THE WORLD · THE MYTH · THE GAMES

The Realm of Alice

An immense fantasy world of ancient divinity, beautiful lands, lost truths, and shadows at the edge of memory.

▶ Play — Alice: Wrath of Remembrance Explore the Codex

The Realm of Alice

The Realm of Alice is an immense fantasy world of ancient powers, forgotten truths, extraordinary landscapes, and beauty shadowed by danger. Its principal continent is described as roughly four times the size of Pangaea, divided into seven major territories by natural boundaries and territory lines.

In the oldest common belief, Alice is a giant being on another plane of existence, and the Realm thrives within her womb. The exact nature of this relationship remains a mystery. The Realm should feel alive and ancient — not merely a backdrop for heroes, but a world of settlements, wilderness, roads, contested borders, creatures, faiths, and histories only partly remembered.

Its visual identity is painterly high fantasy: golden light, dramatic skies, richly textured landscapes, intimate moments of warmth, and creeping darkness.

Cosmology & Creation

The Realm is named for Alice, a giant believed to exist on another plane. The belief that the Realm thrives in her womb shapes how people imagine existence, origin, and the relationship between mortal life and powers beyond the world.

The EL, also called the Eternal Lords or Eternal Divines, are powers regarded as standing above ordinary gods. Tradition holds that they predate Alice, though their origins are disputed. Their domains are useful guides, not complete explanations of their natures.

The Eternal Divines (EL)

Orinhal — The Pathmaker

“He who came first”; first of the divines and progenitor of the divine lineage. Almost nothing reliable is known of him. His fate is implied to involve his death, but the how and why remain unresolved.

Aetheryal — The All-Mother

Loving and kind, yet cunning. These qualities coexist: warmth does not make her simple, and cunning does not erase her capacity for love.

Valor — Justice and Judgment

Alice’s father, associated with justice and judgment, and with an inner darkness or destructive desire he constantly keeps at bay. He is described as possessing the strongest physical manifestation.

Theryal — Passion and Dominance

Associated with passion and dominance and known as the mother of dragons. She is also Valor’s beloved in the opening story.

Nyvarak — Hunt, Killing, Shadows

Associated with the hunt, killing, and shadows; identified as Valor’s son.

Baeryk — Beasts and Rage

Associated with beasts and rage. A fuller personality and history are not yet established here.

Maralyn — Nourishment and Knowledge

Associated with nourishment and knowledge: what sustains life and what enables understanding.

Kawedo — Nature, Happiness, Stubbornness

Associated with nature, happiness, and stubbornness. Keep all three traits together.

Shinwe — Spirits, Ghost, the White Dog

Associated with spirits and linked to Ghost, the white dog. Preserve the connection without inventing its full explanation.

Elandor — A God, Not an EL

Elandor is courageous and loving, and is welcomed among the EL, but he is not an EL. This distinction is important.

The Atlas & Seven Territories

The main landmass is approximately four times the size of Pangaea. The seven major territories are designed for detailed regional maps packed with roads and points of interest — forts, mines, trading posts, bandit camps, and ruins — without becoming visually unreadable.

The creator also wants expanded naval space: ships, sea forts, island chains, and sea-dragon or sea-life imagery. The names of seas, fleets, and islands remain open until confirmed.

Peoples & Creatures

High elves: established in the story. Unapproved kingdoms, customs, and lifespan rules are not inferred here.

Dragons: a major presence. Theryal is the mother of dragons, and dragons claim the central peak in the Great Mountains of Thoth.

Spirits and Ghost: Shinwe is associated with spirits and the white dog Ghost. The link is preserved without inventing its complete origin.

Other species may be added only when the creator establishes them.

History & Lost Knowledge

The Realm’s history is deliberately incomplete. The EL are believed to predate Alice, but their origins are disputed. Orinhal is the first divine and the Pathmaker; his fate is shrouded in mystery and implied to involve death. The precise nature of Alice and the Realm’s relationship remains unresolved.

Ruins, old roads, abandoned places, ancient forests, mountain settlements, and conflicting traditions suggest a deep past. No dates, wars, rulers, or causes are assigned here without approval.

Powers, Kingdoms & Conflicts

Divine powers and mortal forces coexist, but their complete relationships are not yet defined. Cyrinthor is associated with the Legion and its capital. Dragons claim a settlement at the central peak of the Great Mountains of Thoth. Inquisitor Artok is tied to terror, black bone-like armor, and an assault on a peaceful village in the opening story.

Artok is a cold, terrifying middle-aged human man. His design features dark hair, a mature weathered face, black bone-like armor, jagged spikes, a dark cloak, and red accents. He has normal human ears. His organization’s full hierarchy and doctrine remain unspecified.

Characters

Valor

A beautiful, athletic high elf who appears around twenty; tall and strongly built, with ashen-blonde hair, one blue eye and one silver eye, and black armor and cloak. In the opening game he is presented in a mortal state and does not begin with full awareness of the deeper divine truth. Divine Valor embodies justice and judgment, is Alice’s father, and struggles to contain an inner darkness.

Theryal

A beautiful high elf who appears around twenty, with sun-kissed blonde hair and orange eyes. Lean, athletic, graceful, and quietly confident. She is Valor’s beloved in the opening story; in divine lore she is associated with passion and dominance and is the mother of dragons.

Inquisitor Artok

A middle-aged human man with dark hair, a weathered face, normal human ears, and terrifying black bone-like armor. Never depicted as a young blonde elf; never given pointed ears.

Aegon Wyvrn

An eight-year-old boy in Cyrinthor who wakes from a recurring nightmare. A slave handler says Lord Tyran demands him and brings him to Tyran’s quarters with unnecessary force. Tyran protects Aegon, calls him “son,” and privately “drops the veil.” The mystery around that phrase is preserved.

Lord Tyran

Associated with Cyrinthor and Aegon’s scene. He demands Aegon’s presence, protects him from the handler, calls him “son,” and privately “drops the veil.” No explanation is invented here.

Games & Chronicles

Alice: Wrath of Remembrance — key art

Game One: Valor

The opening shows Valor and Theryal together beneath a tree in a beautiful meadow near a small fishing village. At night an ominous orange glow interrupts the calm; they wake in panic and see the distant village burning as hostile forces approach.

▶ Play Game One: Valor

Later story: Aegon Wyvrn

A later scene transitions from a recurring nightmare into the life of Aegon, an eight-year-old boy in Cyrinthor. The implications of Tyran’s “veil” remain unexplained until approved scripts reveal them.

A separate future game contains deeper revelations. Nothing here spoils them.