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Common Alignments Tendency towards neutral, good, and chaotic alignments
Common Classes Barbarian, Fighter, Sorcerer (elemental)
Influencial Faiths Angoron, Reos (Father of Dwarves), Daeus, Kor (The Adamant Tower)
Most Frequently Found In Khazad-Duin, Alexandros (Red Ridge Mountains)
Some IC Hangouts Alexandrian Grid: A03: The Colosseum, A14: Artificer's Hall, A05: Ox-Strength Tavern

Main Grid: H05: Deluge Mines, H07: Stoneworks' Calzones,

Naming Ideas
Khazad Characters Khazadi

The Khazad-Mornir first appeared during the late second age. This leads some scholars to believe that they were a byproduct of the then corrupt Civilization of Machines and Sorcery's attempt at manipulating and empowering races to be their soldiers. The Khazad Mornir themselves began a tradition that they were recipients of the Thunder Blessing by the gods in order to help aid the dwarven people in that time of war and shadow. At first feared and shunned by other dwarves, they proved their valor and might in the wars against the Dark Elves in the early period of the Third Age. Today the Storm Dwarves are rare, being that they bear children at a reduced rate, but they act as powerful bodyguards, warlords and leaders in the armies of dwarven kind.

Physical Description

Storm Dwarves are structured similarly to Mountain Dwarves save that they are somewhat larger. The tallest among them are slightly over five feet in height but they are still much stockier then humans though not as stocky as Mountain Dwarves. Their standard of living causes them to eschew some of the traditional clothing of the Mountain Dwarves in favor for clothing more suited for the mountain peaks and true to their warlike nature, of being constantly ready for battle. They favor extravagant effects for their beards and value them as much as the Mountain Dwarves, if not more so. Their women likewise favor ornate, and by mountain dwarf standards, almost "garish" decorations for their hair. It's said no other race has hair upon her head like the khazadi woman--where the men grow great beards, the women possess near-manes which they tame into braids and other intricate designs, though the designs of the Mornir tend to be more wild than that of the Aul.

Their racial abilities, also elementally derived, are often accompanied by dull rolls of thunder and flashes of lighting within and around their bodies. While these effects are non harmful, they have been known to be prone to generating high amounts of static electricity which can be a nuisance to others who get near them.

Society and Lands

Like the Mountain Dwarves, Storm Dwarves use clans and dwarven families to organize themselves and their society. Many Storm Dwarven families are part of the Skyhammer Clan and they have formed ruling families within this clan that are keepers of Storm Dwarf lore and traditions. Storm Dwarf lore and traditions mostly mirror Mountain dwarf ones. Other Storm Dwarves hail from clans such as Stonesmasher and a few are even part of True Hammer, although are rarely in any position of authority. Usually they work as stalwart bodyguards for nobles among the mountain dwarves. Storm Dwarves tend to dwell above ground in communities that, while in deep caverns at times, do not have the same depth that Mountain Dwarven holds do. The exception for this are Storm Dwarves reared in Mountain Dwarven societies as bodyguards, warlords and champions. The mountain realm of Anvil Peak is perhaps the most known Storm Dwarven enclave. Here in the capital city of Valorheim the Storm Dwarves hone their abilities and seek to forge lasting legacies for their children.

Other Races

Khazad-aul and khazad-mornir get along well enough, but the there is an underlying tension between the two species that dates back to the somewhat artificial origins of the original 'mornir. It is worsened by their cultural outlooks.

Khazad-mornir have little time or interest in engineering and mechanical pursuits, feeling them as largely trivial and a waste of their time. By contrast, some khazad-aul feel that the 'mornir have come to represent the more barbaric aspects of khazad kind that they have striven to cull and reign in. At times these differences have exploded into open conflict and as a result the khazad-mornir ended up taking to making their homes away from the main enclaves of the traditional khazadi dwelling places. When the two species meet they can and do work together but occasional verbal sparring is not unheard of. The khazad-mornir do hold the same enmity for the khazad-ur and mul'niessa as the khazad-aul do and they have the typical khazadi view of other races.

Alignment and Religion

Storm Dwarves have a personality that is similar in many ways to the Mountain Dwarves. However, they are far more war-like and prone to displays of excess. Where Mountain Dwarves tend to be more reserved when not around close friends and loved ones, Storm Dwarves are well known for their hot tempers and exuberant attitudes no matter where they are and whom they are around. The Storm Dwarves of Gaea venerate the same pantheon as the Mountain Dwarves do but they place less emphasis on Reos the Crafter. Reos, they recognize as the creator and patron of all Dwarven kind, but Storm Dwarves are more naturally disposed towards gods of action and strength. Many are followers of Kor the Warlord and Angoron the Iron Mountain. Others venerate more neutral aspects of Daeus.

Two unexpected quirks of khazadi life are their clerics' pogonomancy, and a shamanic caste who find strength and a cause for service due to the disjunction of their bodies and souls. These khazad often serve a more spiritual role within their community, though they are not as widely known outside the clans. Khazadi clerics are known for their talents in pogonomancy, or divination by beard reading.


Storm Dwarves favor barbarians and fighters. They rarely produce spell-casting classes due to the dwarven tendency to shun the arcane forces. Priests are not unheard of and sometimes emerge from among them to entreat the forces of the storm on behalf of the Storm Dwarves. A Storm Dwarf that leaves home often does so as a bodyguard of a more common dwarf or to seek to expand his abilities in far away lands.

Khazad-Mornir Racial Traits

Storm dwarves are somewhat larger than mountain dwarves. They mature around 40 years of age, and may live to be over 400.

The below numbers below assume an "average" person. That is, they probably have a strength and constitution within the 9-11 range. Higher physical stats will make these numbers go up. In other words, a character with 18 strength will weigh much more than one with 9. This site can be used to gauge weight though remember some races possess unique composition, bone structures, or even additional appendages and so on that may influence.

Khazad-Mornir Average Height and Weight
Name Base Height Base Weight Modifier Weight Multiplier
Khazad-Mornir, male 3ft 10in 160 lbs +2d4 x7 lbs
Khazad-Mornir, female 3ft 8in 140 lbs +2d4 x7 lbs

Khazad-Mornir Starting Age
Adulthood Barbarian, Rogue, Sorcerer Bard, Fighter, Paladin, Ranger Cleric, Druid, Monk, Wizard
40 years +3d6 +5d6 +7d6

  • Classification: humanoid (dwarf)
  • +2 Constitution, +2 Wisdom, -2 Charisma: Storm Dwarves are both tough and wise, but also a bit gruff.
  • Medium: Storm Dwarves are Medium creatures and have no bonuses or penalties due to their size.
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
  • Low-Light Vision: Instead of the typical dwarven darkvision, Storm Dwarves have low-light vision from living on the surface for so long.
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype.
  • Hatred: Dwarves receive a +1 bonus on attack rolls against humanoid creatures of the giant subtypes, and mul'niessa, due to training against these hated foes.
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
  • Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
  • Elemental Resistances (Ex): Storm Dwarves are resilient towards the elemental energies that power them. They have Resistance 5 against Electricity.
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
  • Languages: Dwarves begin play speaking Common and Khazdul. Dwarves with high Intelligence scores can choose from the following: Goblin-Talk, Hand Speech, Jotun, Undercommon, Yrch-Speak

Character Options

Khazad-mornir Racial Feats

The below are racial feats for this race. All races receive a bonus racial feat at 6th level (when you level, send in a +request to staff). House feats and feat summaries may be found on the Feats page. Items with a * have had their pre-reqs altered to fit the setting (see Feats page). You must meet the pre-reqs for any racial feat you select.

Fight On, Iroguts, Steel Soul, Ironhide, Storm Lashed*, Orc Hewer*, Giant Killer*, Shatterspell, Ledge Walker, Goblin Cleaver, Toxic Recovery

Optional DM Rules

Ea's magic responds to its people. Wizards, sorcerers, the uncovering of Aspects are not the only ways in which magic manifests.

The following are options for any storyteller, for use in PrPs, scenes, backgrounds, and small stories. If some of these rituals come across as "didn't we always have--!??" that is part of why these are being offered: to illustrate just how active magic is in Ea. Also, just because there are no given mechanics for them does not mean they shouldn't exist.

These rituals and options are beyond the scope of any one PC working on their own.

They are meant to be used as story devices, and tend to require a story element, such as a visit to the sylvanori elders. In addition, they require the presence of more than one person from that community--they are NOT means to add to individual PCs' power levels. Finally, all rituals work according to story. Sometimes rituals sometimes work perfectly, and other times do so to varying degrees (that's just saying they are story-dependent, and not a means of power).

You are welcome to build on these ideas, or expand on them.

Ritual Magic

Erothknurl gerdum: A group of khazad may draw upon their inner nature and make oaths more binding--strong rituals may even make oaths last generations. "Erothknurl gerdum," or Oaths of Stone, are rarely done without an important purpose. In this way, however, some clans may possess very old oaths. Children of a clan are taught of erothknurl gerdum from birth. It is the presence of erothknurl gerdum that makes orphanage chancy: a clanless child may discover they possess an unusual oathline, which brings with it its own complications. Such children are said to feel the distant call of these ancient oaths, though whether or not they are drawn to fulfill them is up to the individual.

A khazad who adopts a clan symbolically takes on that clan's Oaths, but without ritual is not as closely bound to them.

High Weave: Male khazad are famous for their beards, and females for their great manes. What few outsiders know is that the weave of beard and mane are suggestive of history and past oaths. A khazad's hair, when braided in this way, becomes as a book to others of the stone blood. The wear of braids and manes in the "High Weave" is usually only seen at official and ceremonial functions or important occasions. Given the gravity of these occasions, it's suggested the multiple presence of these weaves lend a sense of stability and presence, by tying the participants more firmly into Navos' fabric. That is, they and the ceremony or proceedings, become harder to move or interrupt. This is a form of subtle magic.

Sacred Objects: Some forges last multiple generations. The good ones, anyway. Pieces of such an aged forge--particularly one used to make a powerful magic item--are sometimes used in community magic.

Character Page Badges

Want to show off your Khazad-mornir pride on your Character Page? Use the following wikicode! (More badges here!)


Khazad-mornir PC Badge
Clan: Name of your clan. Feel free to make up some details.
Role: Your role among the clans. How you see yourself.
Faith: Your Faith
The Mountain: Your take on the royal marriage, Khazad Duin, khazad expansion, heritage, and so on. Or whether you care at all.

{{Badge-Title|Khazad-mornir PC Badge}}
{{Badge-Entry|Clan}}Name of your clan. Feel free to make up some details.
{{Badge-Entry|Role}}Your role among the clans. How you see yourself.
{{Badge-Entry|Faith}}Your Faith
{{Badge-Entry|The Mountain}}Your take on the royal marriage, Khazad Duin, khazad expansion, heritage, and so on. Or whether you care at all.