

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.
Table of Contents
Racial Modifiers
Active Statistics

+ 1 Social
Supernatural Statistic

+ 1 Channelling
Defensive Statistic

+ 1 Resolve
Negative Modifier

– 1 Constitution
Leios-Alfar
Sunlit Majesty
While directly illuminated by the natural radiance of the Plane of Fire, you gain Bo2 when resisting fear, coercion or supernatural emotional manipulation.
Characters attempting to identify, disbelieve, Countercast or dispel one of your Glamour effects suffer Wo2 while both you and the effect remain within that radiance.
Svart-Alfar
Shadowmeld
You gain Bo2 when hiding, stalking or moving unseen through darkness or deep shadow.
Once per scene, as an Action, you may vanish into a shadow you currently occupy and emerge from another shadow within Near range. You must be able to see or accurately sense the destination. Observers who could reasonably notice your disappearance may oppose this with Perception.
You cannot use Shadowmeld through complete barriers, magical wards or areas containing no meaningful shadow.
Mitwock-Alfar
Echo Beyond Time
Once per scene, as a Reaction when an attack, trap or sudden environmental danger is revealed against you, you may momentarily step outside the immediate flow of events.
Make the appropriate defensive or avoidance Test with Bo2. You must use this Reaction before damage, Wounds or other final consequences are resolved.
On a successful Test, you avoid the immediate effect and may move to another valid point within your current position. On a failed Test, resolve the danger normally.
Echo Beyond Time cannot reverse consequences that have already been completely resolved.
At a glance

Playing an Alphar
Alphar may belong to any Archetype. Their race describes what they are; their Archetype describes how they operate.
An Alphar who wishes to practise formal supernatural magic will commonly choose The Caster, with Glamour as their Tradition. However, Alphar may also become Hunters, Knaves, Officers, Warriors or members of any other available Archetype.
An Alphar does not need to be a Caster merely because their race possesses an innate affinity with Glamour.

Alphar and Glamour
Every Alphar possesses an innate connection to Glamour and the Dreaming. This allows them to sense disturbances in emotion, perception and supernatural presentation. It may also produce subtle atmospheric effects around them.
This natural affinity does not automatically grant formal spellcasting. To deliberately cast Glamour Invocations, an Alphar normally requires the appropriate Caster abilities, the Traditions Statistic and the Glamour Tradition.

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 beings 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 for them to perceive or influence, 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 generally taller than humans, usually standing between six and seven feet tall. They tend to have slim builds, although they may become wiry or plump during the later phases of a life season.
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 was once fashionable for Alphar to remove their hair through Magica, transformation magic or other supernatural practices. 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: Attitude: Haughtiness and disdain are common among the Alphar, although neither is universal. Their extremely keen sense of smell means that many living creatures and crowded settlements can be physically unpleasant for them, which sometimes contributes to their aloof behaviour.
Alphar society is extraordinarily wealthy, and Queen Lillandra traditionally provides recognised Alphar citizens with a royal stipend. However, exiles, political enemies, disgraced bloodlines and Alphar cut off from the Great Elven Forest may receive little or no support. Many Alphar are raised to consider themselves culturally superior, but individual characters may reject, question or openly oppose this belief.
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 is always 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.

Strength: Glamour Sensitivity
Alphar gain Bo2 when attempting to detect Glamour-based illusions or concealment, supernatural manipulation of emotion, memory or perception, creatures or effects originating from the Dreaming, or deliberate social deception assisted by Glamour.
This ability detects supernatural interference. It does not automatically reveal ordinary lies, motives, mental illness or emotional distress.

Weakness: Bound by Oath and Courtesy
An Alphar who knowingly accepts a formally witnessed oath, guest rite or ritual agreement becomes supernaturally bound by its terms. Casual promises, misunderstandings and statements made under supernatural compulsion do not create this bond.
If the Alphar willingly breaks the agreement, they suffer Wo2 on Glamour Tests and on Social Tests involving Alphar or faerie beings. This penalty remains until the injured party releases them, proper restitution is made, or the Narrator determines that the original agreement has been fulfilled by another legitimate means.
The social and political consequences of oath-breaking may continue even after the supernatural penalty ends.













