Okay so seeing patroids distress I decided to make a less cluttered thread for these guys hoping that sanitation will encourage work ethic
Original thread:
viewtopic.php?f=25&t=52
So, starting by ripping off Alexanders post.... Voila!
[quote]Race Symbol:
Buildings:
Craftsman Guild
A place high in Dwarven society, the guild is a powerful force behind the Dwarven empire. With a multitude of trades under its command and its perfection of stonework, it is a staple in any Dwarven city. (Builds upgraded workers, miners...not finalized)
Tavern: 
Where you'll find both dwarf and man brought together by a cup of ale (Trains basic melee units)
Shooting Stand: 
Home of the Dwarves that are too coward to face the enemy up close, and prefer to pick them off at a distance (trains ranged units)
Mountain Stronghold [Mega Mansion]: 
Big stronghold that happens to also feature a mountain. Can train badass units
Kingdom under the mountain[Mega Mansion]: 
A kingdom that was actually, strangely enough, built above ground and then buried by a mountain. It is rumoured that the Mighty War Machine Of DOOMdabad Halls Of Mighty WAR Ltd. managed to single handedly excavate and completely restore the city. Unfortunately, its people were not recovered. Can Train war machines and no Dwarves (maybe one or two super strong ones)
Rune Mason:

A dwarf hut that celebrates each and every day of the year by setting of Dwarvish fireworks. However, the Rune masons secrets are very closely guarded, and nobody but the Rune smiths get to see the spectacle. There are reports of the smell of burnt hair and singed beards, and "it always seems to be the Rune smiths who have a tendency to wake up late that have singed beards", says the local barber (can train Rune smiths and research Runes)
Dwarven Lookout
A bastion of defense for the dwarves. The fine Dwarven stonework allows 2 units to enter
Units
Worker:

Standard Worker Unit
Axeman: 
Strong infantrist, should need 4 turns
Dwarven Crossbowman 

Main ranged unit
Abus gun: 
Good distance fighter
best version: a shot is very strong but the gunner has to reload his weapon the turn after
when this isn't possible: good infantrist, should need 4 turns
Beserk: 
Axe fighter with double-strike ability and a better armor then the Axeman
Dwarven Slayer:




Slayer are particularly adept at killing giants, ogres, trolls, dragon, demons, big stuff!
Dwarven Defender:



Something like a Jadgpather with an axe, really hard to kill and strong
Bear Rider: 
Dwarven cavalry, 1 movement slower then normal riders but hard lance attack, bonus against cavalry
Boar Rider:

Dwarven Cavalry. Great against any non-mounted unit
Heavy Boar Rider:

Dwarven Cavalry. Upgrade for the Boar Rider. Even greater against any non-mounted unit and pretty sturdy
Bombarde: 
Unit from the Mountain Stronghold, cannon
Rune Master: 
Dwarven caster. We can research new runes at the rune master to make it use more spell-like abilities
Priest: 
Dwarven warrior healer
Cleric: 
Upgrade for the priest. Stronger and with a wider range
War Smith:
Unit that works both as fighter and worker
Dwarf Monk: 
Expert in martial arts; his fists are hard as rocks and can heal by himself by regenerating every turn or by using his action to meditate fully healing and gaining attack power
Dwarven Billman
Name is dumb, standard Anti cavalry unit for the Dwarves. I personally apologize but lately a carrot has been helping so please be respectful.
Dwarven War Machine
A War machine of WAR! Can be mended not healed, an invention of DOOM, so go easy on him

(see above)
Dwarven Hammer Fighter 
Wielder of the Horn of Helm Hammerhand and the mighty hammer of Dain Ironfoot! King under the Mountain! (In because doomdabad is whiny)
Dwarven mortar

Can provide reliable fire support for the front lines, but cannot fire too close to itself. Maybe it requires to be limbered and unlimbered to move
Ships
Transport 
Earlier concept designs and prototypes involved mainly stone and iron. However, this approach was abandoned after the first few dozen designs sunk, with them went quality stone and metals, along with some of the Dwarves most powerful magic.
Dwarven scyther
A powerful bronze plated ironclad warship. The ship is able to cleave through inferior wooden ships with ease, and the glare from the bronze inspires awe and terror into less intelligent creatures. Requires only a few trusty crew for both maintenance and sailing.
And Runes! I will list them here but we can add more!
Ice Rune: stuns the Enemy for some time but increases its defense while lowering sight to 1

Abundance: speeds up a FACTORY production by 1 turn not a TCs

Thorn: Counter attacks deal full damage without reduction

Stone: A temporary moving stone blockade (controlled by player)

Laguz/healing: does area healing +7 hp in a 3x3 area

Blinding: lowers sight to two for an enemy and its adjacent units(same as elephant splash damage)

Strength: +1 attack in a 3x3 area

Rage: +1 action for a single unit

Breeze: +1 movement for a unit and its adjacent units

Boulder: hits a unit for 10 damage,(he is concussed so) lowers that units sight by 2, attack by 3, and movement by 1, adjacent units take 5 damage.

Sap: Deals structural damage, not sure on how much, maybe 50% of its max hp (its risky to send your rune master that close)
