Natives of the Dark North, the Frost Dwarves live on the icy peaks of the region and make a life hunting and gathering, typically employeeing the local griffon population as trained mounts that allow them to traverse the harsh landscape from cliff to cliff. The Frost Dwarves share an ancestry with the dwarves of the Lower Realms, but have adapted to their harsher climate. Developing their bodies to resist the freezing temperatures, high altitudes and dangerous mountains.
Unlike the Dwarves of the Lower Realms, Frost Dwarves' skin is uniquely blue hued, with white hair that has the tendency to grow pointed and almost sharp in appearance. Their hair does this to create a shielding effect on the cold weather and protect their bodies. Frost Dwarves are natural climbers from living in the high mountains. They often must descend to lower lands to hunt wildlife or go fishing and then haul their bounty back to their homes hewn into the mountainside stone.
Frost Dwarves also have a diplomatic relationship with the Veston Imperium that dwells in the valleys of the Dark North. When the Imperium was in its early years, they formed an agreement with the dwarves in exchange for knowledge of how to survive the Dark North's brutal conditions. The pact has continued to be honored through the centuries until the modern age.
Frost Dwarven Faith
While the Frost Dwarves worship the same pantheon of gods as their southern cousins, their religious practices are decidedly different. While many of the dwarves of the Lower Realms turn to the Astral Skies to worship their Gods, the Frost Dwarves cast their eyes below to the ancestral stone that forms the Great Disc. Instead of choosing to walk the path of the mortal races and join them in the Gods' creation, the Frost Dwarves seek immortality by proving themselves worthy in the eyes of the Celestials to be chosen to rejoin the Stone - the resting place of all worthy and honorable dwarves, who after a life of battling the Gods' foes and securing the Disc, can join in eternal revel and rest. All Frost Dwarves are raised from a young age that glory and honor are the path to the Stone, and every deed they perform should strive toward that goal in some way - many times through martial prowess and combat, but also honoring family and clan.
Those who die unworthy of returning to the Stone are considered Shattered, a punishment for those unworthy of returning to the Gods' side.
Frost Dwarven Society
While the Dwarves of the South lost their connection to the Stone and gained new bodies of flesh and bone, the Frost Dwarves found a means to use the frozen icy north and magithyst crystals to augment and reproduce a functional - albeit inferior - form of runestone to carve their offspring from. As such, the Matriarchal structure of the southern clans doesn't hold true in the Frost Dwarves. In fact, gender is pretty much irrelevant among the Frost Dwarves, who view it as more of a cosmetic expressions of their Zylvana or Core, a concept similar to a soul. The leadership in the Frost Dwarf clans and families tends to be done through seniority and merit - those who are worthy of the great honor and duty of leading their kin.
Clans in the North are far looser associations than the South. While Family reflects whose stone you were carved from, the Clan is more akin to a membership in a guild or chosen faction.
Frost Dwarves names are usual represented as such: [Given Name] dor [Family Name] avor [Clan Name] or roughly translated [Given Name] From [Family Name] Of [Clan Name]. This is sometimes abreviated to d'[Family Name] and a'[Clan Name] when dealing with non-Frost Dwarves or outsiders. Example: Brann dor Bronzebeard avor Frostalon or Brann d'Bronzebeard a'Frostalon
Traits
Ability Score Increases: When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages: Frost Dwarves can speak, read and write Common and one other language that you and your DM agree is appropriate for the character.
Creature Type: You are a Humanoid. You are considered a dwarf for any prerequisite or effect that requires you to be a dwarf.
Size: You are Medium.
Speed: Your walking speed is 30 feet.
Darkvision: 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 discern colors in that darkness only as shades of gray.
Frost Magic: Starting at the 3rd level, you can cast the Spider Climb spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast Barkskin on yourself with this trait, without requiring a material component. Once you cast either of these spells with this triat, you can't cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this species).
Dwarven Resilience: You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
Frozen Resilience: You have resistance to cold damage.
Nature's Fortitude: You have advantage on saving throws you make to avoid or end the petrified or stunned condition on yourself.