• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. CAELTHYR
  2. Lore

Brief Lore of Pwers and Races

1. Witchcraft (Authority of Creation)

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.


2. Human Rune Magic (Science of Will)

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.


3. The Frankenstein Doctrine (Augmented Humanity)

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.


4. Elemental Contracts (Borrowed Power)

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.


5. Miracles (Imposed Order)

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.


6. Chaos Alteration (Beasts)

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.


7. Curse Items (Violation of Reality)

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.

RACES & CLASSES

1. 

Witch

  • Unique bloodline magic

  • Absolute curses

  • Coven-bound

  • Forbidden, hunted, feared

  • Good and evil exist among them


2. 

Vampire

  • 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


3. 

Shifter

  • Human, hybrid, and full-beast forms

  • Superhuman physical traits

  • Regeneration

  • Risk of becoming feral

  • Most widespread beast lineage


4. 

Guide

  • Direct descendants of Thyrix

  • Appear human

  • Can control all beasts except other Guides

  • Bloodline believed lost

  • Prophesied importance tied to Gozu


5. 

Mage

  • Rune-based spellcaster

  • Preparation-dependent

  • High-tier mages rival witches or beasts through planning


6. 

Augmented Human

  • Frankenstein Doctrine

  • Rune-fused bodies

  • Beast-level strength, speed, durability

  • Risk of overload and collapse

  • Requires rest and maintenance


7. 

Human (Cursed / Armed)

  • No innate magic

  • Uses curse items or augmented weapons

  • Most unstable but most flexible


8. 

Elementalist

  • Elemental spirit contract

  • One element, lifelong bond


9. 

Miraclewielder

  • White Fire or White Lightning

  • Holy Empire sanctioned

  • Body and soul degradation