The Structure of a Dwarven Kingdom
The Dwarven kingdoms of old were structured along a series of semi-autonomous settlements.  The king ruled from a Crownhold, which was linked to several other settlements by paths and tunnels.  The next level of government after the Crownhold was a Stead or Steading, which was a market center and seat of power for a Crown Prince or a High Thane, typically a powerful clan chief.  Steads could and often did have several clan chiefs in residence. Next was a Hold, the residence of a single clan chief or thane of low to moderate power, typically a large mine or farming village which could be either above or below the ground.  The smallest and weakest of dwarven settlements was the Delve, usually a single shaft with small mine tunnels, the residence of a sept chief or a poor, weak, or disreputable clan chief.  As a whole, dwarven settlements are often referred to as "Holds".

Other Current Dwarven Kingdoms of Maraghentium

Isles of the Miser
Homeland of most of the Duergar of Maraghentium.  They are noted sailors and metalworkers.  Their holds are typically above ground and primitive by the standards of the eastern dwarves, though they are also magicians and alchemists on a much higher level than their Brian or Ebiran counterparts in the east.
 
Oulun Hillfolk
Another homeland of Duergar in the far west, though these Duergar were first displaced from sinking Tarn, moved northeast to escape the deadly floods, and settled in lands of primitive humans.  They subsist primarily as herdsmen and metalworkers of small repute in and amongst human tribes, though they have kept the dwarven religion and ways and are still considered true dwarves by all but the most strictly traditional.

Stiria
A strong nation in the eastern part of Maraghentium, consisting mostly of Duergar with some shield dwarves.  They are noteworthy for the complete breakdown of the clan structure and religion in their borders, having become an atheistic, classless society lead by a king and his family, but with no votes or clanholds within their borders. They also do not mine beneath the ground, preferring lives as mercenaries and stonecutters.

Campania
Last bastion of the midland dwarven nations, Campania has suffered defeat after defeat over the long centuries, losing land to the goblins, humans, and giants each in turn, until reduced to but three small provinces perched high in the Spine.  

Ebirus
A small but strong nation, one of the remnants of southern Bria from before the coming of Man and Giants.  It has several strong clans, but does not grant sept rights and so keeps its clans very tightly controlled.  Ebirus has closed borders and is slowly working on retaking its old holds, a process it has nearly completed through fire and sword. 

Evora
A small nation of poor clans, noted for having taken up seafaring and service as mercenaries to the minotaurs that surround them.  The Evorans are noted particularly in their strongly defensible holds and for their work fortifying the towns of the minotaurs along the coasts.

Dwarven Family-Clan Structure
Dwarves value their family above all else, and all dwarves can recite at least four generations of their ancestors, and account the great deeds that even more ancient ancestors did.  To this end, the early dwarves arranged themselves into clans, with the father or eldest living brother as Clan Chief.  The earliest clans typically had metal names- Iron, Bronze, Gold, Copper, and Silver.  As times went on, these clans proved too large, and so the clan chiefs and their brothers broke into branches, taking names of tools and weapons- such as Ironshield and Ironspear, Bronzeshield and Copperknife.  Over the fullness of time, these too proved too unwieldy, and two more clarifications became common in dwarven genealogy, animals and colors.  There are other descriptors for names- these four types are just much more common and older.  If a dwarf does great deeds, it is possible a Skoto Tash, his clan chief, or a member of the Royal family can reward him with a sept title.  For example, the Ironshields are divided into the Redboar, Redeagle, Strongboar, and Strongpick families.  A Redboar Ironshield might do such deeds as to be rewarded with his own family clan name- such as Blackboar or Redhammer.  Much less common would be an entirely new major clan name.  Only around one hundred clans in three thousand years have been accorded a great name in this manner.  Our Redboar Ironshield might be granted a new clan name of Ironhammer, with no sept lines such as Redboar needed for his new clan status.  Alternately, if a majority of the dwarves of his sept will it, the sept line can become its own clan- thus the Redboar Ironshields may become the Ironboar clan.

The whole thing is best left to Skoto Tash genealogists in the long run.

Short List of some of the Most Prestigious Clans of Bria

Iron			The line of Grammon the Slayer, and family clan of King Utrecht, of which he is the Clanhead.  Last of the Five Clans of the eldest days.
Ironshield			The line of Grammon's youngest brother Derras.  Counts many extremly vociferous Hunters among its ranks.
Strongboar I.S.		A fairly new line of Ironshields.  Noted tacticians and generals.  
Bronzepick		Extremely traditional clan affiliated with the Slayers.
Goldproud		Merchant house with many cadet clans.
Redhammer Goldproud	Line noted for magicians and Skoto Tash.
Threeknife SIlverspear	The family line of most of the Queens of the last two centuries.

Fallen and Lost Dwarves
Dwarves who live outside of the traditional dwarven kingdoms are called fallen or lost dwarves.  Fallen dwarvf is the term used typically for idolaters and cultists of gods other than the Soul-Forger.    Lost dwarves are those dwarves whose family or clans were forced out of the lands of the dwarves through war or exile and settled among non-dwarves, and did not rise to rule that other race.

Dwarven Religion
The dwarves of the old kingdoms kept to a very strict religion lead by the Soul-Forger, whom scholars have linked to the Emperor of the human pantheon.  In ancient times he was said to be served by the dwarven clan-heads in the afterlife, though this belief has dwindled with the passing of centuries.

The Skoto Tash
The priesthood of the dwarves are known as Skoto Tash, which means the shrouded ones.  Forced to forsake clan and family by the ancient traditions, they are bound to shave their bodies clean and ritually scar themselves out of devotion to the Soul-Forger.  Traditional Skoto Tash garb themselves from head to foot in black robes, cloaks and cowls, allowing only their eyes to be seen.  Some more modern Skoto Tash merely veil themselves and wear typical dwarven clothing, but the vast majority of Brian dwarves oppose this practice, and it is seen much more often among Duergar and fallen dwarves.

The Dwarven Afterlife
Dwarves believe that after they die, their spirits go to the World-Forge, where their bodies are remade and they are reborn into the world of the living.  The spirits of the greatest dwarves remain for a time to tend the bellows and shovel coal for the Soul-Forger before their rebirth.  

The Falling
Extremely destructive invocation cast by the combined might of the Duergar Skoto Tash approximately 1,000 years ago, this magic was aimed at sinking the homelands of the humans who then were at war with the dwarves.  While it did succeed in destroying the plains around the mountains of the Tarn, it was unfortunately discovered too late that vast, unexplored caverns lay beneath the surface, and the resulting earthquakes and shockwaves succeeded in pulling the mountains down as well, forever destroying the Duergar homeland as well as sinking most of its great holds beneath the waves.  Fully a third of the dwarves died in a space of only a few hours as their stout mountains became an island chain.

"Political Parties"/Camps of the Dwarves of Bria (in order of Strength)

Hunters (35% of populace)
Believe the old warrens should be reopened and that the best way to do this is via control of the lowlands and usage of human and goblin numbers to clear out the old holds.  Highly expansionist.  Opposed to allowing forsaken dwarves back into Bria.  It is believed Her Majesty the Queen is a supporter of the Hunters. 
Priorities:
1	Retake fallen holds
2	Expand beyond old borders
3	Increase civilization in current borders

Wardens (25% of populace)
Believe that the old warrens should be reopened or more effectively sealed.  Opposed to expansion beyond the old borders.  Opposed to forgiveness for any fallen dwarves or dwarves settled outside borders.  It is believed that Durne Skoto Tash, the High Priest, is a supporter of the Warders.
Priorities
1	Retake fallen holds
2	Increase civilization in current borders
3	Destroy/reeducate fallen/lost dwarves

Slayers (17% of populace)
Believe that the old warrens should be reopened.  Open to expansion beyond old borders.  Believe forgiveness should be extended to dwarves living outside the current borders, but not to the idolaters and fallen dwarves of the Vermin Tribes and other places.  It is believed His Majesty the King is a supporter of the Slayers.
Priorities
1	Retake fallen holds
2	Extend forgiveness to lost dwarves
3	Destroy fallen dwarves and monsters

Gardeners (12% of populace)
Believe that the current warrens should be filled to capacity and old levels of culture restored before retaking old warrens.  Highly expansionist, after old warrens retaken. Neither for nor against forgiveness of fallen dwarves. 
Priorities
1	Increase civilization in current borders
2	Retake fallen holds
3	Expand beyond old borders

Scholars (10% of populace)
Believe that the old warrens should be reopened and forgiveness/reeducation extended to dwarves living away from the ancestral homelands.  Not expansionist.  
Priorities
1	Retake fallen holds
2	Welcome fallen/lost dwarves back to homeland
3	Increase "civilization" in current borders