D&D General Dwarven Vikings

My dad always roots for the Vikings football team.

Yep, the team that had the record of losing the most Super Bowls when I was a kid. They haven't made the championship game since ... umm ... the 70s? As far as I'm concerned still hold the record because they've never actually won and consistently lost by more than the Buffalo Bills. At least the Patriots and Broncos have won some.

And that's pretty much my sum of knowledge of pro football any more, I gave up on them a while back. At least they still have your dad rooting for them!
 

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Lumber/wood is used a lot in mining for supporting the tunnels so in my mind Dwarves would quite naturally use wood, and it's actually part of the the whole elf vs dwarf dislike/conflict comes from because the dwarves will come to a forest and start clearing it for lumber.

So no problem with wooden ships, though ironclad type ships do also make sense.
Id love to see Fjord dwarfs who have strongholds carved into high, deep cliffs that plunge down into the sea. The entrances are connected by rope bridges and verticle cable networks.
The land is rugged, mountainous and cold Not suitable for farming which forces the Fjord dwarfs to rely on the bounty of the sea. Fishing and hunting with harpoons and steel mesh nets their catch includes fish, seals, whale and giant sea serpents. Whale bone, walrus tusk, serpent hides, giant carapace, miners iron and steel are the major building materials, wood is scarce.

Each clan owns its own ironclad ship, etched with runes, powered by steam and equipped with harpoons and processing capacity. The Fjord dwarfs view the sea as an anvil that tempers the hearts and minds of its sea-hunters as they face storm, wave and massive beasts. The Fjord Dwarf Harpooners are celebrated hunters while Fjord dwarf warriors are shield marines, wielding heavy axes and oval shields that double as small rafts or floatation devices. They practice "anchor war" tactics—dropping ship-chains to halt enemy vessels, boarding with hooks and nets. Some elite units tame and ride sea rams, massive tusked seals that the dwarfs have domesticated as symbols of status...
For some more inspiration check out Porto Flavia
 

Just a side note on dwarves and particularly ships. If you don't want to iron ships because of rust issues and what-not there is a company developing what they call super wood. Basically they treat normal wood and then "remove most of its lignin and then compressing the material to strengthen the hydrogen bonds between cellulose molecules." It makes a material stronger than steel and better yet it doesn't corrode or rot. MSN

It's similar to something (except I just made it up, this stuff is entering production soon) I've had dwarves use for a while in my campaign. Of course it has other issues like elves think the dwarves are "corrupting the integrity" of wood. Not sacrilege per se, just something they dislike. Anyway I just remembered the article, thought it was cool and might be an interesting way to build very sturdy ships.
 

Just a side note on dwarves and particularly ships. If you don't want to iron ships because of rust issues and what-not there is a company developing what they call super wood. Basically they treat normal wood and then "remove most of its lignin and then compressing the material to strengthen the hydrogen bonds between cellulose molecules." It makes a material stronger than steel and better yet it doesn't corrode or rot. MSN

It's similar to something (except I just made it up, this stuff is entering production soon) I've had dwarves use for a while in my campaign. Of course it has other issues like elves think the dwarves are "corrupting the integrity" of wood. Not sacrilege per se, just something they dislike. Anyway I just remembered the article, thought it was cool and might be an interesting way to build very sturdy ships.
There are also places like Járnviðr (Iron-Wood) and ironwood in D&D, so whether by nature or by processing something similar could happen. Of course, the processing causing another elf-dwarf issue is interesting.
 

Of course, the processing causing another elf-dwarf issue is interesting.
The Norse Alfar are patterns of sunlight.

The British Faerie are fertile soil, and strongly correlate plants, especially thickets of trees. So British Elves strongly correlate trees. But Norse Alfar, notsomuch.

The Alfar are sunlight, and yes, plants need sunlight, and farmers need good summer sunny weather. The Alfar are skyey, where the sunlight is.

Alfar and Dvergar are like polarizations of a same species. Both are fates, both personify magic, both craft magic items, but they are opposites. Sky versus Land, Sunlight versus Darkness, Blessed Fate versus Cursed Fate, and so on, are part of their mutual contrasts.

The Eddas describe Alfheimr as existing 'in the sky' (himninum), the upper sky above the clouds. The home of the Alfar is a huge 'hall' (salr), a longhouse whose floor is the clouds and whose walls and roof are the skydome. The sun illuminates their skyey home. There are upper layers of the sky, including the cloud level itself (himinn), the cloudless bright stratosphere (andlangr), and finally outer space, the 'wide lustrous-black' (vídbláinn). Gimlé is in this outer sky, beyond the land and clouds. This outer sky seems identical with ginnungahiminn. The Alfar inhabit all of these skyey regions.

Norse Alfar = Sunlight Sky ≠ Trees
 

Because my brain is a peculiar place, the following has been going on in it:

Though Dwarves are most often associated with hills and mountains, I don't see why they couldn't be sailors and farmers.

<snip>

Also, when my brain is in more sci-fi mode, I get the notion they could be Neanderthals since, from what I've read, their bodies would not be that dissimilar.

Any thoughts on this?
Why, yes!

In the current state of my evolving default setting for D&D, which is heavily influenced by JRR Tolkien's "matter of Middle-earth", there is a direct correspondence between Dwarves and the Neanderthals (Homo neanderthalensis) of the real world.

Their story begins in the "time before time" when the Archfey of the element Earth, Smith-craft, etc. and the Archfey of Life and Living Creatures (greater gods, in D&D terms, who later became partners) made "music" together (i.e. blended their thoughts) which envisioned a flesh-and-blood people associated with the element Earth (the "Gnomes" of Paracelsus).

Billions of years after the created universe came into being at the beginning of time and the instigation of the Creator God, who revealed to the Hallows (a group that comprises the later Celestials, Fey, and Fiends) that the central drama of the universe would revolve around Men and Elves (Homo sapiens), this people evolved from earlier forms on the planet Earth as the "Neandersovans" (possibly Homo heidelbergensis), the common ancestors of Neanderthals and Denisovans. Around the same time (around 800.000 years ago), some of the Fey (those Hallows who took up residence in the Material Plane) identified the planet Earth as the primary location of the central drama and descended onto it to set the stage, as it were. The foremost of these was the Archfey of Fire and Necromancy (another greater god, in D&D terms) whose arrival can be correlated to the impact which created the tektites of the Australasian strewnfield around 788,000 years ago, and who claimed rulership of the planet and began to affect conditions on Earth that would cause adversity for many of the flesh-and-blood creatures who lived there, eventually driving the society of good Fey into exile in the Feywild by destroying their home on the Material Plane with a cataclysmic flood around 243,000 years ago.

In this context, the Archfey of the Earth element and Smith-craft, seeing that the coming Men and Elves, who did not yet exist on Earth, would suffer great adversity under the conditions imposed by the Archfey of the Fire element, began a secret undertaking to "craft/mold" a people hardy enough to withstand such adversity and, perhaps, to thereby bring about the long-awaited advent of Men and Elves. The Neandersovans were used as the basis of this "crafting", which was completed around 115,000 years ago, and the resulting people, the Dwarves, was placed in mountain locations from the Grampian Mountains in the west to the Judaean Mountains in the east, including, of course, the Alps, in the middle of their range, where they were firmly entrenched by the time of the arrival of the Elves (Cro-Magnons) into Europe before about 60,000 years ago.

While there's no evidence of Neanderthals practicing farming in the sense of cultivating and domesticating crops, they did gather and process a variety of plants and mushrooms and may have engaged in "pre-agricultural" practices such as tending wild stands of plants or intentionally spreading seeds to encourage growth, which would indicate a more complex level of plant management beyond simple gathering.

On the other hand, there's some evidence that suggests Neanderthals might have built and used boats in the form of stone tools found on the Greek islands of Lefkada, Kefalonia, and Zakynthos, as well as on Crete, which could otherwise only have been reached by swimming for miles. The fact the islands were reached could also indicate a knowledge of seafaring and navigation. Bones of deep-sea fish have also been found in coastal middens dating from periods of Neanderthal occupation, indicating they engaged in fishing that would have required boats. They likely used simple reed boats for this, but may have constructed dugout canoes for the purpose.

So probably not so much to the farming dwarves but yes to the seafaring dwarves, especially any who are living around the Aegean and Eastern Mediterranean.
 
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