Although Darokin is primarily made up of humans, they have ample room for most types of non-humans to make significant contributions to nearly all aspects of society. This is done for the same reason Darokinians do anything they see the potential for profit in it.
Most merchant houses welcome non-human traders as partners. While most deal only with the countries that are of their race (Rockhome, Alfheim, the Five Shires) to begin with, those that show talent are soon given greater responsibilities just like any other employee. Currently, non-humans fill many key positions in the Darokin economy, including the leadership of several medium-sized merchant houses.
Perhaps most importantly to the economic establishment of the Republic, non-humans are a significant market for imported goods, especially those from the nations founded by their race. And since non-humans make up just under 15 percent of Darokin's population, their needs cannot be ignored by a responsibe economy.
Dwarves tend to keep to themselves and seek each other's business and company.
Many merchant houses employ dwarves to accompany to and from Rockhome, as translators and liasons between the human merchants and their dwarven customers. Dwarves seem to have a greater interest (and a greater talent) for the trading business than elves, though dwarven traders are still fairly rare.
Dwarves' biggest contribution to the Darokin economy is as craftsmen. In a number of fields, the quality of work done by dwarven workers far surpasses anything else available, and dwarves dominate the guilds that govern those crafts. In fact, several dwarves are Guildmasters in Darokin, including those of the Gemcutters, Masons, Stonecutters, and Weaponsmith Guilds. There are many other guilds where dwarves exert a strong influence, including, oddly enough, the Cobblers Guild.
The dwarves of Darokin are sociable enough, but they do prefer to live in their own small neighborhoods, apart from the other races. Humans and others are always welcome in these "dwarftowns" but it is clear the visitors do not belong. Dwarves also tend to shun the larger cities (unless business requires their presence), preferring to live in the smaller towns andvillages, especially those in the hills and mountains.
The Character of the Dwarf
If there is a race of workoholics, it is the dwarven race. Laziness, as a character trait, is practically unknown among the dwarves; when it appears it is considered a disease of the mind. They do however find time to enjoy company, storytelling, feasting, swilling alcohol, playing games, etc.
Tied in with their need to work is a strong desire to create things. Every dwarf, from birth, is trained in trades of mining and engineering. Many dwarves also pursue skill in craftsmanship of metals and gems. If a dwarf sees a boulder, some inner part of his mind is turning it into something, whether it be a sculpture, a construct, a trap or a weapon. Every construction a dwarf sees is subject to his professional scrutiny.
Naming your character
Dwarven names are composed of a first 'true name' and a secondary name that is most often an epithet:
First names are most commonly 2 syllables. Some examples are Balar, Doric, Kurto, and Torlum.
Secondary names tend to most often refer to excellence in battle. Some examples of gnomish epithets would be Shieldcracker, Orcslayer and Skullplitter. Or they may refer to appearance, such as Redbeard, Blackbrow or Fire-Eye.