A dwarf is more than a race; it is an ideal, a way of life, a set of strictures. Any creature willing to devote themselves in this manner may become a dwarf after formal adoption into a shabbaz. To be a dwarf one must think, hold writing sacred, and follow the many rules of the shift and shabbaz.
Dwarves have two distinct familial groups they belong to. One is the shift a loose affiliation of dwarves usually not bound by blood, but by shared labor. A shift is generally a informal group of dwarves working together bonds of the shift are strong. Each dwarf in a shift is responsible for all members. These relationships allow dwarves to dig deep into the mines safely for they are always looking out for each-other.
Notable shift members
Krags - in the past krags were the dwarves that would would strap on huge suits of padded armor and carry torches. Krags were responsible for clearing pockets of dangerous explosive gas. The invention of flash beetle lights, and advances in aeromancy made their use impractical. Now Krags are seen as a sort of warrior priest poet combination and can be seen working in temples of small gods.
Foreman- What he says goes underground, de facto leader, his word however can be contradicted and argued with while above ground.
Day face- usually the youngest dwarf on the shift tasked with talking to non dwarves and running errands for the krags.
A shabbaz is a dwarves true clan, every member is either related by blood or adoption. A shabbaz can have as little as two members or as many as you want. A shabba is a smaller family unit usually concentrated in one geographic location.
One Notable Shabbaz is the Brazach Clan, who in writing has an endless enmity with gnomish-kind. They are thought to have been wiped out to the last member in the centuries of civil war FORESHADOWING
The Zerakos mountains are the dwarven heartland and the seat of dwarven power. It is there that the mighty Low King sits upon the Earthen Throne. Unfortunately the current Low King is ineffectual and old, and 300 years of civil wars and blood feuds have split the once cohesive nation of Zerakos into a barely functioning group of city states constantly bickering with each-other. In this bloodshed once certain rules of shift and shabbaz have been broken causing friction and leaving the deep krags of this era pondering what it means to be a dwarf. In Zerakos civil strife is common and predation is daily.
Conversely the dwarfs of Morgsera (the mountain range near Ironholm) have no unifying seat of power, but also do not have any active feuds between shabbaz. The Morgseran dwarves actively trade between mountainholds and lowlander towns. There is little strife yet land outside settled communities is still wild and sometimes dangerous. There are some of the higher lords and guildmasters that long to reclaim their homeland of Zerakos and end the centuries of bloodshed and grief that the civil war has caused.
It cannot be erased. The written word is always believed.
Do not have to worship him.
Tak - God of Writing
Tak doesn't require dwarves to believe in him he only requires that they believe