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The Book of Myths —  The Realms


 

The Realms

This page is intended to assist the players in developing their characters and provide a growing guide to the Realms as their characters come to know them.


Alfar

 

Adapted from Sandy Simmons "Mission Colors;" to see more of Sandy's watercolors, go to http://www.sandywc.com/riversidepaintings.htm

The Alfari

The short version is that the Alfari are the Sidhe. The reality is much more complex; within their genetic makeup now are the remnants of the many varieties of the Fae, both Seelie and Unseelie, including the mountain races and the ancients, but the majority of the survivors of the War of the Axle were the (mostly) human-formed beings that made up the great court of Finnvar before it was split in the conflict between his two sons, Lugh (The Lion) and Cian (The Unmanned). Cian's ascension and the creation of his Word was the beginning of history for the Alfari of today.

As a GM, many of my personal visions of this society were originally shaped by my own gaming experiences in a game written and designed by Justin Parsler and Kath Banks, Alfari. They described the Alfar as "elves" and went on to say,

"These are not the cute and fluffy pseudo-Tolkinesque elfie welfies that crop up in so many RPG's. They are more akin to the Melniboneans of Moorcock, or the aristocracy of pre-Revolution France than to any sad and tacky stereotype that you may be used to.

The Alfari are 'elves with attitude;' they are mostly proud, arrogant and opinionated with a low regard for anything they consider to be 'mortal' and little more regard for anything non-elven. Alfari society is ancient; their arts have reached their pinnacle but, in reaching that perfection have retained only the results themselves and lost all of the thought and study, the reasons 'why', that went into the achievement. With perfection came boredom and a millennium spent rehashing the same concepts to produce effects of momentary interest."

Perhaps I don't need to say that a major part of this game will be the story arc that challenges the stagnation of the Alfar.

Politically, the Alfari are run as a monarchy, though the king himself has not been seen in nearly 800 years, since the forging of his great tower by the remnants of the Maker people. His wishes are made known through revelations sent to the Keepers of the Cards, a slow-changing council of a dozen seers whose pronouncements are law in Alfar. Law and government are as refined and unchanging as everything else about the Alfari; there is no dissent, no factionalization, and little crime that is not of passion.

Perhaps the greatest ongoing stress on Alfari society is the influence of mortals. Humans, also known as mayflies or mudfolk, are ephemeral creatures bound to the mundane, focussed upon the necessities of procreation, consumption, elimination, and death. In the normal course of an Alfar's life he or she might never see a human, separated as they are by the veil between the Realm and the mundane, though they might, geographically, be quite near to one another. Of course, Alfari can choose to cross the veil, but unless driven by base lusts or inexplicable desires, why would they?

Among the humans, however, there occasionally arise heroes and heroines, and poets and artists, too, who by accident or design have been known to pierce the veil from the other side and see into the Realm. Though many are stunned, stranded, or killed outright by the experience, some of them are able to return again and again, and many are fierce or determined enough to be an actual danger to the Alfari they encounter.

There is an order of King's Knights among the Alfari. Most of their time is spent in perfecting various martial arts as demonstration or tournament skills, but they are called upon from time to time to police areas where the veil has broken down or to remove mortals whose presence has become a problem. Killing or harming an Alfar is punished by death, of course.

Another duty of the Knights, historically, was to wage war against the Line of the Lion, sworn enemies of Cian's Word, but no remnants of that line have been seen in many centuries.

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The Sundering and the Founding of Alfar

King Lugh, the Golden Lion, ruled the First Realm, the Court of Thorns, for only a year after the death of his father, King Finnvar. His alliances with lesser realms and his intolerance for the Unseelie factions left an opening for his brother Cian to gather forces and oppose him. Even so Cian might have been defeated if the Sundering had not occured, splitting Lugh from his allies and destroying the strength of the Seelie fae pledged to his court.

Cian's victory was a bitter one, coming as it was on the heels of the destruction of the throne he sought. Building a new home out of the broken lands far from the Axle, and at the same time fighting off the constant raids by the remnants of Lugh's supporters, Cian was forged into a leader of legend -- the king he is today. It is said the mortar of Cian's Tower is his blood, that his Word is bound by blood, that the very shape of the Alfar today was drawn in it.

When the Tower was completed, Cian withdrew there, seeing fewer and fewer of his subjects until the last Council of his Seers. Twelve of them, representing the twelve great families of the Alfari, were appointed Keepers of the Cards. Through them Cian pledged to guide his realm to its completion. He left their company and has been seen no more. It is so even today.

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The Twelve Houses

At the present time all Alfari families are aligned with one of the twelve Great Houses:

These houses are not defined as much by any particular lineage -- though that was true long ago. Now they are defined mainly by their "feeling," a vague sense of self that is a bit like astrological sign, Tarot card, or bodily humour. Each of the twelve houses has a representative among the Keepers of the Cards at the base of Cian's Tower. Each Great House flies its own banner, but all are subservient to the banner of the King.

Players please note that these Great Houses are different from your family lineage, and somewhat more flexible. Families can marry across houses; usually a Seer is employed to let the parents-to-be know into which house any children should be born. Occasionally, a person or an entire family line will change into or be adopted by another house than their birth house, usually because of some drift in the family members' attitudes or callings.

Like palm reading or signs of the zodiac, the tendencies or natures of the Great Houses are a very general description that does not really reveal the variety that will exist within individual members. I provide the Tarot and Chinese zodiac representations for player reference only; the characters would not think of things this way.

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The Banner of Cian, the Unmanned King, flies over all Alfar.

 

Banner of the Ash

 

 

The Banner of the Ash is the banner of patience. The Ash is known for planning and working for the long-term. The greatest and most obscure prophets and seers came from this house; artists from The Ash are known for their complex and epic works, massive in scale. There are few births under this banner.

This banner, like the Ox, is steadfast, plodding, exacting and unmoveable. The Ash in Tarot are Wands.

Banner of the Beginning

 

This House is about power and the ability to change, taking advantage of any opportunity. They offer insight and criticism, with the reputation of seeing opportunities among the ashes of another's fire. There have been only a few births in this House in the past several centuries.

In Tarot, The Beginning is represented by the Wands and by the Chinese sign of the goat.

Banner of the Bracken

 

 

The Banner of the Bracken flies over this Great House of ferocious warriors and debaters. There is a certain high choler associated with The Bracken; they are considered judgemental and intolerant of weakness or failure. It is the only house known to have disowned a family lineage. There are few new births in this house.

They are the Tigers of Chinese astrology, in control and brooking no disagreement. The Bracken is also represented by Swords.

Banner of the Coins

 

Demanding and scrupulously honourable by reputation, members of the House of The Coins are expected to hold their duty to their House above all other duties besides those to the King.

They can be thought of as the Pig in Chinese astrology. In Tarot The Coins are... Coins or Pentacles.

Banner of the Door

 

 

Whimsical, or crazy? Members of the House of the Door have been known to create disturbing art or engage in acts of extreme and changeable emotion.

The Chinese Monkey represents The Door. In Tarot, their suit is also Wands.

Banner of the Green

 

 

The Banner of the Green flies over the virtues of Knighthood: oaths, vigor, steadfastness, and action. The Green is a vibrant, growing house, counting more young Alfari among its members than any other. They also lost the most members in the battles against the Line of the Lion.

Think of them in Tarot terms as Swords. The Chinese Sign of the Dog could rule here.

Banner of the Keep

 

The House of the Keep has always been called upon in the defense of Alfar. Their numbers have been steady, making them one of the more fertile Houses, as they were greatly diminshed in the battles with the Lion.

The Keep is represented by Coins in Tarot and by the Chinese Rat.

Banner of the Lily

 

Pre-eminent in the creation of fashions and environments designed for comfort, The Lily tends to indulge physically. The uses of drugs and glamours are well-practiced arts. Many children are born under this banner compared to others.

The Rabbit is the Chinese sign for those of The Lily. Their Tarot suit is Cups.

Banner of the Maid

 

 

The Banner of the Maid signifies strength and service. This house provides teachers, knights, bodyguards, farmers, and doctors. Members are known for their wisdom and simplicity. There is some magic associated with this house, usually less to do with glamours and more of a practical nature. New births in The Maid have been slow but steady, perhaps one or two in ten years.

The Maid is represented by Cups in Tarot, or by the Snake.

Banner of the Serpent

 

Known innovators, all Alfar look to the House of The Serpent for the signs of fashion to come. They seem to anticipate taste and their approval or disapproval can make the reputation of any artist or performer.

In a Tarot deck The Serpent is represented by Cups, and in the Chinese zodiac by the Dragon.

Banner of the Sword

 

The Swords are the travelling servants of the King's Banner. They are confident of their value to the realm, and expect the highest levels of diligence, steadfastness, and bravery from their Knights. Scandal had plagued this House in the early years of the Realm; after the War of the Axle, many of the unshaped races were represented here.

Not surprisingly, the Tarot suit for The Sword is Swords. Their Chinese sign is the Rooster.

Banner of the Winds

 

Of all the Alfari, the Banner of the Winds has ruled those least tied to the city and its realm. No one outside the House knows its true extent, but the travellers under their flag brought much knowledge about the origin of the Line of the Lion, back when the battle was still being waged. Now few dwell in Alfar, with perhaps the same number again still flung out among the borderlands.

The Winds in Tarot are Coins. They are represented also by the Horse.

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Give me some examples of cool names

The following list was created by my old friend, Pete Marshall, way back in '93 or '94 to help us with names for an Irish-myth-based game. I have no idea how accurate it is, but we've been using it a long time, so I'm pretty familiar with it. Older Celtic names or even made-up fantasy names could also be acceptable names for Alfar-based characters.

Names for men: Names for women:

spelled

sounds

equivalent to / means

spelled

sounds

equivalent to / means

Adaidh

adie

Adam

Ahracht

at-rack

attracted

Adhamhnan

av-em-an

great fear

Aibhilln

isle-ine

bird

Aindreas

ain-dris

Andrew

Aine

ain

brightness

Alastar

al-is-tir

Alexander

Aingeal

ain-gel

angel

Ambros

am-brose

Ambrose

Aisling

ais-lin/ash-lin

dream

Amhlaoibh

awh-lof

Olaf

Almha

al-vi

semi-devine heroine

Anluan

an-loo-an

Alfonso

Aoibheann

av-een

beautiful

Antain

an-tain

Anthony

Bairbre

berb-ri

Barbara

Aodan

ee-din

Aidan

Blathnaid

blath-ned

flower

Aodh

ov / o

fire

Brighid

bri-edge

goddess of?

Aogan

og-an

fire

Cailin

kai-leen

wench (English form is Colleen and is not used as a name)

Aonghas

ong-gis

to praise

Caitlin

kat-lin

derived from Hecate

Aonghus

ong-gus

one choice(?)

Caitriona

kat-ri-ona

"

Ardal

ar-dal

high valour

Cara

ka-ra

friend

Bradaigh

brady

large chest

Ciorsdan

kors-din

Christine

Breanainn

bren-in

prince

Cliodhna

kli-own-ah

Shidhe princess

Cainneach

ken-nay

handsome

Damhnait

damp-nah

fawn

Caoimhin

kao-vin

comely

Deirdre

der-dru

?

Caolan

ke-lan

slender

Doireann

doir-een

daughter of Finn (as in Finn MacCool)

Cathal

kah-al

ruler of battle

Eabha

eva

Eve

Cathan

kah-an

battle (the English form of this is Cain)

Eilis

il-iz

Elizabeth

Cathaoir

kah-or

fighting man

Eirinn

air-in

Ireland

Ceallagh

kel-lah

church?

Eistir

ez-ter

Esther

Cearghall

ker-vill

psycho-nutter (more a nickname)

Eithne

eth-nee

kernel

Cian

ki-an

ancient

Emer

ay-ver

?

Ciaran

kier-in

black

Etain

ay-thaw-in

jealousy

Ciardha

ker-va

(servant of the?) dark one

Fiona

fi-on-ah

vine

Cinaed

kin-ned

fire

Fionnguala

finn-noo-la

fair shouldered (possibly "great body" has a closer current meaning)

Cinneidigh

kin-id-day

ugly head

Gobnait

gov-nay

smith

Comhghall

kom-gall

come together

Gormlaith

gorm-lay

splendid lady

Conall

kon-ill

strong wolf

Grainne

graun-ya

disgust

Conan

ko-nan

hound (so what's he doing being a Cimmerian?)

Inghean

in-gin

girl

Conn

kon

chief

Liffey

lea

life

Conochobar

kon-or

chief

Luiseach

loo-ach

from Lugh

Conor

kon-or

chief

Meadhbh

may-ive

intoxicating

Cormac

kor-mic

son of defilement (strange choice of a name I'll admit)

Moirin

morr-een

little-big

Cronan

kro-nin

swarthy

Morag

mor-rag

big

Cuan

ku-in

hound

Muadhnait

mov-nah

noble

Cuimin

kwim-een

bent or twisted

Muireall

murr-ee-all

bright sea

Dalach

dal-ly

assembly

Muireann

murr-ee an

white sea

Dara

dar-ah

oak

Muirne

murr-ni

beloved

Deasmhumhan

des-vu-van

man from south Munster (English form is miles easier: Desmond)

Neassa

ness-ah

?

Deoradhan

dor-a-vin

wanderer / exile

Niamh

nee-uv

brightness, beauty

Diarmaid

der-mid

without envy

Raghnailt

rag-nah

?

Domhnall

do-nall

world rule

Rionach

ree-on-ah

queen

Donn

don

lit brown king = death (nice friendly name)

Roisin

ro-sheen

little rose

Donndubhain

don-du-vin

dark brown

Sadhbh

save

sweet

Dubhan

duv-an

black

Searlait

ser-lite

Charlotte

Dubhdara

duv-dar-ah

black oak

Sorcha

sor-sha

brightness

Dubhghall

duv-gall

dark stranger

Tuilelaith

toul-ee-lah

abundance / lady, princess

Eamonn

eh-mon

Edmund

Una

oo-na

?

Eanna

en-na

bird

 

Earnan

ern-an

iron

Names for that can be used for men or women:

Eibhear

ee-vor

?

Ailbhe

eel-vy

white?

Eoghan

oh-an

born of the yew

Gleann

glen

valley

Eoin

oin

John

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Fearadhach

faar-av-ach

manly

Fearchar

faar-car

dear man

Feardorcha

faar-dor-ca

dark man

Fearghal

faar-gall

brave man

Fearghas

faar-gas

vigorous man

Feichin

fey-chin

raven

Feidhli

feel-i

?

Finin

fin-in

born of wine

Fionn

finn

fair

Fionnbharr

finn-varr

fair haired

Fionnghall

finn-gall

fair stranger

Fiontan

finn-tan

fair

Flaithri

flah-ri

leader-king

Flann

flan

ruddy

Flannan

flan-an

ruddy

Gae

gay

man of god

Gearoid

ger-oid

spear rule

Gerard

ger-ard

strong spear

Giollaruaidh

gil-roy

red-haired man

Lachlan

loc-an

Scandinavian

Lachtna

lac-na

milk colored

Laoiseach

lee-ish-ach

from Laois

Loman

lom-an

bare

Lonan

lon-an

blackbird

Lorcan

lor-can

fierce or dumb

Mathuin

math-in

bear

Mor

morr

big

Muireach

murr-ay

sea

Muirgheas

murr-ges

sea choice

Muiriartach

murr-art-ach

mariner

Naoimhean

niv-an

servant of the saint

Naoise

neesh-eh

?

Neachdann

nach-dan

pure

Niall

nile

cloud, passionate, champion

Ninian

nin-ee-an

?

Nuallan

noull-an

servant of the champion

Odhran

ov-ran

sallow

Oisin

ush-een

deer

Parlan

par-lan

Dunfermline

Piaras

peirs

?

Raghnall

rag-nal

advisor to a ruler

Rian

ri-an

king?

Ronan

ro-nan

little seal

Rordan

roar-dan

bard king

Ruaidhri

rury

red king

Seaghdh

sa-ith

hawk-like

Seanan

sen-an

wise

Searlas

ser-lis

free man

Taghg

ta-ag

philosopher

Tasgall

tas-gall

god + sacrificial cauldron

Uarraig

urr-aig

fierce pride

Uillaec

oo-lick

playful spirit

 

There are also many on-line resources for names. For female names try http://www.20000-names.com/female_celtic_names.htm Male names are at http://www.20000-names.com/male_celtic_names.htm Celtic baby names are also at http://www.babynameworld.com/celtic.asp If you want a name with lots of extra consonants, you can try Welsh names at http://www.caerdubh.com/welshnames.html

There are no pronunciation guides on these sites, however, though the Baby Name World site has fairly modern spellings.

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Here are some additional basic questions, thanks to Malcolm, about the Alfar Realm and the characters in it:

> 1) Not that my character will know this, but are we "of the blood"? Either of Chaos or Amber?

Mmm. Not that your character would know. In the Winds That Will Be game, there was another power, called the First Realm / the Fae Realms / and various other names. You (the players) can assume the the PCs have the blood of Chaos, Amber and/or the First Realm in some measure.

> 2) Is it a general assumption that we look more or less human?

Except as you might use a glamour or be a shape-shifter, basically human appearance is the norm.

> 3) In the Alfari realm, are we talking "faeries", little whatsits with bad haircuts and no sense of propriety; "trooping fey", slight, terribly beautiful nearly immortal creatures with no pity; or more the original "we're came from somewhere across the sea, kicked the hell out of the Fir Bolg, and now we own England" sort of thing?

In reverse order of prevalence, all of these three held sway at one time. At the moment they are most like latter and middle versions, though not slight of build compared to human mortals. Their musculature is perhaps more dense, so a slighter build would be relatively strong. Their appearances tend towards the ends of the spectrum: otherworldly beauty of light or dark or olive or (etc.); perverse distortion; uncommon height or weight or length of nails or color of hair... Many of the truly strange denizens of the fae realms died out in the War. A good reference is the Books of Magic graphic novel, Bindings, though the Alfar are less foolish and more experienced than the fae in that book. Another good reference is Greg Bear's Songs of Earth and Power (originally published in two volumes as The Infinity Concerto and The Serpent Mage).

There is a skin between the Alfari and the human world of dirt and mortality; some things break through. Art. Passion. Violence. Under normal circumstances the skin is thinnest where there are concentrations of human kind, like in villages and towns. The Alfar can walk freely between the two worlds. For humans to do so takes an extraordinary effort or accident.

> 4) I'm assuming the latter. If so, as far as dress and accoutrement goes, is it chainmail and long flowing skirts? Being somewhat stuck in the late 19th century, shall I convert topcoat to cloak, Prince Albert pants to "tight leggings", etc?

Clothing is designed for aesthetic qualities; practicality and beauty are seen to go hand in hand. Well-made armor, for example, is by definition beautiful. It may also be decorated in a pleasing or original manner. A terrifyingly hideous helm that effectively strikes terror in the heart of a foe is as "beautiful" as the most densely carved and decorated filigreed sword.

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The Storm

Earth

The Door

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