Ljósálfar

Ljósálfar, also known as light elves, are a race of elves that hail from the sunny world of Alfheimr.

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

## Biology

### Appearance

Ljósálfar are the stereotypical kind of elf, who look very similar to humans but have a few non-human traits with the most stereotypical being their minimally pointed ears. Beyond this, they have pupils that are strangely reflective, like a cat’s, and their veins are more green than blue underneath semi-translucent skin. They are often tall, with skin "fairer than the sun to look at", and their natural body odor smells like pine needles and wood smoke. They need constant sunlight, like in Alfheim. Without it, they grow tired and will eventually fade away and die.

### Aging

Ljosalfar 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, on average, to around 700 years old. Once reaching full maturity at 25 years old, their aging will seem to halt until they are well over 500 years old. Most Ljosalfar remain healthy and lively up until their death.

## Culture

Ljósálfar are the more noble variety of elves, hailing from the eternally sunny realm of Alfheimr. They are a particularly noble species, that think they are better than everyone else, especially each other. They have a low tolerance for anything that is not viewed as "perfect"; music, art, appearances, and even their own children. Many Ljósálfar parents will deny their "imperfect" children exist or have differences, neglect them, and even disown them and shun them. The Ljósálfar call the sky "The Fair-Roof". They are the patrons of the Vanir, particularly the lord of their realm: Freyr.

Many Ljósálfar have become much like the normal humans of Midgard, losing connection to the other realms. They were once practiced in Alf Seidr and were skilled archers. Nowadays, most elves spend their time watching "funny pixie videos". Many Ljósálfar also believe Midgard is a myth; they think humans still wear tights and live in medieval castles. Very few Ljósálfar practice the traditional arts of their people, instead choosing to revel in the luxury of country clubs and flaunt their generational wealth.

Despite being split into two very different subspecies, the elves do have some cultural similarities between them. 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

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

* Alf Seiðr (also known as elf magic) is a form of peaceful magic used by those who hail from the sun-based realm of Alfheimr and the Vanir-spawn realm of Vanaheimr. Its main uses are for healing, growing, and stopping violence. It cannot be learned, unlike Rune Magic. Alf Seiðr is an inherited ability, so only those born with it can utilize it. Despite being more exclusive, it is considered a "lesser" magic to Rune Magic in terms of complexity and skill-requirement, but is still a potent form of magic nonetheless.
* **Level 1-3**: At this level, the user unlocks the ability to manipulate the rate at which plants grow. To use this power, they must actively concentrate on growing the plant(s), and in doing so they can accelerate the growth of plants for up to 5 turns. This can cause plants to grow past their "normal" size, allowing them to create massive mushrooms and stupendous sunflowers...And, other plants too...They can use this power once every 6 hours.
* **Level 4-6**: At this level, the user unlocks the ability to heal wounds over the course of an extended period of time. This has no cap on how severe of a wound they can heal, as long as it is not a permanent wound (ie. something like a severed limb). Minor wounds (minor cuts, bruises, and minor head trauma) take 6 turns to fully heal, moderate wounds (moderate cuts, sprains and twists, and minor concussions) take 12 turns to fully heal, and major wounds (deep wounds, broken bones, and major concussions) over the course of 18 turns. Wounds can be considered "healed" after half this duration, but they will remain weak spots and are easier to wound again. This can be used once per combat encounter.
* **Level 7-8**: At this level, the user unlocks the ability to disarm an opponent with a parry attack. To safely use this power, the user must have a weapon in their hands to parry with, but as long as they make contact with the weapon that is being swung at them, they can use this. This power only works on melee attackers. This can be used once per combat encounter.
	+ **Level 8 Superpower**: Ljósálfar can channel an insane amount of power to disarm an entire battlefield, covering a mile radius. In this radius, any armed individuals are disarmed, causing their weapons to fly (safely) out of their hands and as far away from anyone that might pick it up and use it as possible within 30 feet of the original wielder. This power can be used once every 30 days.

### Moderate Powers

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

* Ljósálfar are able to hear and understand the languages of animals and plants, allowing them to gather information from the natural world. This power is more effective in Alfheimr, but can be used anywhere that nature is present.
* **Passive**: Ljósálfar can understand the language of nature, giving them limited zoolingualism and chlorolingualism, however they cannot speak this language themselves.
* **Levels 1-3**: At this level, Ljósálfar can seek guidance from plants and animals to any location within 3 miles that is not magically concealed, as long as the location has nature around it. So, for example, they could be directed to a set of forest ruins, but they could not be directed to a castle floating in the sky. They can use this power once every 7 days.
* **Levels 4-6**: At this level, Ljósálfar can now cover a range of 5 miles with this power. In addition, they can now ask plants and animals up to 3 questions per use of this power, allowing them to gather information.

#### *Limited Chlorokinesis* (Moderate/Minor)

* Ljósálfar are able to harness their connection to the natural world and manifest it as a form of wilderness magic, giving them the ability to grow plants. This power is more effective in Alfheimr, but can be used anywhere that nature is present.
* **Levels 1-3**: Ljósálfar can greatly increase the growth rate of plants in a 7 foot area for 3 turns. They can use this power once every 5 turns.
* **Levels 4-6**: Ljósálfar can greatly increase the growth rate of plants in a 10 foot area for 5 turns. They can use this power once every 7 turns.

### Minor Powers

#### *Estival Aura* (Minor)

* Ljósálfar are able to manifest an aura of the Summer months around them. This power can only work at 100% efficiency when outside during daytime, though it can still work while inside or at night.
* **Level 1**: Ljósálfar can use their power to create a sun-like aura in a 15 foot radius around them. Anything that’s stronger in the sunlight and/or in heat is stronger within this aura and anything that’s weaker in sunlight and/or in heat is weaker in the aura. This can be used once every 12 hours.
* **Level 2**: Ljósálfar can use their power to create a sun-like aura in a 30 foot radius around them. Anything that’s stronger in the sunlight and/or in heat is stronger within this aura and anything that’s weaker in sunlight and/or in heat is weaker in the aura. Lasts 9 turns. This can be used once every 24 hours.
* **Level 3**: Ljósálfar can use their power to create a sun-like aura in a 45 foot radius around them. Anything that’s stronger in the sunlight and/or in heat is stronger within this aura and anything that’s weaker in sunlight and/or in heat is weaker in the aura. The power lasts 12 turns. This can be used once every 3 days.

#### *Photokinesis* (Minor)

* Ljósálfar can bend light around them and focus it into different things.
* Level 1: At this level, Ljósálfar can create small beams of light that act sort of life flashlights, creating a 15 foot cone of bright light emanating from an object or body part that they choose. This lasts for 15 turns or until dispelled and can be used once every 6 hours.
* Level 2: At this level, Ljósálfar can create brief but bright flashes of light that temporarily blind and disorient anyone looking at them. This effect lasts for 3 turns, during which anyone affected cannot see and experience minor physical discomfort/pain. This can be used once every 12 turns.
* Level 3: At this level, Ljósálfar can bend the light around one person to hide them from view. They are still tangible, and when someone gets close to them they'll see the disturbance, but from a distance they are entirely invisible. This invisibility lasts up to 6 turns, requires concentration to maintain, and can be used once ever 12 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.

#### *Estival Empowerment* (Given)

* Ljósálfar are stronger during the Summer, giving their powers and physical strength a little boost that's pretty negligible from an outside perspective, but definitely notable to the Ljósálfar. However, the opposite is true during Winter; they become weaker, and might even be more sluggish. During the Spring and Fall they can be considered at a "base" level.