Azers (pronounced: /ˈzɜːrAY-zur[5] Loudspeaker listen) were elemental creatures native to the Elemental Plane of Fire and Elemental Chaos. Azers were created by fire titans and fire giants, whom they often served.[6] Others served the gods Dumathoin, Gorm Gulthyn, Kossuth, Laduguer, and Moradin.[7] Still others, however, lived free and worked for their own benefit.[6]


Azers resembled their ancestors, the dwarves, but with brass-colored skin and hair, their hair and beards being comprised of flames. Azer bodies were so hot that their weapons conducted heat, so much so that any creature within reach of an azer was injured by the intense heat.[6] Many azers wore kilts of brass, bronze, or copper.[4]


Azer society was best described as communal, as every individual had a place in society and matters of the state were more important than that of the individual. Living within fortresses made of bronze on the Elemental Plane of Fire, azer nobles wielded absolute power.[4]

Despite loving gems and constantly waging war against the efreet, Azers never started a fight unless the foe was carrying gems and in which case they might take them prisoner.[4]

Relations with other racesEdit

Azers were often slaves of fire giants and titans.[6] As for the other races, azers despised efreet, with whom they were often at war.[4] They maintained good relations with the yak folk found on the planes.[8]


Some sages claimed that dwarves were once all enslaved to giants and titans; modern dwarves descended from those who escaped slavery, while azers were the descendants of those who'd remained enslaved and were unable to escape their captors. Exposure to the Plane of Fire produced their unique fire qualities.[3]

Others maintained that azers were in fact native to the Elemental Plane of Fire and that their dwarvish appearance was merely a façade.[2]

The azers had once been allies of the efreet, and even helped build the City of Brass. When construction was finished, the efreet betrayed the azers, trying to enslave them to prevent their knowledge of the city's secrets from spreading. Since then, the fact that the azers knew secret ways into the city had prevented the efreet from unleashing an all-out conflict, so that only skirmishes between them happened.[2]

Notable azerEdit


See AlsoEdit



Computer games


  1. 1.0 1.1 1.2 1.3 1.4 Wolfgang Baur (1993). Secrets of the Lamp (Monstrous Compendium Pages). (TSR, Inc.). ISBN 1-56076-647-6.
  2. 2.0 2.1 2.2 2.3 Wizards RPG Team (2014). Monster Manual 5th edition. (Wizards of the Coast), p. 22. ISBN 978-0786965614.
  3. 3.0 3.1 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), pp. 22–23. ISBN 978-0-7869-4852-9.
  4. 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 Skip Williams, Jonathan Tweet, Monte Cook (July 2003). Monster Manual 3.5. (Wizards of the Coast), pp. 21–22. ISBN 0-7869-2893-X.
  5. Frank Mentzer (January 1985). “Ay pronunseeAYshun gyd”. In Kim Mohan ed. Dragon #93 (TSR, Inc.), p. 25.
  6. 6.0 6.1 6.2 6.3 Mike Mearls, Stephen Schubert, James Wyatt (June 2008). Monster Manual 4th edition. (Wizards of the Coast), p. 22. ISBN 978-0-7869-4852-9.
  7. Sean K. Reynolds (2002). Deity Do's and Don'ts. A Faiths and Pantheons Web Enhancement. Wizards of the Coast. pp. 10–15. Retrieved on 2014-09-22.
  8. Wolfgang Baur (November 1997). “Campaign Classics: The Roof of the World”. In Dave Gross ed. Dragon #241 (TSR, Inc.), pp. 88–95.
  9. Thomas M. Reid (May 2007). The Gossamer Plain. (Wizards of the Coast), p. 222. ISBN 978-0786940240.
  10. Thomas M. Reid (May 2007). The Gossamer Plain. (Wizards of the Coast), p. 223. ISBN 978-0786940240.


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