Err... Sorry, I have a bad habit of getting so into my own line of argument that I wind up sounding more dramatic or emotional about a subject than I really am. (I mean, how can I just stop at making one or two points, when I have five all lined up and ready to go?!)
... Anyway, it's something that I have an interest in more generally speaking, but something that could be worth including is a notion of "personal loyalty spheres". (I've talked about it
here, under "Cultural Conflict", and
here, under "Loyalty Dilemmas".)
The basics of the concept is that, instead of having silly loyalty cascades, we have each individual character individually track their own loyalty to each group they belong to, so that when conflicts arise (ala loyalty cascades), they can pick a side without just making everything immediately descend into a Battle Royale.
It would include the likes of being loyal to a nation in an abstract sense of "My Country, Right or Wrong", as opposed to how loyal you are to the king or some other leader or official specifically, as opposed to the ethics or abstract ideals that a nation purports to uphold. Hence, if the king of your kingdom turns out to have started researching necromancy, if you are mostly just personally loyal to the king himself, and not the nation or its ethics, you might go with him as part of his personal cult. Alternately, if a nation has taken to acts that go against the ethics of your culture, and you have higher loyalty to your ethics than the nation or leader, you are more likely to become either a protester or an outright defector.
More to the point with these cultural conflicts, it may be used in the cultural context of animal people who are becoming integrated into dwarven culture for even more interesting results - what happens if a tigerman has been living almost all his life with the dwarves, and become a great smith, when his people suddenly start developing a rift between themselves and the dwarves (because, say, the dwarves failed to properly protect them, or a new baron has become insulting and hostile), then that tigerman would suddenly be caught between the two worlds of his loyalties to the people he has spent much of his time living and working with, as opposed to his native culture.
If a full rift develops, there will always be those straglers who, for reasons of being considered a "dwarf sympathizer" and fearing reprisals if they return to their native peoples, or having greater loyalties other reasons, cannot or decide not to go back, they may stay with your fortress even after a schism completely cuts off diplomatic relations.