The fact that DF is still in alpha may be both a curse and a blessing for many of us. One of the more fantastic aspects are the bugs, quirks and placeholder functions that make people behave in unexpected yet entertaining ways. Add to this the already well-fleshed out racial profiles that Toady came up with and we've got a winner here folks.
Now, some things that happen might be happening because the proper functionality is not implemented but that doesn't mean we don't like some of those things the way they are. Anyway, I've decided to write a short summary on all the races that I would like you to help me expand (I've added some things NOT in the game). Hopefully, even if proper functionality is added, these things will remain (optionally) intact
DWARVESDwarves are, by human standards, insane. They are obssessive and liable to hurt others when unhappy. Any morals and social structure become obsolete when a dwarf doesn't have his needs/demands met, ESPECIALLY if a strange mood is in play. At the same time, anything can balance out a dwarve's unhappiness: for a dwarf to get better after the death of a spouse, it's enough to dine in a REALLY GREAT DINING HALL. Except for insane dwarfs, the only emotion that can affect a dwarf's actions is RAGE.
Except for nobles, Dwarves aren't greedy. They tend to gather stuff they like but that is more like an obsessive-compulsive disorder than greed.
Work is very important to a dwarf. VERY. This leads to some interesting behaviour: talking to a lover once a few weeks is ok. Carrying your baby to sparring practice is ok. Not caring for your clothing and hygiene is ok. Anything goes, as long as it serves the Fortress!
Dwarves have an innate admiration for good craftsmanship. A plain door is enough to make a dwarf weep as long as it's sufficiently well crafted.
By some strange twist of fate, alcohol is an important nutrient for Dwarves, so much that even children consume it.
HUMANSHumans are boring, predictable and greedy. They're mostly concerned with trading, shopping and art. A typical human has no appreciation for good craftsmanship- things have to look pretty for them.
Emotions are an important drive for a human. Rage, happiness, jelousy, revenge, despair, love- all can have a serious impact on a human's action.
Humans get easily attached. The death of a spouse is a complete tragedy to a human, a mental wound that only time can heal. Sometimes even the loss of a material good is difficult to forget.
ELVESElves consider all life sacred, so cutting down trees is like murder to them. This is especially valid since they have the ability of expansion (buildings and tools) without cutting down trees.
They would share this ability with the other races BUT, seeing as they are all filthy murderers, the other races can't be trusted with that ability- they would probably just exploit it for their own needs instead of living in harmony with nature (which is probably right). That is why they bring wood (obtained in the harmless way, they probably ask trees to produce some logs?) to other races (GAME NOTE: THEY BRING FAR TOO LITTLE OF IT). When that is not enough to stop the barbarians from killing trees, they get eaten- no life should go to waste, so just like animals do, Elves only kill people to eat them.
GOBLINSPLACEHOLDER: goblins are evil.
KOBOLDSKobolds are cute little kleptomaniacs. They are not greedy, stealing simply lies in their nature. Apparently, so does failure.