...I seem to have aided my own thread's derailment.
I don't believe you have...
I mean, I feel it's really important to get to the heart of where these beings come from, to consider that and extrapolate from that, and then to use that knowledge as a medium and a palette to create from, until we arrive at a form that appeals to us, and that wrings the most interest and enjoyment possible out of the game as a whole.
Knowledge is really important here, and there's an amazing amount of goodness to stumble upon, when researching mythology. It's one of the reasons I love it so much--another reason is that it's such a strong connection to an amazing past, to this "other world" of romantic history, and mystery, that it's otherwise really hard for us to see, anymore, and harder to connect to, and be a part of.
In centuries to come, I hope that people will look back on epics of "science fantasy": movies like the original Star Wars trilogy (or the Dune novels), epic novels like Gene Wolfe's 'The Book of the New Sun', Phil and Kaja Foglio's 'Girl Genius', and epic shows like Doctor Who, and feel this same sense of magic, wonder, desire, etc. that we do when we think about the world of the Illiad and the Odyssey, the Bible, the Norse Gotterdammerung, the Mahabharata, or the epics of Gilgamesh or Herakles; but I hope even more strongly that they, like us, will seek out and learn about all the stories that came before, and led up to them.
I'm a big believer in the immense value of fantasy and myth, that imagination is one of our greatest strengths and gifts as a species, and I don't think that this...even if it's not hard facts or "science", atleast great wisdom and insight into human soul, and psyche...this knowledge, will ever really become obsolete, as long as humans remain human.
Dwarf Fortress is about
depth, in every sense of the word.
So yeah, if you really want to have the peoples of the DF world mean something beyond being just ambulatory piles of hp and gp, then I think it's worthy to consider them from every possible angle, and to try to make them as real, as valid, and as symbiotic with the rest of the game, as we possibly can.
P.S. There are varieties of trolls in folklore who are nearly identical to dwarfs in every aspect but name.
And also, I'm a big fan of TVTropes
What we think of as a dwarf, is a global phenomenon, and you can find strongly similar beings in nearly every mythology on the planet. The earliest Viking version (Norse 'dvergr' or Old English 'dweorg') is arguably of equal or lesser similarity to the Tolkien dwarf than beings from as far away as Greece, Hawaii, Japan, the Phillipines, Brazil, and Mongolia.
Infact, some historians and archaeologists believe that the general idea of a deformed, secretive, militant, antagonistic metalworker may have originated from the early bronze age, when metalworkers, early alchemists, and miners would regularly come in close contact with poisonous materials such as arsenic, mercury, and lead, which could easily cripple limbs and stunt the growth of smiths (and their children), as well as having adverse effects on their emotions and general mental health, while providing high pay, and a strong concrete motive for keeping trade secrets.
These smiths would also regularly accompany armies, so that they could make repairs and sharpen blades on-site, giving these small but unusually strong for their size workers, an immediate motive for learning self-defense, both for defending the camps and their own very expensive equipment and hefty pay, and also because their skillsets would make them ideal targets for live capture, and subsequent enslavement (These slaves sometimes had one or both of their Achilles tendons severed, to prevent them running away, which wouldn't interfere with their ability to forge arms.).
Metalsmiths were also regularly considered to have supernatural abilities by dozens of cultures, and this belief existed even into relatively modern times. In Africa, Shaka Zulu's iron assegai, for example, was often compared by the British with King Arthur's Excalibur due to it's percieved supernatural creation, magical attributes, and immense symbolic power, less than 200 years ago.
Personally, I'm close to being convinced that the Vikings got much of their idea of the "dwarf" from half-remembered stories of the Roman conquest of southern England, that they learned from the English they came in contact with in the dark ages--short (in comparison to the Celtic English), dark skinned and dark haired, oft-bearded warriors with "supernatural" technology and skill at architecture, metallurgy, etc., who spent a lot of time both mining, and clearing English forests with axes (and who used Fasces axes as symbols of power), and who left behind extraordinary ruins and treasures that may have, by then, mostly existed underground.
How then did the Romans turn into Thorin's entorage, and that unnamed medical professional and his 6 adjectival buddies?
Well, start by adding in various encounters Vikings likely had with semi-historical stories of relatively small Picts (where we get both 'Pixies', and the small but immensely strong Scottish 'Pechs'), the drunkard Scottish Clurichauns--close cousins of gold-hoarding Leprechauns, Scottish accents(
), English brownies and Celtic faerie folklore (Celtic elves, who later became tiny faeries, owned/made various extremely impressive magical weapons and other items, and were very often said to dwell in underground mounds and dance in toadstool circles), Russian stories of the Domovoi, Jewish banking and trading in gold and gems (and an environment of rampant antisemitism), as well as their cultural unwillingness to marry outside of the faith--a strongly patriarchal theocratic faith which was wary of allowing Jewish women to interact with gentiles in general, at that time...and then just the presence of all that beer, mead, and strong spirits that went so nicely with all that storytelling.
The Vikings themselves provided a loving relationship with axes, heavy drinking, chainmaille, high quality iron, grudges, treasure, and really awesome beards; and were willing to fully explore and exhaust all concievable homicidal, fratricidal, and suicidal possibilities in each and every one of those things.
Throw in tattoos and mohawks dyed blood-red (which the Vikings came very close to bringing back from America), and we've gone well past Tolkien, and have nearly arrived at the Warhammer dwarf, a mere 1500 years or so early.