Well, at the risk of putting this out as something "standardized", being that I was a D&D player, here's the text from the Player's Handbook. Of course, this would be used for "standard" dwarves as you see them in World of Warcraft and Lord of the Rings, but if a race would be made to resemble the dwarven race, it doesn't have to be exactly like this, although some ideas could be drawn from it, so here it is...
DWARVES
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their knowledge of the earth's secrets, their hard work, and their capacity for drinking ale. Their mysterious kingdoms, carved out from the insides of mountains, are renowned for the marvelous treasures that they produce as gifts or for trade.
Personality:
Dwarves are slow to laugh or jest and suspicious of strangers, but they are generous to those few who earn their trust. Dwarves value gold, gems, jewelry, and art objects made with these precious materials, and they have been known to succumb to greed. They fight neither recklessly nor timidly, but with a careful courage and tenacity. Their sense of justice is strong, but at its worse, it can turn into a thirst for vengeance. Among gnomes, who get along famously with dwarves, a mild oath is "If I'm lying, may I cross a dwarf".
Physical Description:
Dwarves stand only 4 to 4 1/2 feet tall, but they are so broad and compact that they are, on average, almost as heave as humans. Dwarven men are slightly taller and noticeably heavier than dwarven women. Dwarves' skin is typically deep tan or light brown, and their eyes are dark. Their hair is usually black, gray, or brown, and worn long. Dwarven men value their beards highly and groom them very carefully. Dwarves favor simple styles for their hair, beards, and clothes. Dwarves are considered adults at about age 50, and they can live to be over 400 years old.
Relations:
Dwarves get along fine with gnomes, and passably with humans, half-elves and Halflings. Dwarves say, "The difference between an acquaintance and a friend is about a hundred years". Humans, with their short life spans, have a hard time forging truly strong bonds with dwarves. The best dwarf-human friendships are between a human and a dwarf who liked the human's parents and grandparent.
Dwarves fail to appreciate elves' subtlety and art, regarding elves as unpredictable, fickle and flighty. Still, elves and dwarves have, through the ages, found common cause in battles against orcs, goblins and gnolls; and elves have earned the dwarves' grudging respect. Dwarves mistrust half-orcs in general, and the feeling is mutual. Luckily, dwarves are fair-minded, and they grant individual half-orcs the opportunity to prove themselves.
Dwarven Lands:
Dwarven kingdoms are usually deep beneath the stony faces of mountains, where the dwarves mine gems and precious metals and forge items of wonder. Trustworthy members of other races are welcome here, though some parts of these lands are off limits even to them. Whatever wealth the dwarves can't find in their mountains they gain through trade. Dwarves dislike water travel, so enterprising humans frequently handle trades in dwarven goods when travel is along a water route.
Dwarves in human lands are typically mercenaries, weaponsmiths, armorsmiths, jewelers and artisans. Dwarf bodyguards are renowned for their courage and loyalty, and they are well rewarded for their virtues.
Religion:
The chief deity of the dwarves is Moradin, the Soul Forger. He is the creator of the dwarves, and he expects his followers to work for the betterment of the dwarven race.
Language:
Dwarves speak Dwarven, which has its own runic script. Dwarven literature is marked by comprehensive history o kingdoms and wars through the millennia. The Dwarven alphabet is also used (with minor variations) for the Gnome, Giant, Goblin, Orc, and Terran languages. Dwarves often speak the languages of their friends (humans and gnomes) and enemies. Some also learn Terran, the strange language of earth-based creatures such as xorn.
Names:
A dwarf's name is granted to him by his clan elder, in accordance with tradition. Every proper dwarven name has been used and reused down through the generations. A dwarf's name is not his own. It belongs to his clan. If he misuses it or brings shame to it, his clan will strip him off it. A dwarf stripped of his name is forbidden by dwarven law to use any dwarven name in its place.
Typical Male Names: Berendd, Brottor, Eberk, Einkil, Oskar, Rurik, Taklinn, Traubon, Ulfgar, and Veit.
Typical Female Names: Artin, Audhild, Dagnal, Diesa, Gunnloda, Hlin, Ilde, Liftrasa, Sannl and Torgga.
Adventurers:
A dwarven adventurer may be motivated by crusading zeal, a love of excitement, or simple greed. As long as his accomplishments bring honor to his clan, his deeds earn him respect and status. Defeating giants and claiming powerful magic weapons are sure ways for a dwarf to earn the respect of other dwarves.
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I'll put this for Humans, Elves and Orcs as well, to give some guidelines about the races (those that come in the D&D arsenal of races, of course).
Like I said, it doesn't have to be the same race here, you can take some parts from this, like maybe the land, or clan structure. I would avoid using names, though, but personality could be similar, or example.
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Comments
I agree with with Angela the Usual Dwarves are soooooo 2006
And beard :) hehe
Gray due to the rock dust great! Shaved? No no no! :O these are dwarves remember! Their honor is their hair! lol
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