The Dwarven Household
The dwarven family is very extended, with three to four generations living in the same household.  The great-grandparents (if any and able) tend to the young, while the parents and the older children work and support the home.  The parents are most likely artisans, engineers, miners, or soldiers while the older children act as apprentices or squires to the parent.  The grandparents tend to household chores such as cooking, cleaning, etc.
Men usually wear their beards and hair loose at home, while at work they will braid them as not to interfere or keep it from getting tangled in machinery.  Women will always wear their hair in braids, tails, or buns at home or at work.  
Dwarves tend to dress in modest clothing.  Men usually wear fur or leather vests with plain shirts and plaid knee-length kilts.  Women wear billowy blouses and ankle length plaid skirts.  The plaid pattern is clan-specific, called a muster.  One house would have a particular muster while another clan would have a different pattern.  The muster is very sacred to the history of each clan, as the threading tells the history of that specific clan.  Blood feuds have broken out over a member of one clan wearing the muster of another.  
At the 21st year of age, every dwarf (male and female) is required to join the Dwarven militia for formal military training for one year.  This assures every dwarf has some ability in battle in case the Clanhomes come under fire, which has happened many times over the millennia.  This is more prevalent now since the Prelacy has been encroaching on Dwarven territory.  The current King is taking under consideration an even longer term of service in the military.  At the end of the year-long service the cadet is branded on the shoulder with a red-hot iron which signifies that the dwarf has completed their term of military obligation.  A giant “M” is seared into the flesh of the dwarf.
Since the weave of the muster is very time and money consuming and children grow so quickly, they do not receive their clans muster until they reach adolescence, which is about 25-30 years of age.  This is also the time in the lives of the children when they accompany their parents to work and start their apprenticeships.
Each dwarf takes on a mantle when they reach their Kommer Alder, or ‘Coming of Age’, (usually around 40 - 45); this new name includes their Born Name (their first name), their Clan Name, and their Calling (their job title).  For example, one Dwarf might be named Granag Homewall the Warrior, while another might be called Dayla Forgeheart the Steelsmith.  These are very formal names that are not to be taken lightly.  This marks the end of the dwarf’s apprenticeship and then is considered an artisan, but must still work underneath his parents for a few more years.  If the dwarf is first born, they will also receive a family heirloom, a tool or weapon with some sort of clan history, passed down from generation to generation.

Dwarves with Dwarves and other Races
Due to years of outside prejudices and violence to dwarves over many years they usually do not associate with other cultures.  If you see a dwarf in a party of adventurers, it is most likely out of necessity.  They only one dwarves will associate freely with are Olarans (which they have several trade agreements) and Elves (which they share a common affinity with the land).  All other races are treated with aloofness or distrust.  
A strong bond has developed within the dwarven race.  They will treat each other with reverence, even if they do not really know each other.  If two dwarves meet in the street they will act like long friends, swap stories, and probably buy each other a drink and it may be the first time they have ever met.  This does not mean blood won’t be spilled if disagreements boil over and go out of control.  The Hammerarms and the Rockcrushers had a blood feud for the better part of a century, depleting both clans’ coffers and families. 

Dwarves and Magic
	Given the lack of ability and knowledge, dwarves; as a whole, distrust Sorcery, Necromancy, and Acolytes.  With the nature of the latter two, that’s understandable.  The natural dwarven aggression and lack of mental discipline prohibits the use of Way.  A strong sense of justice allows dwarven priests and paladins of the Light to exist but there but a few established churches in the Dwarven homeland.  Druidic dwarves are scattered throughout Shaintar with a stronger concentration of them in the Homeland.  Dwarves do have a strong affinity for the earth beneath their feet.  Dwarven miners, on a daily basis, give prayer to Stonewalker for his blessings.

Dwarven Food
	Dwarven Stout-A heavy reddish brew made from fermented grains and mushrooms.  Other races of lesser constitution find this beer bittersweet and have a hard time stomaching more than a mug.  Dwarves thrive on it.  It is about as intoxicating as strong whiskey or brandy.
	Svart Hammare (Black Hammer)-A wine that consists of onyx grapes (a dark purple grape found only in the Stoneheart Mountains) and blood of porcine nature.  It is extremely pungent and black as night.
	Gutter Drink-Comparable to common ale, but of a little better quality (after all, dwarves are master brewers).  The poorer dwarves usually drink this beer.
	Eintopf-A pork stew made with potatoes, mushrooms, and various other vegetables.  The gravy is usually made from dwarven stout.  This is typical dwarven fare.  Recipes vary from house to house. 
	Eldkossa (Fiery Cow)-A beef roast slow cooked all day in a tomato/vegetable broth flavored with spices and herbs and then shredded and served wrapped in platt brot (flat bread).
	Grisoppna (Open Pig)-A carcass of a pig or boar butterflied and herbs, spices, and sliced fruit are stuffed under the skin.  The entire pig is wrapped in Crytolla leaves (large leaves smelling remotely of bananas and coconuts, found only in the Crystal Forest), laid on smoldering charcoal and buried under rocks for an entire day.  It’s served usually on The Great Feast.
	Moder Brot (Mother’s Bread)-A brown, crusty bread twisted to form a braid and baked on a stone in a kiln.
	Skal Brot (Bowl Bread)-A dense, round rye bread baked in the shape of a mound.  The top is usually cut off, hollowed out and Eintopf poured inside it.
	Kase Blod (Blood Cheese)-A dense, white cheese, comparable to white cheddar, blended with Svart Hammare to form dark veins in the mold.  It is eaten mostly by Royals and Nobles.
	Kase Schmiede (Forge Cheese)-Yellow cheese with medium sharpness but mixed with different hot spices, peppers, and herbs.  Called forge cheese for the heat it produces.

Dwarven Holidays	
	Falling Ice 1 (Rebirth)-This day celebrates the ascension of Dranak.  This is a time for new friends and old acquaintances to pray for good tidings for the coming year.  Babies born on this day are said to be blessed by the Stonewalker.
	Planting Moons 1 (Great Feast)-This reveals the ruling clan of all dwarves as determined by the Census.  It is considered one of the biggest parties in all the lands.  Plan to stay a while.
	Eternal Sun 7 (The Withering)-This is dedicated to the refugees who fled Shaya’Nor and those who gave their lives defending their homes during that time.  It is commemorated by taking a day of silence and reflection (except for military and cadets) and fasting for one day.  Each home tithes to the Druidic Council in memoriam to the druids who proved themselves invaluable by tending to the sick and elderly during that time.
	Festival Moons 3 (Mindoth’s Day)-A festival celebrating the First Speaker, Mindoth.  It is held by dwarven and elven druids by performing druidic rituals.
	Raining Leaves 1 (The Hardening)-An informal holiday marked by increased productivity to get wares ready for The Cluster of Three.
White Stag 19 (The Cluster of Three)-Celebrates the defeat of Kal Empire forces by the Dwarves, Olarans, and Elves.  All three cultures host a tremendous market week where anyone can come and buy wares made by them.  It is usually hosted in the Olaran Kingdom.  The Cluster is second only to Great Feast in importance to Dwarven society.

Dwarven Songs
	Dwarven music, to the casual listener, is considered harsh on the ears as the dwarven singing voice is usually raspy and off-key.  But as with the dwarven attitude, their lyrics are blunt and to-the-point, while the tempo and rhythm reflects the dwarven outlook on life.  Drinking songs are fast-paced and fun while funeral dirges are slow and heart-felt.

The Pugs Mugs Snug

The keg is tapped and the band is tuned
The stew is hot and the hearth is flumed
Our tankards are in our fists
We’ll drink till our visions skewed

(CHORUS)
The pug’s mugs snug, my boys
The pug’s mugs snug, tonight
The pug’s mugs snug, friends
â€˜Til we lose our sight

I’ve been called a two-fisted drinker
Or so I have heard
I wish I had another arm
â€˜Cause I would hold a third.

(CHORUS)

Dwarves are falling one by one
They just can’t hold their flagon
I’ll have one more drink tonight
For tomorrow I go on the wagon

(CHORUS)

Just one more barkeep
Just one more tonight
I need one more to help me sleep
Or at least til I lose my sight

(CHORUS)

Dwarven Games
	Besides the typical games you might find dwarves playing, such as target practice (throwing hand axes at wooden targets) or slug racing, dwarves are adept at learning and creating new games.  In any dwarven tavern you might find several different variations of the same game being played at the same time.  But each game isn’t taken lightly for the rules are usually based on dwarven history in some form or another.  Cheaters are dealt with harshly and swiftly.

	Dwarven Wars
		This game involves three four-sided dice and two six-sided dice (as stated before, different variations exist but this is the original, basic form).  Both players place an ante in the pot.  One player (the attacker) rolls all three four-sided dice and adds them together.  The attacker can option to fold or place a bet based on the strength of the roll.  If he folds, the defender wins the ante, but if a bet is placed, the other player (the defender) can choose to call, raise the bet, or fold.  When bets are settled, the defender then rolls the two six-sided dice and adds them together.  If he beats the attackers roll, he wins the pot.  If he matches the roll, the pot stays, each player re-antes, and then the betting starts over.  If the defender loses the roll, the attacker wins the pot.  After the bets are settled, both players switch positions.		
One of the popular variations is called Dragon Hoard.  Both players place antes in the pot.  The first player (now called The Dragon) places his bet first (his “hoard”) and then rolls five six-sided dice.  He then adds them together.  The second player (called The Raider) can either choose to raid (call), feint (raise), or runaway (fold).  If he doesn’t runaway and bets are settled, he then rolls three ten-sided dice and adds them together.  If The Raider’s roll is less than the Dragon’s, the Dragon wins the bet.  If the Raider’s roll is at least two points higher or better than the Dragon, the Raider wins.  Anything else is considered a push and the bets and the deal start over with the original pot staying.  After the bets are settled, players reverse roles in the game.  (The GM is urged to come up other variations)
	Ballista
		This is a popular card game with dwarves.  Five cards are dealt face down to each player but they do not get to look at them.  The players then set each of their cards side by side in front of them.  A set number of coins are set behind each card.  At the same time, each player turns over one card.  Everyone but the player with the highest card and suit must put their coins that sat behind that card in the pot.  This goes until all cards have been flipped over.  The last person with any coins left in their pool wins the pot.  In the case of ties, fresh cards are dealt for each of the remaining coins.
	Last Man Standing
		Each player put three stacks of coins in front of him.  The dealer deals one card to each player.  The player to the dealer’s left can decide whether he wants to keep his card or pass to his left, which has no choice but to take right player’s card.  That player can decide whether he wants to keep that card or pass to his left.  This goes around until the dealer decides whether he wants to keep his card or pull from the deck.  Each player then reveals their card.  The lowest card or suit showing puts his stack into the pot.  The player who has any coins remaining wins the pot.
	Guts
		Each player antes into the pot and then is dealt two cards.  The player looks at the cards and holds them face down in front of him.  The dealer counts to three and the player has the option of holding his cards or dropping them.  The players that hold their cards must reveal their hands and compare.  Flushes and straights do not count.  Pairs and high cards count only.  A pair of twos beat an ace and king.  In the case of tie, suits are compared.  The winner takes what is in the pot and the loser or losers match what was in the pot and then everyone antes again.  This goes on until only one person holds their cards and takes the entire pot.  Not for the poor or squeamish.

The Fine Art of Cursing
	Cursing is considered a form of art in dwarven society.  It isn’t meant to be derogatory, but as a form of bonding with one’s brethren and friends.  It’s usually focused on one’s hygiene, their ability to handle their alcohol, or their prowess in battle.  However, a curse based on one’s artisan ability or heritage is considered a hurtful curse and most likely will result in a fist to the nose.

Friendly
“Your beard looks like it was groomed by a blind goblin.”

â€œHis mug held his beer better than he did!”

â€œYou should have turned your crossbow around to face you.  Maybe you could have hit something then.”

Hurtful
“This gem looks like it was cut by a blind goblin.”

â€œI wouldn’t use a sword made by him.  It looks like it would break on an Aevakar’s wings.”

â€œThose Strongbacks couldn’t pass on a decent muster to their kin.”