Cosmic Entities

There are three sources of power found in Litavis which are in balance: arcane, druidic and divine. The cosmic entities at the center of these powers are responsible for fundamental processes that shape the world. There are also powerful entities beyond what is naturally found in Litavis and, while foreign, these cosmic entities are just as able to influence the mechanisms of reality.

In a nutshell, these entities are:

Please see the sections below for more details.

Elementals

Elementals are beings that represent the four key building blocks of the world– air, water, earth, and fire. Elementals are made of pure mana, which is raw arcane energy. Mana can also be found in every physical object and is used in arcane spell casting. As beings of pure mana, elementals influence the behavior of the world, and tend to act in predictable ways due to how the world works. Essentially, they are creatures who lack sentience, but possess plenty of power and free-will. It is because of these beings that stone is solid, water flows downhill, fire burns, and air is ever-shifting. They also control geography and topography. They are impulse-driven and habit-bound, fitting perfectly into their niche in the world, and in turn shaping it.

Elementals gain power and size with age. The largest (and usually oldest) elementals of each core type are known as Prime elementals. To create another elemental, elementals of significant size will detach a small part of themself and that small fire, rock, droplet, or wisp will be a new elemental. Similarly, when an elemental is destroyed, they will disperse into pure mana and be recycled into the growth and power of other elementals. If a Prime elemental is destroyed, the next largest elemental becomes Prime.

Elementals can be found everywhere, however they rarely interact beyond the bounds of their element. Every lake or stream likely has a native water elemental in addition to the wildlife or other creatures in the area, even if you never see them. If you are climbing a hill, there is likely an earth elemental within shouting distance, and an air elemental in the clouds above you. A blacksmith’s forge might become home to a fire elemental. Even if you never see them, elementals are everywhere. 

Locations that have higher concentrations of elementals, and thus raw mana, are often home to odd or noteworthy topography. Adventurers who venture beyond the known world may come across impossible landmarks– floating sky islands with never ending waterfalls, hunks of rock or even mountains bobbing on waves, sourceless ever-burning fire contained within caves or arcing through the sky in rippling ribbons… anything is possible. 

Unusual effects and large populations of elementals are also frequently centered around a particularly powerful elemental. The more powerful an elemental is, the more likely it is that others elementals will gravitate towards them. Due to this, some of the most remarkable landmarks or phenomena can be tied to Prime elementals. For example, while large mountain ranges are home to– and move with– earth elementals, and the largest mountain in the known world is thought to be home to Earth Prime. There is a massive volcano that is home to both the God of Crafting’s forge and to Fire Prime. The sea itself moves as Water Prime shifts, while Air Prime is thought to travel in a massive arcane storm– though, while scholars can definitively say it exists, any sightings are centuries past. Its location is far beyond the bounds of the known world.

Although the weather is controlled by the Fey, natural disasters are all the work of elementals. When large elementals move, they not only physically restructure the world’s landscape– causing earthquakes, tsunamis, hurricanes or volcanic eruptions to name a few– they also supercharge the surrounding mana and create an imbalance. Luckily there are creatures such as Sky Whales which recycle the extra energy into the world, preventing sustained magical disasters, which can ravage locations and make them inhospitable to life. Since elementals move infrequently but consistently, there are remnants of old civilizations that were driven out due to vast rearrangements of geography, such as a city that is now drowned by the ocean, or precariously perched on a newly created cliff.

Fey

Fey are a reflection of the world as a whole and a manifestation of nature itself; from each leaf, to the seasons that change their colors, and the creatures that eat them, the fey are behind every natural process. The fey create and maintain ecosystems, care for all life, and dictate climate and seasons within their respective territories. While fey are separate entities, they collectively represent the world; their manifestations and behaviors are heavily pre-determined as they are each an essential part of the whole. Their domains and aspects of power cannot be created or destroyed, only be passed between fey. When a new fey is born, they gain a piece of power from a parent; when a fey dies, their power is subsumed by another fey– such as the one that killed them.

As reflections of the world, the fey were once much more violent, their long and bloody history dating back to the days of the God of War and beyond. When the God of War was killed, the fey turned to pettiness and political games to gain power. They do, however, carry some secrets from this time in their history. While they still remember the bloody wars they fought and the contentious end to their conflicts–down to the hostages they exchanged– these battles are now rarely fought with weapons when words are much more convenient to wield.

The four major fey courts are centered around the four seasons, and they control the world as a whole while other local courts pay homage to them. Each court contains an internal hierarchy with the archfey at the top and pixies at the bottom.

A list of notable archfey is coming soon.

Whispering Ones

Before the rise of the Gods of Violence, Strategy and Glory, the world was subjected to the God of War and his endless conflicts. Death, destruction, and pure chaos reigned, and thus the fey as reflections of the world were riddled with hostile conflict. After the God of War was removed from power, the fey transitioned to a more non-violent approach to conflict, but there were suddenly pieces of their whole that no longer fit into the new order of the world. To homogenize their collective consciousness, the fey tore away the grim, pernicious parts of themselves and sealed them away, never to be rejoined in Court. These ruinous fey are known as the Whispering Ones, still lurking beneath the surface of the world and influencing the mortal realm. The fey refuse to acknowledge their sordid past or their discarded brethren, and in so doing, deny the very thing that gives the Whispering Ones power. 

Once archfey, these powerful “demons” influence all manner of creatures once exposed to something a Whispering One commands. Most Whispers– instances of one of these powerful beings gaining control over a mortal– occur in large cities where the fey courts are not present and cannot ward off their influence on unwilling souls, but it is possible for the demons the Whispering Ones create to venture forth into the natural world. Knowledge of Whispering Ones is limited to trusted druids with influence in fey courts, or those who have been subjected to their Whispers of hunger, passion, or disease that draws mortals into their frightful grasp.

All those who have been corrupted by the Whispering Ones and turned into a creature such as succubi, or one of the few fey who fell from grace within the Courts alongside the Whispering Ones are known as “demons”. They swear fealty to the Whispering Ones and live to do their bidding.

Gods

Gods are powerful beings that were once mortal and, through a great feat, have ascended to embody a divine domain. These domains encompass the conceptual aspects of the world; law, love, loyalty, lies, or the cultural identity of a city are just a few examples. There are numerous concepts found in the world, large and small, that could become a god’s domain, and while many domains are near-constantly active, there are also many that are unclaimed. Active godly domains have a more direct influence on the world through the teachings and worship of their god, but that does not mean unclaimed domains are not present in daily life. When the ancient God of Love, The Divine Songbird, vanished and the domain was left unclaimed, love did not disappear from the world.

While gods are immortal, meaning they do not age, and are technically dead, closer to spirits tied to a divine domain than anything else, they are not permanent or unchanging. Gods can die, or more accurately fade, dispersing into the essence of their domain and making room for another god to take their place. It is common for domains to be passed on to new gods, with numerous ways for such a transition to occur. As was done with the Gods of War and Justice, a god may be killed by their successor. Alternatively, domains may be passed on through choice– such as the traditional method for the God of Crafting– or through an object– such as the King of Thieves crown. During this transition, regardless of method, the godly domain is likely to mutate to fit the newly ascended mortal now embodying it. This may mean that certain aspects of the domain that used to be essential are, perhaps, no longer claimed by the new god at all.

Similarly, while a godly domain is typically passed on to a successor when a god fades, this is not always the case. If a god tires of their position and has no one to pass it to, or if they are killed by another cosmic entity (such as a god already embodying a domain, or an archfey), they may simply vanish and leave an empty space in the pantheon. When a god fades, it is not uncommon for them to remain present in the world through stories, traditions, and any godtouched they created.

The emergence of new gods, be they successors to existing gods or gods of newly claimed domains, is as rare as it is world altering. Ascension is not an easy process. While there are many remarkable individuals in the world, only a few embark upon a Divine Path, gaining heroic experience and abilities along the way, and even fewer take the final step into true divinity. When a mortal ascends, their soul is forever altered and bound to their new godly domain; they both lose something that makes them truly alive, while gaining immense power. Through this process, they become much more fluid; while they remain a physical being who walks the earth, they also transcend physicality and are able to both alter their form as they please and connect to their domain and worshipers no matter the distance. Despite this, most gods prefer the form they had in life.

It is worth noting that all mortals are capable of ascension. While feykin, godtouched, and elementborn are much more connected to one of the three powers native to the world than a dwarf, elf, or orc, they are still composed of the same essence; all mortals, in contrast to other creatures, have a soul.

Active Gods

Additional gods, local to cities, are coming soon.

Inactive Gods

More inactive gods are coming soon.

Dragons

Beyond the three cosmic entities native to Litavis, there is an outside force– or, perhaps, threat: dragons. Dragons are otherworldly eldritch beings that are capable of consuming not only physical entities but the power they may contain, and any sway that entity may wield over the world along with it. Their ultimate goal is to grow and consume until they are the most powerful being in a world– completely usurping it for their own. The rare few who know their true nature call them “World Eaters”. In truth, the stars in the sky are glittering remains of worlds long lost to a dragon’s hunger.

This is, however, not achievable for the average or even well above average dragon, especially considering their solitary nature and unwillingness to work with others of their kind. Typically, dragons are small adorable creatures that have been summoned into the world to serve a mage; all familiars are dragons. Upon being summoned they must eat something, lest they destabilize and die immediately in the unfamiliar environment, however they prefer something small and non-sentient– like a mouse or cat. Larger dragons might choose something like a deer, perhaps even a wyvern or other magical beast. The larger a dragon is, the harder they are to summon. They typically do not eat sentient beings, especially not mortals, and must be cosmically large before they will target a powerful being such as an archfey or god.

This is largely due to their main goal upon being summoned into the world, which is to survive as long as possible. The more they are able to grow in Litavis, the more powerful they will be when they return to their home dimension.  Due to this core desire, dragons make extremely loyal companions when summoned as a familiar, and will often seamlessly blend into existing ecosystems, fulfilling the role of whatever they ate, when not. In essence, they are what they eat