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  1. CAELTHYR
  2. Lore

The World of  Caelthyr

The World of 

Caelthyr

A scarred world where gods have departed, but their consequences remain.

Magic and science coexist uneasily:

  • Runic engines

  • Alchemy-based medicine

  • Firearms enhanced with enchantments

  • Magitech infrastructure

    Yet true miracles and witchcraft still sit above technology — feared, regulated, or worshipped.


I. The Abandoned Continent

Vael’Tyrra

 — 

“The Wound of the World”

“Here, the world never healed.”

Role: Mythic danger zone / endgame region

Status: Unclaimed, forbidden, alive

Overview

Vael’Tyrra is where the 500-year war reached its absolute peak. When Verghar halted the conflict, this continent was already broken beyond repair.

  • Geography mutates

  • Forests grow overnight

  • Ruins bleed magic

  • Weather behaves like a living thing

Nature of the Land

  • Magic flows without rules

  • Chaos and order coexist violently

  • Ancient witch laws still echo in the air

  • Beasts roam freely

  • Failed miracles still walk as phenomena

Key Lore

  • Gozu is believed to dwell here, dormant or waiting

  • The “Prophet of Chaos” is foretold to awaken him

  • Witches who enter feel their bloodline magic resisted

  • Miracle-workers lose certainty — faith flickers here

Common Myths

  • “The land judges intent”

  • “Vael’Tyrra remembers the war”

  • “Some cities still exist — intact — but only at night”

DM Use:

  • High-risk expeditions

  • Legendary artifacts

  • Reality-warping encounters

  • Campaign climax location


II. The Noble Continent

Eldharyn

 — 

“Land of Crowns and Old Blood”

Government: Absolute monarchy + noble houses

Culture: Tradition, bloodline, honor

Tech Level: Moderate magitech, conservative adoption

Overview

Eldharyn believes power is inherited, not earned.

  • King rules by divine tradition (not miracle)

  • Noble families control land, armies, and magic licenses

  • Witches are tolerated if bound to noble houses

  • Peasants rarely see advanced technology

Society

  • Magic academies tied to aristocracy

  • Witch bloodlines secretly bred or married into houses

  • Beast-hunting is a noble sport

  • Miracles are viewed with suspicion

Internal Tensions

  • Younger nobles want democracy

  • Some houses secretly ally with Guides

  • A rumor claims the royal bloodline descends from a witch

DM Use:

  • Political intrigue

  • Court conspiracies

  • Noble-backed witch PCs

  • Slow-burning civil conflict


III. The Grand Continent (Largest & Most Advanced)

Astra Polis

 — 

“The World Rebuilt by Hands”

Government: Democratic republic (flawed)

Culture: Innovation, progress, freedom

Tech Level: Highest in the world

Overview

Astra Polis believes gods are obsolete.

  • Rail networks powered by runic cores

  • Firearms standard issue

  • Arcane-scientific universities

  • Witchcraft is regulated, licensed, and dissected

Society

  • Witches treated as dangerous specialists

  • Humans learn structured magic through technology

  • Miracle-workers are monitored or expelled

  • Beasts are hunted, studied, and weaponized

Dark Truth

  • Democracy masks corporate rule

  • Experiments on beast regeneration

  • Artificial miracles in development

  • Some citizens willingly accept chaos mutations for power

DM Use:

  • Noir investigations

  • Ethical dilemmas

  • Tech-vs-divine conflicts

  • Urban campaigns


IV. The Holy Continent

Sanct Verghar

 — 

“The Ordered Faith”

Government: Theocratic empire

Culture: Faith, obedience, purity

Tech Level: Selective (miracle-focused)

Overview

Sanct Verghar claims moral victory over the war.

  • Ruled by the High Synod

  • Miracle-workers are clergy and generals

  • Witches are heretics

  • Beasts are abominations

Society

  • Education is religious

  • Technology allowed only if it serves faith

  • Public miracles reinforce belief

  • Secret prisons for witches and Guides

Hypocrisy

  • Uses captured witches to power relics

  • Miracle-workers slowly burn out their humanity

  • Faith weakens far from the capital

DM Use:

  • Religious oppression

  • Moral conflict campaigns

  • Fallen miracle-workers

  • Rebellion arcs


Global Tensions (Campaign Fuel)

  • Vael’Tyrra is changing

  • Guides are manipulating politics

  • Witch bloodlines are disappearing

  • Verghar’s miracles are growing weaker

  • Aethyra has not spoken in centuries

  • Thyrix’s prophecy is nearing fulfillment