Witchcraft is authority-based magic, originating from Aethyra.
Each witch belongs to a unique bloodline, each governing a single magical concept
Witch magic overrides rune magic and resists miracles
All witches can cast absolute curses
Curses end only upon the witch’s death or her kiss
(kisses from other witches only suppress curses temporarily)
Witches live 333 years, mature at approximately 25, and then cease aging.
They possess heightened regeneration and resistance to disease and decay.
Witchcraft is finite by design, enforced by the Law of 333.
Human magic is methodical and scientific, not authoritative.
Runes gather and shape ambient magic
Spells must be prepared, calibrated, and recharged
Rune arrays power cities, weapons, vehicles, and defenses
Human rune magic is slower and weaker than witchcraft individually,
but vastly superior systemically.
The Frankenstein Doctrine is the fusion of rune magic and the human body, pioneered by Dr. Frankenstein.
It allows:
Rune circuits implanted into flesh and bone
Artificial enhancement of strength, speed, durability, and reflexes
Limited regenerative functions
Augmented humans can rival beasts physically.
Limitations and Cost:
The human body is not designed for sustained rune overload
Overuse causes internal damage, neural burnout, or system collapse
Augmented humans require rest, maintenance, and recalibration
The Doctrine represents humanity’s refusal to remain inferior.
Some humans form lifelong contracts with elemental spirits.
One human may bind only one element
The bond lasts until death
Elementalists gain immense but specialized power
Breaking a contract is fatal.
Miracles are divine permissions granted through Verghar’s rite and controlled by the Holy Empire.
Only two miracles exist:
White Fire — Purification, destruction of chaos, curses, and corruption
White Lightning — Judgment, speed, precision, and regeneration suppression
Miraclewielders suffer:
Physical decay
Emotional erosion
Shortened lifespan
Miracles impose order — they do not heal the soul.
Beast power originates from Thyrix’s alteration of existing life.
Superhuman strength, speed, and regeneration
Resistance to magic
No spellcasting ability
Chaos adapts, but does not create.
Curse items are errors in existence.
Can be wielded by any race
Grant unique, reality-breaking abilities
Always exact a severe cost: madness, mutation, loss of identity, or soul erosion
The stronger the wielder, the harsher the backlash.
Curse items exist outside Creation, Chaos, and Order.
Unique bloodline magic
Absolute curses
Coven-bound
Forbidden, hunted, feared
Good and evil exist among them
Super strength, speed, regeneration
Blood manipulation (elite can control others’ blood)
Blood amplifies power, not required for survival
Immortal but killable
Infiltrators of Eldharyn nobility
Human, hybrid, and full-beast forms
Superhuman physical traits
Regeneration
Risk of becoming feral
Most widespread beast lineage
Direct descendants of Thyrix
Appear human
Can control all beasts except other Guides
Bloodline believed lost
Prophesied importance tied to Gozu
Rune-based spellcaster
Preparation-dependent
High-tier mages rival witches or beasts through planning
Frankenstein Doctrine
Rune-fused bodies
Beast-level strength, speed, durability
Risk of overload and collapse
Requires rest and maintenance
No innate magic
Uses curse items or augmented weapons
Most unstable but most flexible
Elemental spirit contract
One element, lifelong bond
White Fire or White Lightning
Holy Empire sanctioned
Body and soul degradation