I stopped working on this mod a bit ago, felt that I should release it anyway since it's playable.
It is made for version 39d, though, so if you want to convert it to 39f or more recent you will have to do so yourself. You should be able to update simply by copying over init.txt and the dwarfort.exe file.
This package comes with 39d included and is ready to play as soon as you unzip it somewhere.
I would suggest not messing with the world_gen options as it's optimized already for the mod. Feel free to do so if you want, though.
Bear in mind this version comes "as-is" and I haven't tested it in quite some time; if you find any bugs feel free to add them here and I'll tinker with it.
http://teldin.wikispaces.com/space/showimage/Azer+Fortress.zipAnyway, the details:
You are on the elemental plane of fire. It's a boiling-hot place, filled with magma and endless deserts. Outcroppings of rock jut from the desert floors, and occasional savannas can be found - very rare indeed. The only creatures able to live in the plane are those attuned to living in hellish flame-worlds.
Civilizations:
Azer (playable in dwarf, adv): The azers are, essentially, fire-element dwarves. As mythic creatures, they do not require drink or sleep - they are tireless and liquids are quickly vaporized in the ceaseless heat of the plane. They do, however, require food, and tend to subsist mostly on meat of various kinds. Azers are known for their craftsmanship and generally try to remain neutral in the grand schemes of the plane.
Efreet (playable in adv): The efreeti are the fire cousins of the better-known djinni. Unlike the azers they have few morals and scruples, in particular when it comes to other species: they will happily capture and enslave the denizens of those they conquer, and find the flesh of sentient beings - even their own species! - a delicacy. They are expert traders and thanks to their use of slavery, many are indolent and use their free time to pursue more philosophical thoughts. They can fly and, like Azers, don't require drink or sleep.
Salamander (playable in adv): Salamanders are half-humanoid, half-serpent creatures, quite at home in the relentless heat of the place. A fairly violent species, they often find themselves at odds with the efreet, and the two have a constant history of passing slaves back and forth as they conquer each other's cities. They are not quite as skilled in trading as the efreet, but much more martially inclined, with a wide variety of weaponry at their disposal.
Fire Elementals (playable in adv): Fire elementals care little about anything besides their own "species": they are simply sentient creatures entirely of fire, and they do what they please without thinking of repercussions. They have few goods to trade, but nobody wants to trade with them anyway.
Mephits (nonplayable): Mephits are small, scurying imp-demons of the least quality. They mainly steal things and are generally too stupid to think much about more important matters like slavery or laws.
Other notes:
A wide variety of completely new creatures have been added, many of which live in magma. Just about every single creature has been either modified or replaced entirely with fire-related creatures suitable for the climate.
Wood, if left outdoors, will generally start rotting due to the heat of most biomes and will eventually decay. Bring it underground or harvest it from firestone rock (a smelter can convert the rock into lumber).
Many things will abruptly burst into flame on contact with the hot air, such as animal fat (even if the animal is immune to heat). Expect plenty of smoke from time to time.
You will never get any water of any kind on any map, so don't even bother. Your azers don't need to drink anyway.
You will like this mod if:
* You want something different.
* You don't want to bother with tedious things like making 200 beds.
* You don't want to scramble for lumber.
* You want to see how it's possible to have a viable high-temperature hell world without breaking stuff.
Enjoy!