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:
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Elementals are beings that represent the four key building blocks of the world– air, water, earth, and fire– and control both the behavior and the geography of the world. Prime Elementals, the largest elementals, are central to the most notable landmarks and can cause astounding natural disasters when they move.
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The fey are a reflection of the world and a manifestation of nature itself. They create and maintain ecosystems, care for all life, and dictate climate within their respective territories. The four Major Courts control seasons, with the Summer and Winter Courts dwelling on the sun and moon respectively.
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As the world has changed, so too did the fey— leaving several… out of place. They were discarded by the Courts and sealed, never to be acknowledged again. Known as the Whispering Ones, they still lurk beneath the surface of the world and influence the mortal realm, corrupting those who are hungry or lost. Creatures full of their power are known as “demons”.
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Gods are powerful beings that were once mortal and, through a great feat, have ascended to embody a divine domain— a conceptual aspect of the world, such as law or love. Ascending is an arduous process, and is as world-altering as it is rare. Gods are immortal, but they are not permanent and can both pass on their domains to new gods and can die, or “fade”.
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Dragons are otherworldly eldritch beings that are capable of consuming cosmic entities and subsuming their power and sway over the world. When they are large enough to do this, after centuries of growing, they are known as “World Eaters”. Typically, however, dragons are small adorable creatures that have been summoned into the world to serve a mage as a familiar.
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.
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This court is located on the sun, one of two celestial objects orbiting the world in direct opposition. The fey of this court are responsible for day year-round, as well as the seasonal appearance of summer as their delegations visit local fey courts. As a whole, they are regarded to be fiery tempered and strict, with clear ideas of how things should work and a tendency to take great offense to any deviation from their expected rituals.
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One of two roving courts, this court does not have a physical location. The fey of this court are responsible for the arrival of autumn, the ripening of many food sources, and the grand Hunts– bands of fey that sweep through the wilderness hunting both grand quarry and anything that catches their attention. As a whole, autumnal fey are regarded as fearsome in both intensity and ability. If a mortal crosses paths with a Hunt, they will be swept into the chaos as either entertainment or, far more terrifyingly, prey.
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Located on the moon, which orbits the world in direct opposition to the sun, the fey of this court are responsible for night year-round, as well as the seasonal appearance of winter through the delegations sent to local courts. They are generally regarded as composed and often frigidly aloof, with a vindictive streak when crossed. Unlike their summer counterparts, who’s tempers shift easily from day to day, winter fey are known to hold epic grudges that span centuries and are, quite unfortunately, passed through families.
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The second of the roving courts, this court wanders through the world as a party of epic proportions, full of revelry and constant celebration. They are responsible for the arrival of spring, and the flourishing of life, both plant and animal, that follows. They are known to sweep anyone who stumbles too close to them up in their constant celebrations, which often proves incredibly dangerous. They are known for an almost manic sort of joy and unending energy. They are hard to offend except by refusing them something that they want, which they will pursue with single minded tenacity.
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Local courts are fey courts tied to a specific location. These areas, or territories, are influenced by the local court and their relationship with the four major courts. A local court that refuses to pay homage to any court but winter would cultivate a tundra-like territory, while a court that pays homage to each in turn might produce a temperate forest.
While major courts have multiple archfey, local courts will never have more than one. Local archfey’s territories are much larger than a less powerful ruling fey, and will likely encompass a wide network of smaller local courts paying homage to this local archfey even above the major courts.
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.
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Recognized as a parasitic, ribbon-like tapeworm full of festering rank, the Hungering Mouths is representative of life’s eternal need to eat and it consumes everything in its path, feeding on famine and feeding famine in turn. It seeks out those who have felt true hunger and drives them insane… or turns them into mindless demonic servants for its cause. For its victims, no food can ever satiate them again and they are left with nothing but ravenous hunger and emptiness.
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The Endless Rapture is difficult to describe, as they appear to each viewer differently as the most attractive being or item they desire. They are born from life’s necessity to propagate and grow, and their sole goal is to create eternal pleasure. They seek out the lonely or greedy and provide them with everything they could ever hope for. In turn, they give everything to the Endless Rapture as they are turned into loyal servants– regardless of if they manage to remain uncorrupted or if they are mutated into a demon.
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While the Boundless Plague might look like a stagnant pool of filth to some, it is actually the physical representation of a being that manifests as sickness in every corner of the world. They are the least picky of the Whispering Ones and will seek to spread and infect indiscriminately once they gain traction in the greater world. All illness is tied to them, and most frequently starts in village wells, or city gardens, or with sewer rats… wherever they can touch outside the purview of the fey.
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
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Also known as: Torrum Goldhammer, the Dealsmith, Merchant of Many
Torrum can be found wherever the road takes him, wandering the well-worn trade routes between civilizations and cultures. Should you encounter him, he appears charming, friendly, and average in his appearance, save for the golden twinkle in his eyes when he strikes a bargain. His worship is spread through every market– through diplomacy, contractual agreements and exchanges of knowledge, goods, and services. It is common for his priests to stand witness over deals both important and mundane, binding them to the Dealsmith’s will and ensuring the contract is honored from both sides. Liars, cheats, and thieves will find no kindness from the ascended dwarf merchant. One of the older and more established gods, the Vowkeeper is worshiped at stone piles and permanent campsites marking trade routes, or at small stone altars in the center of markets.
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Also known as: Our Nameless Mother, the Lady of Beginnings, the Guardian of the End
Dwelling in the depths of the Underworld, the mysterious and ancient God of Rebirth has never been seen by mortals– or at least those who can remember. Often depicted as a featureless, whispy white silhouette, frequently wearing a dress, she is widely worshiped by the living as the caretaker of the dead, the mother of every new soul, and the representation of renewal and fresh starts. She is the center of funeral rights in many cultures, and has several elaborate temples constructed throughout the world. Known as Soulweaver, she cleanses and weaves souls for re-entry into the world above where they may one day be reunited with the living. Her origins and mortal name are long forgotten, and she is believed to be one of the oldest living gods.
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Also known as: Our Singing Neighbor, Lord of Memory, Secret Seeker
Little is known about the Great Storyteller. They are thought to wander the world as a nondescript bard, peddling their tales and songs. Sightings, however, are mere hearsay; no one knows their true face, or name, or origin, and their history as the god of stories stretches far past surviving records. For those who know of their propensity for secrets and the manipulation of memory, however, it is unclear if this is due to their age or their design. In truth, when the Lord of Memory is not wandering the world, collecting and sharing stories of every type, they dwell in the Underworld with the Lady of Beginnings. Where she washes the souls of the dead and reweaves them for their new life, they harvest the memories left behind in the river of the Underworld and collect them on shelves of glowing jars in a massive library of memory. They also guard the entrance to the Underworld and steal the memories of any intruders by which to protect its secrets. Worshippers of the Secret Seeker receive the gifts of deception and performance, the ability to obscure themselves or attract attention as they please. The Great Storyteller finds entertainment in the earnest and the fanciful, the criminals and the historians; their flock is an eclectic bunch.
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Also known as: Kev Gemrune, the Ascended Apprentice, the Master of Crafts
Quirky and exuberant, the current God of Crafting is a dwarven-raised orcish crafter who inherited the position from the previous God of Crafting– a master-apprentice tradition for this particular domain that stretches back as far as records survive. Having only become master herself less than a century ago, she is always attempting to learn new things and is constantly enamored by the inventiveness of artisans and crafters of the current age. They reside in the famous volcanic forge that has been the Master of Craft’s home since Fire Prime settled there. She works to stay attuned to her master smithing skills, and to further their crafts in as many ways as possible. She is most commonly worshiped by artisans of every craft, but they have also gained a reputation for their curiosity and has picked up a following amongst those who love to learn but can’t settle on a single interest.
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Also known as: Kyth’yria the Endless, the Lady of Devotion, the Crimson Vow
To most, love is a sweet and romantic affair. Even as the domain of love exchanged hands, even when there was no god of love, this has remained true. Kyth’yria’s tale of ascension is dark and tragic: the love of her life died before their time and the elven alchemist instead turned to manic and forbidden research in the pursuit of the knowledge and power to retrieve them from the beyond. This frantic obsession led to two things– godhood and a shadow of her former love. Necromancy is not resurrection; death is not so easily undone. It is, however, good enough for the Crimson Vow. While she is worshiped in all capacities when it comes to love, her true interest lies in rapturous, undying romantic love made of grand gestures, and declarations of forever. Her ideal love is obsessive, all-consuming and extreme. When the heartbroken plead with her, she will bestow the gift of necromancy– the power to cling to love lost a little longer. Any who seek necromancy for necromany’s sake, however, risk her wrath.
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Also known as: Igni, Champion of the Wronged, Justice Reborn
Once a fireborn with simple aspirations, Igni ascended less than a century ago when they killed the tyrannical God of Justice. Driven insane and bloodthirsty by his obsession with “right”, the God of Justice encouraged violence and hatred from his devout in pursuit of his ideal world. Igni lost their closest friends and freedom in the crusades of these zealots– merely one of many wronged– and they dedicated themself to bringing an end to his reign of terror. Now, in the wake of their ascension, the Fire of Retribution empowers those who have been led astray, slighted, and betrayed most of all. Anyone who has been driven by a desire to see those that have harmed them meet a fitting end is likely to find support from them. Since retribution is such a solitary journey, the Champion of the Wronged forms a direct connection with each follower and receives worship through this personal relationship.
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Also known as: Saber, Pathmaker, the Road’s Companion
Saber was an adventurous gnome who went farther than anyone before him and found his divine path to godhood along the way. Having ascended less than half a century ago, the Pathmaker is still assembling a following among adventurers and travelers. His greatest wish is to explore and help others explore the far corners of the world, to discover the unknown. He has a mind for digging himself out of tight spots and finding hidden treasures. He believes in planning properly and maintaining gear for a safe quest. Praying to the Road’s Companion may just help you make it out of a scrape along your journey alive.
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Also known as: Avis Numaril, Champion of Champions, the Sword of Three
Prior to their ascension in a time of near-constant war, Avis was a renowned elven fighter who gained a reputation for his showmanship and charisma on the battlefield. With time, they grew bitter towards the constant fighting and its source and, eventually, found two like-minded friends. Together, the three of them gathered their immense experience and power and confronted the God of War. In the wake of the battle, they ascended to godhood with a fragment of his power and the immense fame from the stunning feat. Though the Victor of War is most known to seek promising warriors with a thirst for prestige, with his worship strongest in the heart of coliseums and combat arenas, they understand the strain and honor of true battle more than most and values those who fight for what they believe in and those who fall on the front lines just as much.
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Also known as: Wren Vigilance, the Warrior of Wisdom, the Bow of Three
A legendary orcish archer and general, Wren fought on the front lines of several wars and worshiped the God of War alongside her tribe for years before the violence and loss became too much. With her eye fixed firmly on a far greater goal, she turned her back on the constant violence and crossed the lines of battle to seek out like-minded warriors. She found a friend amongst the battle-worn elves and another among refugees. Three heroes strong, they confronted the God of War and won. From the ashes of the legendary battle, the Warmaster emerged as a keen minded and kind hearted god. She values tactics, sharp aim from great distances, and loyalty; those she favors generally meet at least two of these criteria. No battle can be fought without trust, and no battle can be won without teamwork and a plan.
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Also known as: Eri No-blade, Master of Restraint, the Fist of Three
As a mortal, Eri was a powerful monk, capable of harnessing and manipulating his inner power. As an orc discarded in the chaos and raised by feykin, he turned his back on the constant wars that plagued the world and instead dedicated himself to protecting those who fled the violence. He was eventually sought out by two other warriors who were sick of the constant war and they became close friends with a common goal: end it for once and for all. Together they faced the God of War and together they killed him. In the wake of an age of endless violence, Eri picked up the most dangerous aspect of the fallen god and became the Master of Restraint. Today, he stands as a symbol of self-control and fosters communities who indulge in violence in only the most restrained ways; many renowned combat arenas and competitions of strength are held under the banner of War’s Tether. The faithful warriors dedicated to his cause, often found in monasteries, are forbidden from picking up a weapon with the intention of using it; a follower of the God of Violence is limited to the use of their fists.
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Also known as: Dusk Nimblefinger III, the Trickster, the Wily Rogue
From a dynasty of renowned godtouched thieves that spans centuries, Dusk Nimblefinger III was a legend among legends even prior to their ascension. As a leading member in an underground empire of racoon godtouched who were blessed by a long-dead god of thieves, stealing the godly domain back was only right. Like most gods who have held power over this domain, little is known about the current King of Thieves. They do, however, honor the most skilled and ambitious amongst their followers. The Nimblefinger Dynasty in particular may be favored, but any criminal with the right determination and subtlety is sure to catch the Trickster’s eye. It is not common knowledge, however this particular godly domain is claimed by those walking a divine path stealing the crown from the current King of Thieves.
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Also known as: Caeth’ila Elgard Vesilia, Guardian of Quezat Pier
Caeth was a native of Quezat Pier in life, raised on his elven father’s stories of the sea and his mother’s tales of her dwarven city home and the world beyond. She learned the elven traditions of the port town before venturing in search of something more, finding his way onto a divine path in the process. Eventually, though, she found her way back to Quezat Pier– just in time to protect it from a dangerous chimera attack. In the wake of the battle, standing bloodied as a guardian for the entire city, his soul became bound eternally to his home. Today, Caeth wanders the wharfs and streets of Quezat Pier, serving her people however she can. Quezat Pier is now also home to a godtouched race of herons, known as Heronades, that he blessed several centuries ago.
Additional gods, local to cities, are coming soon.
Inactive Gods
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Also known as: The Hammer of Glory, the Bloody Dusk
In ancient times, War was an ascended dwarven military general known for his cunning war strategy and battle prowess, and was one of the most prolific and powerful deities alive. He thrived on the battlefield, in every conflict, large or small, as blood was spilled and warriors demonstrated their strength and courage. Though Legion’s Might brought glory and victory, he also brought fear and anguish. In time, as the world struggled to turn from violence, three grand warriors came together and challenged him. Together, they bested War and took up a piece of the powerful god’s mantle– Glory, Strategy, and Violence. They are now known as the Victor of War, the Warmaster, and War’s Tether.
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Also known as: Divine Arbiter, Blade of Righteousness
Initially a divine adjudicator for fairness and good, the Divine Arbiter was an ascended [species] who exacted punishment on all he deemed evil or destructive. At first, he was a beacon of hope and order in a chaotic world, however through his holy quest for the ultimate world of “good”, he lost sight of his original goal. Particularly in the wake of the death of the God of War and the dramatic effect the three new gods had on the world as a whole, he fell into insanity and turned to tyranny and oppression. As his worshippers diminished or became feared zealots, reverence for him faded and he was assassinated and relegated to the darkness of fading memory. His successor, Igni the Fire of Restraint, took his place to empower all who have been slighted.
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Also known as: the Lady of Melodies, the Ghost of Love
The God of Love who preceded the Eternal Heart was quite different; she valued sweet romantic love, tender expressions of affection, and all forms of aesthetic beauty above all things. While her age and origin are unknown, it was said that as a godtouched bird of a long-forgotten god who came before her, she and her ever-growing flock would compose delightful melodies inspired by romance and chivalry, and the songs would be carried throughout the world by birdfolk. These traditions and values are still kept alive today. Unfortunately, the Divine Songbird died in ancient times and the details of her departure are lost to history.
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.