Dwarves are short and stout creatures mostly inhabiting Khaz Modan in the Eastern Kingdoms. They are shorter than humans but taller than gnomes, taking advantage of their size when possible and relying on their robust and though strength when not. The average dwarf is steady, observant and composed both during work and combat, yet able to rage with fierce zeal and persistence when the situation calls for it. While a dwarf prefers to plan forward to overcome challenges, many of them easily lose their temperament and self-restraint when exposed to conditions stirring their feelings and concerns.
In past ages, the dwarves rarely left the safety of their mountain fortresses, spending their time on refining metal and stone into powerful weapons and beautiful jewelry. However, when the call to battle sounded, they rose up to defend their friends and allies with unmatched courage and valor.
Origin and evolution The dwarves derive from the earthen, a race of humanoid creatures consisting of living stone. The earthen were one of the races created by the titans in order to help shape Azeroth after the titans were gone, a so-called "Subterranean being matrix". As creations by the Vanir-titans (probably Khaz'goroth), the part of Azeroth the earthen were to shape was the earth and underground. Although the earthen was a successful creation at first, things would soon change. The Curse of Flesh created by the Old Gods affected the earthen, causing them to mutate into the vicious troggs. As the troggs had a very reduced cognitive ability compared to the original earthen (and other unfortunate aspects the titan's didn't find pleasing, such as cannibalism) the troggs were sealed away.
Although the earthen were susceptible to the Curse of Flesh, the titans chose to modify them rather than begin all over again. This modification created earthen referred to as "Series Two". These earthen did not transform into troggs, but into dwarves. While the transformation turned their physical bodies mirroring the stone found on Azeroth into weaker flesh, they still maintained their mental affinity for it, along with their cognitive abilities. The titans were satisfied with this outcome, seeing the dwarves acceptable to carry out their task.
When the Well of Eternity imploded at the end of the War of the Ancients 10.000 years ago, causing the Sundering, the earthen were deeply affected, feeling the pain of the earth as if it were their own. They retreated to the places of their origin — the titan cities of Uldum, Uldaman, and Ulduar — and hibernated for almost eight thousand years. When they awoke, many of them found that their powers over stone and earth had waned and that their rocky hide had softened to smooth skin. Emerging from their titan-homes, the dwarves from Uldaman made their way out of the titan city and eventually built Ironforge in Dun Morogh.
This transformation along with other factors have created several different kinds of dwarves. Sometimes the differences derive from different ways of living and philosophy, but often they manifest themselves in the amount of change a dwarf has evolved from the earthen. Some dwarves, like the ones living in Ironforge, has undergone a rather complete transformation (with the exception of Stoneform, see The Explorer's League below), becoming fully fleshy creatures. Others seems to have undergone a semi-change, having aspects of both a fleshy creature and the traits of the earthen, like the Frostborn. Several earthen never experienced being affected by the Curse of Flesh either, still consisting of soil and stone like a few remaining Series Two-earthen found in Uldaman and the earthen found in Northrend.
Current situation The dwarves today are spread over all of Azeroth and Outland, helping their friends with everything from slaying monsters to seeking for treasures. Their talent of forging metals and ore have had a large impact on their culture and style of living - their cities consists of enormous forges and seething foundries accompanied by enchanted anvils and tools for handling molten ore. Runes and various shapes creates intricate borders and ornaments adorning their constructs and architecture, possibly inspired by the runes passed down to them from the titans.
Dwarves are aligned with all kinds of organizations and associations. One may divide them into two groups; those who serve the Alliance one way or the other, and those who do not.
The majority of dwarves serve the Alliance. This includes the Ironforge, Wildhammer and Frostborn dwarves. The Ironforge ones are those most populous, found as everything from guards within Ironforge to soldiers on the frontlines against whatever the Alliance is fighting. The wildhammer dwarves are also often found as soldiers for the Alliance, but many of them spend their time at their home in the Hinterlands. The frostborn dwarves are the least active kind of dwarf within the Alliance, only found at their home, Frosthold, in the Storm Peaks where they seem to be doing next to nothing. A large part of the Alliance's dwarves are also as mentioned dedicated to the Explorer's League, differing from many of the other dwarfs in the Alliance as the goals of the league (discover the secrets of the titans) and the Alliance (kill whatever threatens the nation of humans and their allies) are rather different. Still they work together, suppressing their enemies and aiding their allies while revealing the secrets of the world. The Alliance has been deeply affected by their dwarf-members since the humans began it - known for firing flaming gunshots and cannonballs at the enemy during war, while drinking ale and beer in surplus amounts during peace, dwarves have affected the Alliance's style of warfare and culture.
Dwarves not allied with the Alliance includes the Dark Iron dwarves and various dwarves working for different organizations such as the Venture Co, pirates, the Argent Dawn and the Twilight's Hammer. Of these, only the dark irons resemble a "true" faction of dwarves. In the other cases, the dwarf could be swapped out with any random creature also aligned with the said faction, such as a gnoll or a tauren, without any relevant change occurring. Their goals and desires differs from most other dwarves, making them freelancing individuals following whatever seemed more profitable.