Cosmology of Evalore

## Overview

The world of Evalore - and its greater universe as a whole - is comprised of four major distinct planes of existence, each one endless in size. Passage between these planes is incredibly difficult if not outright impossible without the aid of powerful magic or risking the River Styx, and in terms of physical space they are all "layered" atop each other. These planes are known as The Mortal Plane, the Mourn, the Heavens, and the Hells.

### The Mortal Plane

The Mortal Plane, as its name implies, is the primary plane of existence upon which mortals live. The mortal plane contains the world of Evalore itself and all its features, as well as encompassing space, other planets and celestial bodies, and anywhere one can physically travel to. Within the Mortal Plane are several subplanes, distinct enough to travel to with magic as if they were separate planes of existence, but are still intrinsically connected to the Mortal Plane. These subplanes, unlike the greater planes, are not physically infinite, but are often host to various types of creatures not naturally found in other parts of Evalore, and these places often possess magical properties unlike those of the rest of the plane as a whole. These subplanes include:

* **The Elemental Planes of Earth, Fire, Water, and Wind**, which can be accessed in various locations in Evalore where the corresponding element is particularly pronounced - high in the sky or deep underground, for example. These planes are home to Elementals, magical creatures who take on aspects of particular elements, and are ruled by Elemental Lords. The Elemental Planes are characterized by a strong magical presence and a tendency towards geographical extremes.
* **The Wandering**, which can be accessed in the deep wilderness of Evalore, usually in places where one can easily find themselves lost or turned around, such as forests or fields of tall grass. This plane is home to the Fae, magical creatures known for their whimsy and wonder. The Wandering is characterized by its pervasive magic, inconsistent passage of time and space, and various strangenesses, some benign and others less so.
* **The Sea of Stars**, which can be accessed by leaving the bounds of Evalore entirely. It acts as a way to cross the vast expanse between celestial bodies, and while time passes regularly within this expanse, creatures within it do not age, nor do they need things such as air or sustenance. As a result, few creatures are native to this plane, though many alien creatures reside within it. Travel through the Sea of Stars, unless one has some kind of special means of traversing it, is primarily done through mental exertion rather than physical means.
* **The Void**, which can be accessed from beyond the edge of the Sea of Stars. The rules of reality are different within the Void, and it is home to many creatures unlike anything found naturally on Evalore. Travel to and from here is particularly difficult, requiring a prohibitively long voyage to arrive through normal means, and most magic fails to allow one to pass to or from the Void. Even should one manage to make it the bound of the Void, the active nothingness seeks to destroy anything it comes into contact with - it is possible to wait for shifts in this nothingness and enter pockets of relative safety, but there is no guarantee those pockets will remain safe, where staying in the safe spots will take one, or what one will encounter within the void.

### The Mourn

The Mourn is where the souls of the deceased find their way after they perish, and where they begin the pilgrimage that will culminate in their meeting with the Pale Reaper, upon which he will decide which afterlife that spirit shall reside in evermore. It is a bleak and grey place where time is all but meaningless. The main roads are well-kept and guarded, but the further one ventures off the beaten path, the more dangerous and unpredictable the place becomes - Undead warlords roam the place, looking for life force to devour from the recently-deceased (or the living who manage to find their way to the Mourn some way or another), growing ever-more powerful in the process. The Mourn is a dismal reflection of the Mortal Plane, featuring a variety of geographical features and landscapes not unlike those one would find in the Mortal Plane - albeit far less lively - occasionally punctuated by a structure or monument constructed by the spirits of the dead. The main settlement in the Mourn is the City of Ravens, the Pale Reaper's seat of power, from which he rules over the plane and passes his judgements.

### The Heavens

The Heavens are what most consider to be the "good" afterlife, and is guarded by hosts of Angels. The Heavens contain various different types of afterlife, and denizens are free to drift about from one to another, spending their time in the place they would most prefer to be at any given moment - some prefer the endless friendly competition of a place like Valhalla, some prefer the perfect peace of places such as the Fields of Elysium, and others still enjoy the bustle and activity of the Festival of Light - it is up to the departed to determine how they spend their now-endless time.

The Heavens are primarily split into three sections, though this is more a gradient or spectrum than a hard vision. There are the **Heavens of Law**, the **Heavens of Balance**, and the **Heavens of Chaos**. Within these heavens are countless afterlives managed by the Gods, and individuals who have earned their eternal rest are free to pass through and visit other Heavens at their leisure.

### The Hells

The Hells are what most consider to be the "bad" afterlife, and is a place of constant strife between the various Demons who reside within. The Hells are a place of constant conflict, suffering, and betrayal, most of which is ever-perpetuated by the actions of its denizens. Though there are dozens of sub-factions and organizations within the Hells all vying against each other, there are three main ideologies which prevail - the first is the ideology of the Infernals, whose intent may be deceitful but whose word is ever-true. Infernals are known for writing devilish contracts and forging dark bargains, and Infernal ideology is characterized by a belief in order and word. Infernals are known to reside primarily near a part of the Hells known as the Apex, located near the top of the plane in terms of elevation, where they hold control over many of the entrances to the plane.

The second major ideology is that of the Abyssals, who, if it aids their goals, will falsely promise wealth and power even as they rip someone to shreds. Abyssals are known to be unpredictable forces of violence, and a bargain with an Abyssal isn't worth the paper it's written on. Abyssal ideology is characterized by a belief in chaos and whim. Abyssals primarily reside within a part of the Hells known as the Abyss, located near the bottom of the plane in terms of elevation, though none know exactly how deep the Abyss extends.

The third ideology within the Hells is not so much tied together by unified belief or powerful beings, but instead necessity - those who follow it are known as Stygians and they lack any singular set of beliefs that would define them. The Stygians are an amalgamation of those who, for one reason or another, don't fit in with the Infernals or Abyssals, but still need to work together to survive against the others. Stygians are scattered throughout the Hells in various locations, especially towards parts known as the Fringes, around the outskirts of the Hells - they also tend to gather near the middle of the Hells, in terms of elevation. Finally, it is said that if one is seeking to travel the River Styx, the fastest way to do so is to recruit the aid of a Stygian.

### The River Styx

The River Styx is a grey, murky stream said to run through the various Planes, and is thought to be one of the only ways to travel from one Plane to another physically. The Styx holds many unusual properties - it is deathly to the touch, rapidly decaying both body and mind as it attempts to sweep one's spirit away to the afterlife. Additionally, it can only truly be followed by ship - to walk along the Styx's bank will culminate in it abruptly ending, while to boat down it will allow one to continue ever-further. It is easy to travel the Styx "down" - from the Heavens to the Mourn or Mortal Plane and further still to the Hells. To travel the Styx "up", however, is a far more arduous task, equivalent to trying to row upstream - and should one's ship capsize, they risk being dragged along to wherever the Styx deems fit to wash them up, often wiped clean of their memories entirely... even if they are no longer amongst the living. In fact, baptism in the River Styx followed by reincarnation is the primary method by which a soul can be granted another chance to reach a new afterlife... that is, if one can *find* the Styx to begin with.