The Dwarves
Physiology
Dwarves are shorter than Humans, being, on average, about five feet high. They are stocky of build with a dense bone structure and musculature that allows them to absorb damage that would cripple a Human. They live, on average, about 350 years, but there are recorded instances of some individuals living to the age of 450 or more. They physically mature at sixteen. In most strongholds, only one Dwarf female exists for every four males, creating an important dynamic in Dwarven society.
Female Dwarves can typically bear children from the age of physical maturity (sixteen) until about two hundred and fifty. Most, however, will wait until their careers have been chosen and they have been accepted into a guild. Dwarves sex drive is much lower than Humans due to their long lives, but also an adaptation that reduces conflict with members of their own race.
Psychology
Dwarves are a very pragmatic people. Often labelled as stubborn, they are, in fact, quite reasonable. Their reputation stems from the fact that Dwarven soldiers never retreat. This is not entirely true, but Dwarves know they are slower than the other races, and retreat can lead to annihilation; thus, they prefer to stand and fight to the end, where their tight formations prove more effective.
Their reputation for being quarrelsome is a direct result of their culture. Dwarves, being long-lived, will argue about details for days, if not weeks, before coming to a conclusion. To them, it is only being reasonable, and they seldom rush into things unless there are dire consequences. This is not to say they are always so. On occasion, they can be quite decisive, especially when it comes to military matters. From a Dwarf’s perspective, Humans are always rushing into things. Elves, on the other hand, take forever to make up their minds, even by Dwarvish standards.
Quest for Knowledge
At the age of sixteen, they begin their quest for knowledge, which involves spending a year with a guild, testing their aptitude and desires to see if they are a good fit. If so, they begin their apprenticeship in the guild; if not, they repeat the task with another guild. There is no shame in doing this, and some Dwarves might try six or seven guilds before finding one they like.
An apprenticeship in a guild typically lasts until the age of forty, at which time their skills are assessed, and if they are found sufficient, they are inducted into the guild as a full-fledged member. If not, their apprenticeship continues until they are up to scratch. On rare occasions, a Dwarf might remain an apprentice until well into their sixties. Once accepted into a guild, a Dwarf is allowed to choose an appellation (last name) if they wish. This is common among the Traders guild, which mainly deals with outsiders.
Family
Dwarves have large, extended families due to being so long-lived. Most Dwarven couples raise a single child until they are made a guild member (typically at the age of forty). After that, they are expected to find their own housing. Couples who wish more children usually have them a ‘generation’ apart, separated by forty or even fifty years, thus leading to a significant age disparity between siblings.
Their longevity also results in multiple generations of a family, and it is not uncommon for families to contain nine or even ten generations. Dwarven society has no such thing as a last name, though they might reference their family based on the name of the line head. (Balinast of the Kin-Line Durandia, for example)
Dwarves track their family lines very carefully, and each member is expected to know all their cousins by name, if not by face. Due to the complex generational structure, those who are not direct ancestors/descendants are all referred to as ‘cousins,’ there being no distinction between second and third cousins, etc.
Forging (Marriage) is the sole prerogative of females. While some choose not to forge, those who do forge with whomever they please, though the male must be willing. Most Dwarven females choose an older male primarily for his status. Upon his death, she might forge again, in which case she will likely pick someone younger. There is no associated shame or dishonour in forging a second time. If a female feels a forge partner is no longer beneficial, she is free to announce an annulment (though this is rare). After living apart for one year, she is free to choose another. A husband, on the other hand, has no option in this regard; it is the female’s prerogative to annul and hers alone.
A forging ceremony consists of the two Dwarves ritually breaking down some nuggets of metal; the greater their value, the more it represents a lasting forge. These pieces will then be formed into a single item that is displayed in their home, symbolizing their joining.
Government
Dwarves are ruled over by a vard (a king or queen, the title has no gender), but beyond that, there are no additional nobles. A single ruler sits on the Throne for life, selecting their designated heir based on who they see as the best fit. This does not have to be of direct bloodline but is usually a trusted cousin. There is no such thing as a ‘royal family’. A vard can be a male or female, but their respective spouses hold no titles, although they do typically have influence.
Guilds
Dwarven society is broken down into dozens and dozens of guilds, ranging from the obvious (Weapons Guild, Armourers Guild) to more mundane professions. (Stonemasons, Breadmakers, Warriors). The head of a guild is the longest-serving member, and it can take centuries to reach that position. Guild heads form the ruler’s advisory council, though final decisions are left to the vard. Males rule many of the guilds, but only because they outnumber females to such a large degree. A guild ruler may also be the head of a family, increasing their status even further.
Status
Within Dwarven society, status is everything. Females, due to their rarity, are automatically given a higher status. Thus, if a male and female Dwarf are both new guild members, the female will be considered more important. If a male forges with a female of a higher status, it reflects well on him, increasing his own status. The mere fact of forging itself increases the status of both spouses, as they are revered for doing their part to keep the race alive.
Most Dwarves seek to increase their status, which, in turn, gives them more influence. Status can be gained through advancing in guild rank, forging, or having children. It can also be obtained through acts of valour or by somehow benefitting Dwarven society. This often leads Dwarves to seek a life of adventure in the world to find not only wealth, but an increased standing within their own culture. In this sense, it is not about how much gold they have, but what items of renown they recover.
Law and Order
The line head settles conflicts within a family. Likewise, conflicts between guild members of the same guild are settled by the Guild master. The vard gets involved in all other conflicts. There are no open courts like in Human lands. Instead, those involved in a conflict tell their story to the appropriate arbitrator (family head, guild head or vard) and then a decision will be made. This is very informal compared to Humans, and some arguments get quite heated. There is no such thing as lawyers in Dwarven society; people must represent themselves or, in the case of a death, someone in their line.
Military
Dwarven armies are limited to four types of troops, all considered foot. Light foot wear chain armour, while heavy wear plate armour. Their missile troops consist of lightly armoured archers with bows, which form the inner city guard, and arbalesters who wear chain and use the solid metal crossbows unique to their race. If a city or stronghold is attacked, the citizenry is called on as a militia, armed with whatever arms and armour are at hand. Dwarven females serve in the army alongside the males, but to outsiders, they appear as males, attaching false beards to their helmets to fool outsiders.
The military is run by the Warriors guild under the command of the Guild Master, sometimes called the High General. He reports directly to the vard in matters of defence and war. Should the Dwarf realm march to war, the vard may take personal control of the army, though typically, he will defer to the High General, letting him do his job. Unlike other guilds, Dwarven military leaders are chosen for their abilities, not their age, leading to a highly professional army.
Religion
Unlike most races, the Dwarves have no organized religion. They worship the ‘Old Gods’, the same deities that existed before the coming of the Saints. In their version of the pantheon, the head of the gods is Gundar, the God of Earth and creator of the Dwarves. It is not unknown for a Dwarf who lives among Humans to adopt the religion of the Saints. On those occasions, they participate in ‘normal Human behaviour’ in the sense of attending services, etc.
Religious ceremonies are conducted by individual family members in the privacy of their own homes and involve praying to an item representative of the god they seek guidance from. For example, Erylor, the Goddess of Fertility, when praying for a child.
Dwarves view religion as a deeply personal choice and are unconcerned with the religious beliefs of other races. They are also highly practical, realizing trade works better when religion is left out of the business side of things.
Note that forging is not considered a religious ceremony; it is a civil one.
Funerals are the sole exception to the private ceremony. It is a mark of great honour for a Dwarf to be remembered in a ceremony to which other houses or guilds are often invited. A member of the deceased’s household, typically a trusted cousin, oversees the proceedings.
Relations With Other Races
Dwarven kingdoms existed before the coming of Humans and are considered one of the Elder races, consisting of Dwarves, Elves, and Orcs. Individual Dwarf Halls (their name for their kingdoms) have their own alliances and conduct their own affairs, but they get along well with the other races. Dwarves have, on occasion, fought in wars, typically allying with one Human kingdom that is fighting another. Dwarves have fought alongside Elves and Orcs as allies on occasion as well. The only recorded instance of being allied with both at the same time is in Merceria.
The main reason there is such little conflict is simple: they live in the mountains, terrain that the other races show little interest in occupying.
On a more personal level, Dwarves do not make friends easily, but once they do, they will often view the other as something close to kin. A Human who counts a Dwarf among his close friends can count on his support regardless of the circumstances.
This is not to suggest Dwarves aren’t friendly, but rather, they are careful in choosing their friends.