Dwarves

The Dwarves of Centralia are much like any of the other races: simply trying to get by.

Physical Appearance
Dwarves are generally shorter and much, much broader than your average human. An adult dwarf will weigh the same as an adult human, despite being nowhere near the height. The appearance of their hair tends to be very important to dwarves, with female cultivating a truly neck-breaking amount of braids, and men growing huge beards. Both genders will naturally grow sideburns of hair down the sides of the face. Dwarvish necks are sturdier than human ones, meaning these huge and heavy masses of hair - usually with medallions, rings and trinkets hung or woven into them - don't imbalance the dwarves.

Magic
With their obvious connection to the earth, geomancy comes easily to the Dwarves, along with any magic centring on things within the sphere of earth, like metal, magnetism, or magma, for example. Magic is generally regarded as useful, but its practitioners usually don't follow the standard Dwarven model of stoicism, which leads to at least some level of distrust.

Great Kazzan Minar and Kazzan Vir generally have geomancers, while ferromancy is common in Kazzan Mak, and magnetomancy in Kazzan Bradi. Dwarvish mages who utilise volcanomancy are generally distrusted - spewing magma in a confined tunnel-street or mine is just a recipe for every kind of disaster.

Dwarven Kingdoms
The Dwarves have four surviving kingdoms. There was a fifth Kingdom in Mezigo, by the name of Kazzan Bar, but it was lost when the Plague of Undeath swept through the region.
 * Kazzan Bradi, the Northmost Hold, situated in the Northlands.
 * Kazzan Mak, the Hold of the West, situated at the easternmost part of the Central Region.
 * Kazzan Vir, the Hold of the East, forming the border between the Eastlands and Ragasta.
 * and Great Kazzan Minar, the Motherhold. It is south, beyond the Waste of Ilregard. The Dwarves of the North often lament being cut off from their homeland by the Waste.