Dwarf: Relations, Environment, Society, Religion

Dwarves are cloistered in their mountains, often isolated for many years. They rarely bother with finding out what other cultures are doing, unless it somehow affects their homes. They do not act this way out of lack of care for others, dwarves simply have no desire to constantly explain why others are doing things the wrong way.

As a bit of an exception, dwarves deal easily with gnomes. Many gnome creations find a home in a dwarven forge or workstation. Dwarves are protective toward the creative race, often acting as muscles for their brains and as hammers for their ideas.

Dwarves make their home under the mountains. Living in harmony with rock, their presence is not invasive, much like how the elves are in their forests. They are not a race to enjoy chaotic exposure to the weather; they prefer to remain indoors and under the cover of their steeled homes as long as possible. They do enjoy pleasant environments that are old and settled though, like ancient forests and long standing cities; though, they may not admit it.

Their clan structure is strictly governed by age. Normally, a king or queen presides over their halls with the assistance of a group of elder councilors, all of which have reached a certain age and have proven themselves to be stalwart representatives of their people. This structure applies to all aspects of a dwarf's world, at home, in the workplace, and when out in the world. Age is always first.

Dwarves worship the two dwarven gods. More martially-oriented dwarves tend to fall under Vorax's teachings, and those who rather create and mold the earth around them become faithful worshipers of Dorand. Many dwarves also pay respect to Rofirein and Toran - both of them carrying many of their culture's principles.