Society
Dwarves have great control over much of the mineral wealth to be found south of the Empire, putting them in a particularly powerful bargaining position with the Southern Kingdoms. Although things have always been pleasant with the Kingdoms, tensions boiled with the Prelacy as the Church seems more and more inclined to claim land within the mountains. There have been numerous skirmishes as Camon mining companies move further and further into the foothills, protected by Camon soldiers.
By necessity, dwarven society has taken on a very militaristic tone; various collections of clans are organized like army units, and everyone is trained to defend their home. It is virtually impossible to be raised in the Clanhomes and not learn something of warfare. However, they have struggled hard to maintain the artisan skills as well; dwarves seem to have an almost mystical affinity for machines and technology. This is just as well, as dwarves have all the magic potential of a lead weight otherwise. This both helps and hinders them; they are difficult to affect with magic, but they have difficulty wielding pure essence.
The King of the Dwarves presides over the largest clan; this would change if ever another clan became more numerous. This competition of population is quite intentional, for if the dwarves are to survive they must replenish their numbers. The Mid-Spring Census, done over the months of First Hunt and Golden Eagle, is a very serious and revered custom, and the Great Feast held on the first day of Planting Moons is one of their most important holidays (as well as one of the biggest parties in all of Shaintar); it is here, at Castle Gorgon, that the results of the Census are revealed.
The Ruling Clans are the eight largest clans; each holds mastery over one of the dwarven urban centers. The Chieftain of each of these clans presides as ruler over that area; below him are Elders who advise and assist him. There are very few other ruling titles of note, mostly because dwarves don't seem to care much for that kind of thing.
However, job titles are another thing entirely. Each dwarf takes on a mantle when they come 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.