Myrkálfar

Myrkálfar, otherwise known as dwarves, are creatures in Norse mythology that live in the subterranean world of Niðavellir.
Their emoji is "⚙", representing the nature of the dwarves' craftsmanship.
== Biology ==
=== Appearance ===
Myrkálfar are often short, though not as dramatically short as popular culture renditions make them out to be, with the tallest outliers reaching just about 5 feet tall. They are just about as varied as humans, though many of them end up having pale complexions due to their underground nature. 
=== Aging ===
== Culture ==
Myrkálfar have evolved from maggots that chewed into the decaying flesh of Ymir's corpse not very long after the beginning of creation. Their world developed under Midgard and has no sunlight. They are master craftsmen and when they make something, they make it to last, giving their creations such as cups, furniture and weapons names and claiming they have souls. The Myrkálfar have a matrilineal culture, so they respectfully refer to each other and to visitors as the children of their respective mothers, rather than fathers (as most other races in the Nine Realms do).
Myrkálfar call the sky "The Dripping Hall".
== Powers ==
=== Major Powers ===
==== Geokinesis (Major/Moderate/Minor) ====
* Users of Geokinesis are able to create and manipulate small amounts of stone and bend it to their will, as long as it keeps the original surface area of the substance that’s being manipulated. They can create fissures and tunnels in the ground, as well as walls or spikes from the earth.
* Level 1: Users of Geokinesis are able to create and manipulate a 1 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* Level 2: Users of Geokinesis are able to create and manipulate a 2 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* Level 3: Users of Geokinesis are able to create and manipulate a 3 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* Level 4-6: Users of Geokinesis are able to create and manipulate a 6 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* Level 7-8: Users of Geokinesis are able to create and manipulate a 9 foot cube of stone. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* Level 8 Superpower: Users of Geokinesis can use their power to shake the earth itself, causing an earthquake up to 5.0 on the richter scale in strength. They can use this power once every 7 days, and doing so causes extreme fatigue.
=== Moderate Powers ===
==== Golem Creation (Moderate) ====
* While the culture of Myrkálfar dictates that all creations have a soul, nothing compares to the golems that skilled Myrkálfar are capable of creating. These are advanced, semi-sentient creatures that follow the will of their mortal creator. Golems created by this power are very simple. They don't have much in terms of motor skills, and they don't really have much in terms of "special abilities". They have a full body, maybe crude fingers, and that's about it. Creating a golem can take up to 3 days depending on how large it is, but at minimum it takes 1 day for the golem's creation and for the magic to bring the golem to life.
* Level 1: Golems created by Myrkálfar can be dictated to have up to 1 purpose, which they will immediately begin to fulfil. Created golems will stay alive for up to 3 days or until they complete their purpose, whichever comes first. At this level, golems cannot be dictated to perform any combat-related tasks.
* Level 2: Golems created by Myrkálfar can be dictated to have up to 2 separate (but related) purposes, which they will immediately begin to fulfil. Created golems will stay alive for up to 4 days or until they complete their purpose(s), whichever comes first. At this level, golems cannot be dictated to perform any combat-related tasks.
* Level 3: Golems created by Myrkálfar can be dictated to have up to 3 separate (but related) purposes, which they will immediately begin to fulfil. Created golems will stay alive for up to 5 days or until they complete their purpose(s), whichever comes first. Golems can now be dictated to perform combat-related tasks, however that will take up all of their allotted "purposes".
==== Ferrokinesis (Moderate/Minor) ====
* Users of Ferrokinesis are able to manipulate small amounts of metal and bend it to their will, as long as it keeps the original surface area of the substance that’s being manipulated. It's easier for them to manipulate processed metal, but they can also manipulate raw forms of metal like ore. Users of Ferrokinesis cannot create metal with the normal levels of this power.
* Level 1: Users of Ferrokinesis are able to manipulate a 1 foot cube of metal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* Level 2: Users of Ferrokinesis are able to manipulate a 2 foot cube of metal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* Level 3: Users of Ferrokinesis are able to manipulate a 3 foot cube of metal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
* Level 4-6: Users of Ferrokinesis are able to manipulate a 6 foot cube of metal. Doing so drains them physically, and overextension can lead to exhaustion and fainting.
=== Minor Powers ===
==== Rock Shaping (Minor) ====
* To Myrkálfar, rock is nothing but another means of craftsmanship. When they put in a lot of effort and energy, they can mold rock as if it were clay, allowing them to manipulate it more precisely and "on-the-fly" than they might with a standard Geokinesis power. Using this power takes a lot of effort and strains the user's physical condition a lot, so it's best used in moderation.
* Level 1: By exerting a lot of force, Myrkálfar can shape rock with their hands. It takes a LOT of elbow grease, but they can do it. Imagine having a super compact foil ball and trying to smash it with your hands. It's possible, but you're gonna hurt yourself if you do it for too long.
* Level 2: Shaping rock is now easier to Myrkálfar, and doesn't take as much physical strength, but still takes quite a bit. It's now more akin to working with almost dried clay. It's not easy, but it's certainly not as hard as before.
* Level 3: Now Myrkálfar have reached their peak with this ability, and molding rock is as easy as molding with fresh, wet clay. At first, it might take a little coercing, but over time it loosens up quite a bit. At this level, they've also reached a level of control that they can do things like punch handholds in the sides of mountains.
==== Seismic Sense (Minor) ====
* Myrkálfar have a special connection with the earth that allows them to feel vibrations in the earth's surface to help them see in a sort of "sixth sense". This can reveal things such as hidden objects, but can also help them see in the dark, if they are blind (or artificially blinded), etc. They can only use this power if they are actively grounded.
* Level 1: At this level, Myrkálfar are capable of discerning basic shapes and detect moderate movement in a 30 foot radius.
* Level 2: At this level, Myrkálfar are capable of discerning fine detail and detect small movement in a 45 foot radius.
* Level 3: At this level, Myrkálfar are capable of discerning color and detecting a person’s tiniest physical mannerisms in a 60 foot radius.
==== Crafting Mastery (Minor) ====
* While all dwarves are skilled craftsmen, some go even further beyond with their skill level and can do things other dwarves simply can't.
* Level 1: The crafter can maintain focus for extended periods, allowing them to work diligently on crafting projects without distraction. While crafting, nothing can break the concentration of a master crafter unless they allow them to.
* Level 2: Though no item has an exact copy in dwarven culture, they can create a duplicate of any item they have seen or held, crafting precise replicas without the need for detailed blueprints or prolonged study. To do this with dwarven-made items, they must know the object's name and titles before doing so.
* Level 3: At this level, Myrkálfar are able to craft with "paradox ingredients", a special type of ingredient that are impossible to exist and craft with. Items crafted with paradox ingredients are much stronger than they would be if they were made with even the finest of normal materials. An example of an item crafted with paradox ingredients is Gleipnir, the rope that bound the wolf Fenrir. It was created using the sound of a cat's footfall, the beard of a woman, the roots of a mountain, the sinews of a bear, the breath of a fish, and the spittle of a bird. Crafting with paradox ingredients, however, is not something that can be done willy-nilly; it's something that happens ONCE in a dwarf's lifetime, so it must be used carefully. 
=== Given Powers ===
==== Subterranean (Given; Required) ====
* Myrkálfar will turn to stone when exposed to pure sunlight, including sunlight produced using magical powers. However, they are not affected by the light in the fields of Fóidentacal iuse it is not natural light, instead coming from Freyja herself. They can cover up their bodies to slow down the pr is Gleipnir, the rope that holds the Fenris Wolf. It was created using ocess, but nothing can outright prevent it. In most realms during the day, it will take 3 turns for petrification to take full effect (up to 3 hours if their skin is fully covered, however in Álfheimr this happens instantly (up to 15 turns if their skin is fully covered. While petrified, they do not suffer from any wounds and cannot be damaged by normal means, but will begin to crumble over the next 3 days. To be unpetrified, they must be put under running water.
==== Underground Intuition (Given) ====
* Myrkálfar never get lost underground unless they’re being affected by some form of Magic which would prevent this. They are able to sense how old a rock formation is as well as entrances and exits to underground chambers.
==== Crafting Skills (Given) ====
* Myrkálfar are very skilled at crafting in all respects, and as long as they're given the right materials, they can make just about anything. Everything they craft, they believe, has a soul, and thus must have a name or it is not complete.
==== Artisan's Vision (Given) ====
* Myrkálfar have an innate ability to see the potential of raw materials. This power allows them to assess the qualities of materials more accurately, helping them create superior items.