxus to the fringe terroratories.
Religion
Most azrin worship Gaeath, due to their connection to the natural world and love of animals, all other gods are paid homage to and all clergies have some prominent azrin members in some capacity or another, none more prominent than Gaedar Stonehands, High Templar of the Knights of Stonehold a prominent paladin and decorated war hero.
Azrin Names
Names: Azrin have borrowed from both dwarven and stone giant cultures for names as well as use their own, they use surnames, but will on occasion follow the name with a descriptive instead.
Male: Angus, Gort, Loki, Thor, Xandur.
Female: Frikkarr, Emundii, Grussi, Ingrid, Kethor.
Surnames: Anvilson, Hammerstone, Stonehands, Tannerson.
Descriptive: The Ghoulmasher, The Mauler, The Stonethrower and Zombiebane
Azrin Traits
Azrin share a number of traits in common with each other.Ability Score Increase
Your Strength score increases by 1, and your Constitution score increases by 2.
Age
They're a long-lived race maturing to adulthood slowly at age 80 and living to around 700 years
Alignment
Azrin are a goodly race. Majority are chaotic good, but many follow lawful good paths demanding strict adherence with codes of conduct and azrin adapt easily to these codes and do so quickly if need be.
Size
Azrin are tall like giants and bulky like dwarves, their skin ranges from pale grey to dark grey, with the occasional one born with obsidian or opaque skin. Hair colour ranges from Rusty red through to black, and males grow thick beards well groomed in various styles. Males tend to either be very hairy or completely shaved head and body in a throwback to their stone giant lineage, woman always have hair, and some grow thick sideburns, most tend to shave them off and are very conscious of being well groomed. Azrin males grow to a height of 9-foot-tall with females peaking at 8’5’ tall and average weight is usually around 600 pounds for males and 550 for females.
Speed
Your base walking speed is 30 feet.
Natural Stone Mason
You have proficiency in the Mason's Tools. Azrin a skilled sculptors and stone masons. All Azin receive a set of Mason's Tools for their first birthday.
Stone’s Endurance
You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.
Boulder Thrower
Azrin love throwing things, coupled with their masonry skills, they can fashion 3 Azrin war boulders each time they sit down for a rest, they fashion them from earth rock and stone available, as makeshift weapons they don't last long and are meant to be used sooner rather than later.
The boulders do 2d6 + Strength damage and Have a range of 30/90. You create proficiency +1d3 boulders per short rest. Any boulders left over from the last rest crumble and can be recycled into the creation of the new boulders. Further to this Azrin can proficiency with any boulder like weapon including Azrin Warstones.
The boulders can also be thrown before a target to create a 10 ft cone, targets within must make a dexterity saving throw or suffer 1d6 + Strength damage.
Stone Skin
Azrin skin is tough and provides excellent protection it takes a lot of effort to draw blood from these hardy folk
Darkvision
Like most races on Orkarthel, Azrin have darkvision 60 ft and are comfortable in varied environments from mountain ranges to underground cities.
Languages
You can speak, read, and write Common, Dwarven and Giant.
Previous Versions
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