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<blockquote data-quote="Yaarel" data-source="post: 9667480" data-attributes="member: 58172"><p>Remember that 'vikings' are reallife ethnic cultural heritage, so proceed accordingly. Generally it is fine to treat the heritage for fun, entertainment, and humor. At the same time, Nordics can be surprisingly sensitive about accuracy and sensibility. Generally avoid Conan the Barbarian tropes.</p><p></p><p>(Not all Japanese are ninja, and not all Norse are berserkar.)</p><p></p><p>Regarding 'viking dwarves', the Dvergar:</p><p>• Animistic nature beings, the minds of mineral patterns, including metals, rockforms, wetland.</p><p>• When manifesting a humanlike apparition, are normal human sizes.</p><p>• It is possible for a mineral formation to project a form of human of flesh and blood.</p><p>• Highly magical, the stillness of rock is understood as a deathlike magical trance.</p><p>• Are 'fates' (nornir), associating with bad luck, but knowing any kind of magic.</p><p>• Dvergar did create the ship that belongs to Freyr.</p><p>• This 'ship' probably relates to the 'boat shaped grave marker stones', sailing magically.</p><p>• Dvergar turn to stone in direct sunlight.</p><p></p><p>In D&D.</p><p>• Make the 'Viking Dwarves' normal Human Sizes (Small, Medium, possibly very tall).</p><p>• Dwarves are one of the 'hidden folks' = nature beings projecting into the Border Ethereal.</p><p>• The 5.24 Dwarf stats are fine for an animistic being that chose to become Human.</p><p>• These retain affinity with the land. And can have children with Humans.</p><p>• Emphasize magical classes. Druid and Wizard and Artificer might be culturally typical.</p><p>• There are no spellbooks, and the Wizard 'spellbook' is actually what each Dwarf remembers.</p><p>• When a Dwarf dies, their bodies turn to stone.</p><p>• The soul of a dead Dwarf returns to the unique rock formation that it originates from.</p><p>• Resurrection spells work normally, reverting the stone to living flesh and blood.</p><p>• 'Viking Dwarves' can be sailors and merchants ... who sail at night, but at day under blankets.</p><p>• Gamewise, if taking damage from direct sunlight is unfeasible, it is narratively 'painful'.</p><p>• Sunlight is called 'the Dance of Dvalinn', a Dwarf ancestor that must avoid the sun each day.</p><p>• Mist and Fog normally obscure direct sunlight.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 9667480, member: 58172"] Remember that 'vikings' are reallife ethnic cultural heritage, so proceed accordingly. Generally it is fine to treat the heritage for fun, entertainment, and humor. At the same time, Nordics can be surprisingly sensitive about accuracy and sensibility. Generally avoid Conan the Barbarian tropes. (Not all Japanese are ninja, and not all Norse are berserkar.) Regarding 'viking dwarves', the Dvergar: • Animistic nature beings, the minds of mineral patterns, including metals, rockforms, wetland. • When manifesting a humanlike apparition, are normal human sizes. • It is possible for a mineral formation to project a form of human of flesh and blood. • Highly magical, the stillness of rock is understood as a deathlike magical trance. • Are 'fates' (nornir), associating with bad luck, but knowing any kind of magic. • Dvergar did create the ship that belongs to Freyr. • This 'ship' probably relates to the 'boat shaped grave marker stones', sailing magically. • Dvergar turn to stone in direct sunlight. In D&D. • Make the 'Viking Dwarves' normal Human Sizes (Small, Medium, possibly very tall). • Dwarves are one of the 'hidden folks' = nature beings projecting into the Border Ethereal. • The 5.24 Dwarf stats are fine for an animistic being that chose to become Human. • These retain affinity with the land. And can have children with Humans. • Emphasize magical classes. Druid and Wizard and Artificer might be culturally typical. • There are no spellbooks, and the Wizard 'spellbook' is actually what each Dwarf remembers. • When a Dwarf dies, their bodies turn to stone. • The soul of a dead Dwarf returns to the unique rock formation that it originates from. • Resurrection spells work normally, reverting the stone to living flesh and blood. • 'Viking Dwarves' can be sailors and merchants ... who sail at night, but at day under blankets. • Gamewise, if taking damage from direct sunlight is unfeasible, it is narratively 'painful'. • Sunlight is called 'the Dance of Dvalinn', a Dwarf ancestor that must avoid the sun each day. • Mist and Fog normally obscure direct sunlight. [/QUOTE]
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