

Alphar
Light and Darkness
A race tied to the secret war, politics and culture
Immortal and impossibly refined, the Alphar bend emotion, memory, and perception through Glamour. Divided into Leios, Svart, and near-lost Mitwock bloodlines, they wage a secret war of elegance, ancient obligation, veiled threats, and ruthless political manipulation across reality.
At a glance

Why Alphar are Worth Playing
Alphar (Ancient Elves) are ideal for players who want influence, manipulation, ancient politics, supernatural elegance, and dangerous social power. They excel at controlling situations indirectly through Glamour, negotiation, perception manipulation, and layered schemes rather than brute force. Playing an Alphar means navigating ancient obligations, hidden rivalries, supernatural etiquette, and the constant tension between beauty, power, and emotional detachment from ordinary mortals.

Appearance
The Leios-Alfar, or Elves of Light, are what most mortals imagine when they hear the word “Alphar”: impossibly elegant being with luminous skin, flowing hair touched by gold or silver light, and eyes that gleam like polished gemstones beneath the sun. Their beauty feels deliberate and almost overwhelming, enhanced by regal posture, flawless clothing, and subtle Glamour that makes them appear slightly more perfect than reality should allow.
In contrast, the Svart-Alfar (Elves of Darkness) possess a colder and more unsettling refinement. Their skin often carries pale ash, obsidian, or deep blue tones, their eyes glow softly in darkness, and their features appear sharper and more predatory. They move like living shadows through dim crystal-lit halls, adorned in layered silks, black metals, and jewellery that glimmers like fractured starlight.
The rare Mitwock-Alfar (Middle Elves) appear softer and strangely dreamlike compared to the other lineages. Their features seem slightly faded or distant, as though they are only partially present within reality itself. Their pale hair drifts without wind, their voices echo faintly, and their reflective eyes carry a deep sadness tied to the destruction of their people during the Shadow Wars.

Who Are They?
The Alphar are one of the oldest surviving peoples of WarpedEarth, beings deeply tied to Glamour, layered reality, memory, and emotional influence. Though often mistaken for merely beautiful humanoids, Alphar are fundamentally altered by their connection to Sommata and the Dreaming realms. Their presence subtly alters the atmosphere – rooms feel quieter when they enter, colours sharpen around them, and emotions become easier to manipulate whether intentionally or not.
Physically, Alphar are unnaturally refined. They possess elongated features, flawless skin, reflective eyes, and movements that appear almost too precise to be entirely natural. Many exhibit subtle, impossible traits tied to Glamour exposure: voices that echo slightly wrong, hair that shifts colour with mood, or shadows that move independently for moments at a time.
Historically, the Alphar once ruled vast territories through layered diplomacy, supernatural pacts, and manipulation rather than direct conquest. Much of that power fractured during the Aos Sí Cogadh (secret war), leaving the race politically divided into courts, bloodlines, wandering houses, and isolated domains constantly competing through influence and intrigue.
Alphar rarely view reality the same way mortals do. Promises, symbols, emotional states, and reputation carry enormous weight within their culture. Most interact politely with outsiders, but many possess a subtle arrogance born from extreme age, Glamour sensitivity, and belief that shorter-lived peoples struggle to understand long-term consequences. Even benevolent Alphar often manipulate situations instinctively, treating conversations, emotions, and social dynamics as systems to shape rather than truths to respect.

Look and Feel
At first glance: Alphar can resemble tall, slim humans with unusually large or almond-shaped eyes. Alphar tend to be strikingly beautiful by human standards, though there are exceptions.
Build: Alphar are slightly taller than humans, standing between six and seven feet on average. They tend to have slim builds, although they may become wiry or plump during older phases of their life cycle. However, they never become obese. Their fingers are longer than average for other races.
Skin and Bone: Alphar have all of the skin types that humans can have, but Svart-Alphar tend to be darker in colour, including black, red and purple tones. Most Alphar have glittering skin but this does not always show in standard lighting. Alphar bones are more hollow than human bones, allowing them to feel faint tremors beneath their feet.
Hair: It used to be the style to have no hair, achieved through Magica or Shifter abilities. Younger Alphar commonly allow their hair to grow in human styles, although colours vary wildly, even within a single family.
Sound: Alphar tend to have soft, lilting voices. They are usually well-spoken but can sound somewhat haughty by mortal standards.
Attitude: Haughtiness and disdain are common among many Alphar. There are mitigating factors for this though; they have a very keen sense of smell and most living things smell strongly to them, so it’s a case of grin and bear it. Although this is not helped by the fact that they are “all” rich and entitled – every Alphar receives a stipend from the monarch “Queen Lillandra” and they tend to look down on other races in general.
Fashion: They favour long enchanted robes laced with runes. Style and aesthetic are very important to them. To an Alphar, your appearance communicates who you are and the standing of your family.
Morphology: Alphar do not die naturally. They are immortal, although they are not unkillable. Every Alphar experiences recurring periods known as “life seasons.” During the spring of their lives, they become young and vibrant. During summer and autumn, they resemble middle-aged adults, while winter brings a condition similar to old age. Eventually, they enter spring once again, becoming young as the cycle begins anew. These seasons continue indefinitely unless the Alphar suffers an unnatural death.

History and Culture
They first appeared in the First Age, severing their supernatural link to Arcadia after assassinating Oberon and Titania, their monarchs at the time. Exiled, they fled to what is now the Great Elven Forest, where they built an empire of enchantment and illusion. Though masters of culture and magic, they are fractured by the Aos Sí Cogadh, a millennia-old shadow war between the Leios and Svart-Alfar. Their society has since been shaped by their struggle for dominance, leading to a refined yet cutthroat culture where power is won through manipulation, charm, and strategy.
They once ruled most of the WarpedEarth until the Time of Troubles back in the Third Age, during which the world descended into its second global war and Alphar numbers and power diminished greatly. This occurred during approximately the first quarter of the Third Age.
Alphar value intellect, beauty, and control above all else. Their disdain for ignorance is evident in the rigorous education system that all Alphar must undergo. Alphar are taught not only history and magic but also etiquette, deception, and the art of political manoeuvring. Their conversations are often laced with layered meanings, riddles, and hidden threats, making them formidable diplomats and negotiators. Even their social gatherings are strategic affairs.
Their sense of aesthetics is unparalleled. Alphar architecture consists of grand, enchanted structures woven from magic-infused stone and living wood, creating wondrous tree-top cities that glow with ambient arcane energy.
Alphar cuisine is an extension of their magical expertise, blending rare ingredients into meals that nourish not only the body but the mind and soul. Many of their dishes contain subtle enchantments, enhancing perception, improving memory, or even influencing emotions. Feasts are as much about political manoeuvring as they are about sustenance.
Despite their internal strife, Alphar influence stretches across WarpedEarth. Their empire of enchantment and illusion is feared and respected, their mastery of magic and manipulation ensuring that even in chaos, they remain a force to be reckoned with. Their empire is powerful – but ever at risk of unravelling from within.

The Aos Si Cogadh
The term Aos Sí Cogadh refers both to the controlled shade spirits used by the Alphar in their internal civil war and to the war itself.
The Aos Sí Cogadh, or the Eternal Shadow War, has persisted for centuries between the Leios-Alfar and Svart-Alfar. Though Alphar publicly deny its existence, it influences every aspect of their society. Assassinations, curses, and social sabotage are common weapons in this war. Even among families, alliances shift like the wind, and betrayal is not only expected but considered an art form. The rise and fall of noble houses are frequent, and a single misstep can mean exile or death.
The Aos Sí Cogadh as Shade Spirits: Certain members of an Alphar house can summon imprisoned spirits created during the Time of Troubles. These are often the spirits of dead Mitwock-Alfar who were bound into service after death. An Aos Sí Cogadh Shade is a creature of death and sorrow who must carry out the murderous will of its Alpharian master. This is particularly cruel, given that the slaughtered Mitwock-Alphar were a peace-loving people and mediators.

Weakness: Bound by Oath and Courtesy
Alphar cannot willingly break a formally sworn promise, guest rite, or ritual agreement without suffering severe narrative and supernatural consequences determined by the Narrator. Their reputation, glamour stability, and social standing unravel rapidly when they violate fae law.
Table of Contents
Leios-Alfar
Sunlit Majesty: Gain Bo2 against fear, coercion, or emotional manipulation while standing in direct natural sunlight. Glamour illusions created by you are harder to dispel or disbelieve.
Svart-Alfar
Shadowmeld: Gain Bo2 when hiding, stalking, or repositioning in darkness, deep shadow, or dim environments. Once per scene you may vanish briefly into nearby shadow to reposition unnoticed within short range.
Mitwock-Alfar
Echo Beyond Time: Once per scene you may momentarily step outside immediate causality. Gain Bo2 to avoid a sudden attack, trap, or catastrophic event after it is revealed but before consequences fully resolve.















