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  1. CAELTHYR
  2. Lore

Humans Lore

The Will That Refused to Yield

“We were not made to rule.

So we learned how.”


I. ORIGIN OF HUMANITY

Humans were created by Aethyra, Goddess of Creation, as the first truly intelligent life of Caelthyr.

Unlike witches, who were shaped as governors, or beasts, who were altered to endure, humans were designed to be:

  • Adaptable

  • Curious

  • Capable of learning

  • Capable of defiance

Humans possess no innate authority over reality.

They were never meant to dominate the world.

That is precisely why they became dangerous.


II. THE HUMAN CONDITION

Humans are:

  • Physically fragile compared to beasts

  • Magically inferior to witches

  • Mortal, short-lived, and numerous

Yet humans possess a singular trait unmatched by any other race:

They refuse to accept limits.

Where witches enforce laws and beasts endure them, humans rewrite methods.


III. HUMAN POWER PHILOSOPHY

Human power does not originate from gods or bloodlines.

It originates from:

  • Observation

  • Repetition

  • Experimentation

  • Will

Human power is systemic, not individual.

A single human is weak.

A system of humans changes the world.


IV. PATHS OF HUMAN POWER

Humanity has developed multiple, often controversial, methods of reaching beyond its natural limits.


1. Rune Mages — 

Magic as Science

Humans learned to interact with ambient magic through rune systems.

  • Magic is gathered, shaped, and released through symbols

  • Spells must be prepared in advance

  • Power is consistent but slow to deploy

Rune magic:

  • Is weaker than witchcraft

  • Less flexible than chaos

  • But infinitely reproducible

Rune mages are engineers, not sorcerers.


2. The Frankenstein Doctrine — 

Defiance of Flesh

Dr. Frankenstein pioneered the fusion of rune circuits with the human body.

This allowed humans to:

  • Achieve beast-level strength, speed, and durability

  • Develop limited regenerative capabilities

  • Become living weapons

However:

  • Human bodies cannot sustain prolonged overload

  • Augmented humans must rest, repair, and recalibrate

  • Failure leads to collapse or death

The Doctrine is humanity’s boldest act of defiance — and its most dangerous.


3. Elementalists — 

Borrowed Power

Some humans form lifelong contracts with elemental spirits.

  • One human, one element

  • The bond lasts until death

  • Power grows through harmony, not dominance

Elementalists gain immense specialization but sacrifice freedom.


4. Miraclewielders — 

Granted Authority

Through Verghar’s rite, select humans are granted miracles.

There are only two:

  • White Fire — Purification and destruction

  • White Lightning — Judgment and execution

Miraclewielders:

  • Are sanctioned by the Holy Empire

  • Are state-controlled assets

  • Suffer bodily and spiritual decay over time

They are living proof that humanity can touch divinity — briefly.


5. Curse Item Bearers — 

Violation and Desperation

Some humans wield curse items.

  • Artifacts that violate reality itself

  • Grant immense, unique power

  • Always exact a terrible price

Humans are the most common curse item users — not because they are resistant, but because they are desperate.


V. HUMAN SOCIETIES

Human civilizations vary widely:

  • Eldharyn values bloodlines, nobility, and tradition

  • Astra Polis values progress, innovation, and efficiency

  • Sanct Verghar values faith, obedience, and purity

Despite differences, all human societies share one truth:

They fear witches.

They fear beasts.

They fear becoming irrelevant.

Humans were never meant to rule the world.

But they were never meant to disappear either.

They exist between gods who left,

witches who withdrew,

and beasts who endure.

And still, they build.