Dökkálfar

Dökkálfar, also known as dark elves, are a subterranean race of elves that have bastardized from the once holy grace of Freyr.

Their emoji is "🧝‍♂️", because they're elves, so we used the elf emoji.

## Biology

#### Appearance

Dökkálfar are similar in figure to Ljósálfar, having a taller stature and pointed ears, however they have a few key differences that set them apart from their noble counterparts. For starters, and most obviously, their skin tones are dark, monotone colors of black and white, with the brightest shade being a medium gray and the most common being described as "blacker than pitch". Their eyes have a unique biology to adapt to their subterranean home. In dark areas, their pupils dilate to the point that their eyes look like marbles of pure black to absorb as much light as possible. Their blood is red, more akin to humans than their Ljósálfar brethren, and instead of having a more rustic body odor the Dökkálfar tend to smell of wet stone, charcoal, and sulphur.

#### Aging

Much like their cousins, Dökkálfar are a long-lived species, reaching their equivalent to human adulthood at a similar rate to humans, albeit slightly extended, and being capable of living to around 700 years old on average. Once reaching full maturity at 25 years old, their aging will seem to halt until they are well over 500 years old. Most Dökkálfar remain healthy and lively up until their death.

## Culture

The Dökkálfar are a distinct variation from the Ljósálfar, being creatures of the dark who dwell underground in all of the Nine Worlds. Being a subterranean race, they live in small colonies of no more than a few different families. The Dökkálfar behave particularly different than the Ljósálfar as well, being a much more uncultivated species. They have little connection with modern technology or advancements, and have little exposure to anything except themselves and other underground dwelling species.

Despite being split into two very different subspecies, the elves do have some cultural similarities. Some of these include ASL, also known as Alf Sign Language, which is nearly indistinguishable from American Sign Language. Another is a gesture of respect, which is done by placing your hands on the chest of an elf.

## Powers

### Major Powers

#### *Dökkálfar Seiðr* (Major/Moderate)

* While Ljósálfar can utilize traditional Alf Seiðr, the Dökkálfar do not have the same connection to Alfheimr and the Vanir that would allow them to perform it. Instead, they can perform a perverse version of Alf Seiðr. If a Dökkálfar Seiðr user is ever to come in physical contact with a Ljósálfar Seiðr, unless they consciously prevent it much like a child of Poseidon might allow themselves to get wet, they will begin to sap magical energy from the Ljósálfar Seiðr user.
* **Level 1-3**: At this level, the user unlocks the ability to wither plants at a rapid rate. By calling upon the decomposing forces of the earth they're able to reduce growths of plants to dust. They can affect up to a 9x9x9 square, with each 3x3x3 section (rounded up, so if it's a 7x7x7 section, then a 1x1x1 section would count as a 3x3x3 section) taking 3 turns to decay, meaning a full 9x9x9 section would take 9 turns to decay. They can use this power once every 6 hours.
* **Level 4-6**: At this level, the user unlocks the ability to inflict wounds on their enemies telekinetically, creating small but not totally insignificant wounds that can become a problem if not tended to. They can target one person within 10 feet, and once they do that person makes a DC13 roll in defense. If they fail, they will receive a slash wound on a typically nonlethal part of their body, such as their arm or leg. This can be used once per combat encounter.
* **Level 7-8**: At this level, the user unlocks the ability to surround themselves in a silvery mist, allowing them to teleport up to 30 feet to somewhere that they can see. For one turn after, they become dizzy and disoriented. They can use this power once per day.
	+ **Level 8 Superpower**: Dökkálfar can corrupt the mind of a monster for a short duration if they succeed a DC20 roll. For 1d6 turns after, the targeted monster is under the limited control of the Dökkálfar. The Dökkálfar can give the creature simple commands, things like “attack” or “by me” and the creature will carry them out. After the duration is over, if the creature is “weakened” (severely injured or otherwise inhibited majorly), the creature dies immediately. If they are not, nothing happens. If they fail the roll, the spell does not work and cannot be used for a full day. If they succeed the roll, the spell works and cannot be used for 30 days.

### Moderate Powers

#### *Must Have Been The Wind* (Moderate)

* Dökkálfar can make a target forget that they were there, able to secure hiding places and avoid conflict or capture.
* **Level 1-3**: Dökkálfar can make one person forget about them as long as they’re fully obscured or in pitch black (if the target has no Darkvision). For 3 turns after, the Dökkálfar remains undetected as long as the targeted individual is not alerted to their presence in some way. This can be used once per day.
* **Level 4-6**: Dökkálfar can make up to three people forget about them as long as they’re mostly obscured or in low lighting (if the target has no Darkvision). For 5 turns after, the Dökkálfar remains undetected as long as the targeted individuals are not alerted to their presence in some way. This can be used once every 3 days.

#### *Nature's Whispers* (Moderate)

* Dökkálfar are able to hear and understand the languages of subterranean creatures, allowing them to gather information from the underground. This power is obviously more effective underground, but any creatures that live primarily underground are subject to the power's usage.
* **Passive**: Dökkálfar can understand the language of subterranean creatures and monsters, but they cannot speak it themselves.
* **Levels 1-3**: At this level, Dökkálfar can seek guidance from subterranean creatures to any location within 3 miles that is not magically concealed, as long as the location is underground. So, for example, they could be directed to a wight barrow, but they could not be directed to a city above ground. They can use this power once every 7 days.
* **Levels 4-6**: At this level, Dökkálfar can now cover a range of 5 miles with this power. In addition, they can now locate and navigate Niðavellir no matter where they are with the help of their underground pals.

#### *Boring* (Moderate/Minor)

* Much like many other subterranean beings, Dökkálfar are capable of tunneling through the earth telepathically, creating sprawling underground tunnels for ease of travel.
* **Level 1-3**: Dökkálfar are capable of tunneling at a rate of 3 feet per turn. They can only tunnel through unprocessed stones, meaning they can't tunnel through things like concrete or cut marble, for example. Using this power exhausts them profusely.
* **Level 4-6**: Dökkálfar are capable of tunneling at a rate of 5 feet per turn. They can only tunnel through unprocessed stones, meaning they can't tunnel through things like concrete or cut marble, for example. Using this power exhausts them profusely.

### Minor Powers

#### *Umbrakinesis* (Minor)

* Dökkálfar are capable of creating magical darkness at will. They can use the shadows for many things, though not to the degree of more powerful users of the power.
* **Level 1**: Dökkálfar can cloak themselves in shadows to blend into darkness. This is very effective in existing shadows or darkness, however in the light it is entirely useless. This power lasts for 3 turns, and can be used once every 12 turns.
* **Level 2**: Dökkálfar can create an aura of darkness covering a 12ft diameter dome. Creatures cannot see into this dome, and people on the inside can only see a few feet in front of them. The dome lasts for 6 turns, but is ended immediately if Photokinesis or a similar power is used inside of it. This power can be used once per day.
* **Level 3**: Dökkálfar can create a small orb of shadows to surround someone's head, temporarily blinding them. They can only create one of these orbs at a time, and they last for only 3 turns. This can be used once every 6 hours.

### Given Powers

#### *Elven Conditioning* (Given)

* Elves are considerably more physically powerful than humans. They can run fast, even faster than normal Einherjar, and they can carry slightly more than the average human despite their slender frame. However, these effects dwindle for Ljósálfar when they haven't been in sunlight for an extended period and for Dökkálfar when they've been in sunlight for too long.

#### *Superior Darkvision* (Given)

* Dökkálfar can see in dim light within 120 feet of them as if it were bright light, and in darkness as if it were dim light. Dökkálfar can't discern color in darkness, only shades of gray. However, in turn, their eyes are more sensitive to bright light. When in direct sunlight, they will often experience extreme discomfort and disorientation, and powers that create light will last twice as long on them.

#### *Underground Intuition* (Given)

* Dökkálfar 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.

#### *Creatures of the Dark* (Given)

* Dökkálfar cast an exceptionally dark shadow in the light, even more so than other creatures would.