The Dwarves:
Baraz-Dammaz-Throng (The Homeless)
Oken-Calnar (Sea Dwarves)
The Thagi (the Lost)

Baraz-Dammaz-Throng (The Homeless):
The Homeless Dwarves, may have homes in Human kingdoms but you will never hear them call themselves a citizen of the nation in which they live in.  They live by the rules of the region, and work in those cities manning the forges, and taking to the duties that they are suited for.  They all long for their home, which has a story all its own.  In the cities in which they reside they build great furnaces and forges under the cities.  It is known that one can tell if Dwarves live in a city buy how much smoke comes out of it.

In times of war every King knows that the dwarves will hire themselves out as mercenaries, and when they take to battle a dwarven regiment is a sight to be hold.  Yet it is also known that if dwarves are on both sides they will not fight each other. ever.  Even when blood boils and each regiment of dwarves hate each other they will throw down there weapons and fight with fists until one side yields, without any death on each side.  Scholars say it is a great sight to behold when the dwarves battle each other; fist, head, teeth, until it ends then the looser leaves the field of battle for good.

Baraz-Dammaz-Throng (The Homeless):
Standard PHB Dwarves

Oken-Calnar (Sea Dwarves):
These Dwarves have taken the last King's words to heart and they have made themselves honor bound to never have a home on land until there lost kingdom can be reclaimed.  They live on vast floating cites and sail the currents of the oceans of the world.  Currently there are 5 such floating city states known and each one has contact with each other though means unknown; Kazad Grom, Kazad Kadothan, Kazad Zahkar, Kazad Aun, Kazad Grumdek.  These Vast cites have working docks, ramparts, and a system of government that sustains these sea nations.

Known for there advancement in sea fairing the Dwarves of the sea have provided technologies with peaceful aligned kingdoms that have allowed for the building of sea worthy sailing ships.  Everyone knows that the Sea Dwarves have more technologies that they are not sharing.

Dwarf, Sea (Oken-Calnar)
    * +2 Constitution, +2 Wisdom, 2 Charisma: Dwarves are both tough and wise, but also a bit gruff.
    * Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size.
    * Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
    * Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision).
    * Water Baby: +2 Racial bonus on Swim checks & able to hold breath up to 4 times Constitution score (swim is always a class skill)
    * Strong Swimmer: Dwarves can swim up to there base speed as a full round action, or half as a move action.
    * Hatred: Dwarves receive a +1 bonus on attack rolls against Locathah & Sahuagin subtypes due to special training against these hated foes.
    * Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
    * Stability: Dwarves receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
    * Stonecunning: Dwarves receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
    * Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.
    * Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Aquan, Auran, Gnome, Goblin, and Undercommon.

The Thagi (the Lost):  Little is know about these dwarves other then they are the traitor kin to the Homeless and the Sea dwarves.  No one has ever encounter them.  The other dwarves do not speak of them, and if every someone was to call a Homeless or a sea dwarf one of the lost they have better be behind a army of men, in a castle, behind a vault, and in a room of complete mithril, forever.