The Elvori - The Arbiters of Fate
The Elvori have a living connection to the force of Fate, which gives them the ability to interact with world of Aldain. Everything is affected by the ways of the world, but only the Elvori have the power to communicate with those ways. Those ways are what we call "Fate".
Elvori Characteristics: (under construction) Spoiler
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<The elvori (or elves) is one of the three founding races in Aldain. Has pointed ears, variety of pigmentations in all 4 factions, look physically different depending on the element they control. Elements were once thought to be hereditary, but are actually by choice. >
Fate
Fate is a force that functions through reactions. To control Fate is to have a power to manipulate and understand these reactions, and in doing so - predict what future reactions might be. These are evidenced by the two forms of interaction with Fate which the Elvori possess. Immediate Fate, which compromises basic physical laws such as thermodynamics, mass and inertia (to name a few), and Ultimate Fate, in which predictions can be made for future events. Fate is made up by the four primal elements that the world is comprised of (Fire, Earth, Water, and Wind), and these elements are crucial for both Immediate and Ultimate Fate function.
The Radicals of Fate
Fate in the end is a duality – it has a positive side and negative side. Some destinies lead fate toward one of these radicals, other destinies lead toward the other. It is important to note that the Radicals of Fate are not in the alignments of "good" or "bad" as might be believed. Positive and Negative Fate are two terms for states of existence, not morality. This is similar to how positive and negative could be two different charges of a magnet, or more accurately two extremes in states of matter: Moving or Resting, Hot or Cold, Light and Dark, so on.
Living things typically thrive in cases where these extremes are balanced, and similarly, Aldain is habitable because the Radicals are balanced. This is what the Elvori strive for: "The Calm". The Calm lies in between the radicals, and is what enables Aldain to survive as a planet capable of sustaining life. Some even hypothesize that the balance of the Radicals is what causes the planet to spin on its axis, perhaps it even causes the three forces of Aldain to maintain their cycle. Still, there are those that subscribe to Positive or Negative Fate exclusively. These people are known as "Radicalists". Radicalists do not care about balancing Fate, only in furthering the world toward their particular radical. Different factions within these groups justify this philosophy in various ways.
The Elements
Fate is made up of the four elements - Water, Wind, Fire, and Earth.
- |
Water |
Wind |
Fire |
Earth |
Matter |
Liquid |
Gas |
Plasma |
Solid |
Property |
Cooling |
Motion |
Heating |
Still |
Radical |
Positive Tendency |
Negative |
Negative Tendency |
Positive |
It should be understood that Water, Wind, Fire, and Earth are not truly the elements themselves but rather are strong representatives of these four states of matter. They are nonetheless still strongly analogous of the elemental forces and embody the spirit of the elements as closely as physically possible on this plane of existence. Thus if one wishes to study the element of water, then learning about water is essential to become more strongly tied to the element, but other liquids will expand and refine that knowledge. In other words, each representation of each element is the root aspect to begin study, but does not make up the entirety of the element by any means.
This also suggests why there are some exceptions to the rule - some liquids, like mercury, are not attuned to the water element, just as not all solids, like ice, are earth. Still in general terms one will find a general consistency with states of matter being attuned to one of the four elements.
Radical Influences:
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Positive fate represents the tendency for atoms, particles, and so on to come toward each other, become denser and become stagnant. This would cause earth to be the element most sided with Positive Fate, but water, dealing with cooling, and removing energy from the subject, would lean toward Positive Fate as well.
Conversely, Negative Fate represents things drifting away from each other, becoming less dense, and expanding. This causes Wind to be the element that most sides with Negative Fate, though fire, dealing with heating, and moving energy into a subject, would lean toward Negative Fate as well.
Still, it must be remembered that Positive and Negative Fate aren't exclusive to any particular element, just the tendencies of them. For example, manipulating an element is generally using the element in a way it normally does not act, so doing so is using the opposite fate upon it. To expand - if I am manipulating earth, I am using Negative Fate to move it around. Conversely, if I wanted to slow air, I'd use Positive Fate to do so.
Since Fire and Water are more neutral elements, they do not react so exclusively. If I use Negative Fate on liquids, it doesn't mean that it will heat up, but I could redirect a flow or cause it to move in uncharacteristic ways. Fire similarly doesn't mean I can cool plasma when I use Negative Fate on it, but I can cause lightning to be confined and directed, instead of chaotic and unrefined.
Immediate Fate
Immediate fate represents the Physical laws, which are all things that react and happen in predictable ways, and is the most common form of Fate. This kind of Fate can be summarized by any natural and non-living reaction or combination (chemical or physical). An example of this could be - a ball is dropped, and gravity dictates it will fall to the ground. The Elements that Fate is made up of represent these reactions, whether by themselves by states of matter (solid, liquid, gas, and plasma), thermodynamics (heating and cooling) or kinetics (motion and resting), or by combinations of the elements as listed in the graph below.
Physical Term |
Water |
Wind |
Fire |
Earth |
Weather |
x |
x |
- |
- |
Tectonics |
- |
- |
x |
x |
Thermodynamics |
x |
- |
x |
- |
Kinetics |
- |
x |
- |
x |
Gravity |
x |
- |
- |
x |
Buoyancy |
- |
x |
x |
- |
Light |
- |
x |
x |
- |
Reflect/Refract |
x |
- |
- |
x |
Magnetism |
- |
x |
- |
x |
Electromagnetism |
- |
x |
x |
- |
Elemental Manipulation
While Immediate fate is composed of these natural tendencies of Fate within the world, elemental manipulation deals with the ability the Elvori have to manipulate these reactions. It should be noted that elemental manipulation cannot directly affect another living thing. While living things are made up by the elements as well, the combination is too complex for the Elvori to alter. This means an Elvori attuned to the wind element, or a wind seer, could not manipulate the air another's lungs, nor could an earth seer make a tree grow any faster (though they could make the soil more fertile). Along the same lines, a water seer could not manipulate blood or saliva.
Even when a living thing dies, it takes time for that thing to decompose, and revert back to the separate elements. When it has, those element could be manipulated, but not before that point. Waste matter produced by living things have already been broken down into the elements by the living creature, so is able to be manipulated.
Attunement
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As an adolescent Elvori begins to experience and learn about the world, they come into contact with various natural concentrations and combinations of the elements. Weather, gravity, the seasons - nearly everything they experience applies to the elements. In addition, through their studies of the elements as well as observing seers that are already attuned, they see examples of how these natural elements can be manipulated.
Eventually, every young Elvori must make the choice of which element they will attune. When this occurs, they then are known as a seer of their element. This choice can be based on many factors - desire, talent, social pressure, or even a calling - a feeling of being drawn by the element itself. For some, the choice is obvious. For others, it may take years for the choice to be reached. Even so, the studies of a young seer cover all the basic features of all four elements, to give a greater knowledge to how the world works, and how the elements interact with each other.
Tempering
Upon choosing a specific element, the body of an Elvori begins to go through a set of changes, known as "Tempering".
The change begins with a chemical reaction that causes a mental awakening, where a seer can now have advanced interactions with the element they have chosen. Tempering also causes a specific hormone to be released into the seer's body. The element a seer chooses dictates which hormones are released, and what physical changes the hormone will cause. Every Elvori has the capability to attune, and so each of the four hormone glands is present within their bodies. Attuning activates the necessary glands, while the others remain dormant.
For a Water Seer, tempering causes their tongue to fork and their nose to flatten some, both of which improve the seer's taste and smell. For a Wind Seer, tempering causes their ears to become longer, and given the ability to be turned some, both of which improve the seer's sense of hearing. For a Fire Seer, tempering causes their eyes to grow larger, and the pupils to change slightly, both of which allow the seer to see in infrared if it chooses, but also allows for a better overall sense of vision. Last, for an Earth Seer, tempering causes their body to grow small, opaque, whisker-like hairs all over their body, which give the seer a heightened sense of touch.
Tempering also triggers a seer's body to begin changing into an adult, and allow the seer to begin to develop reproductively. Tempering lasts for six to seven years, and when an Elvori has fully matured into an adult, each of the four glands stop functioning, or have the capacity to function.
Elvori who Fail to Attune
A high percentage of the Elvori attune to an element, yet for various reasons there are those that fail to do so. This could be a situation they are forced into, such as they were unable to decide which element to take, medically were stunted, or perhaps an individual with malicious intent might prevent an Elvori from attuning. Finally, this situation might be of an Elvori's own volition, and has chosen not to attune for a higher purpose - to become a Scribe. This will be detailed more in the Ultimate Fate section.
When an Elvori fails to attune, they bodily have severe drawbacks when compared to one that has attuned. First, the unattuned cannot go through their tempering stage, and thus are denied any heightening of senses. They also gain a shorter lifespan, generally only living a mere tenth of a normal Elvori's life span. It is as if the intimate connection to the Elements (which these unattuned Elvori are denied) causes the usual Elvori to live longer. Finally, the unattuned are unable to reproduce, as their bodies have not gone through the changes necessary to do so.
With such disadvantages, one would wonder why any sane Elvori would choose not to attune. While it is a huge cost, an unattuned Elvori can manipulate, move, and destroy Premonition Sites, where no attuned Elvori could. This phenomenon suggests that Elvori who do not attune to a specific element, have a much more intimate tie to Fate itself, however fleeting this tie is.
Secondary Attunement
Commonly, a seer only attunes to one element, but under certain conditions, two attunements can be attained. The force of Fate must be in power for someone to have multiple attunements, because during this time, a seer's connection to the elements is closer, and capable of more. As a note, Ultimate Fate can only be accomplished in an Age of Fate as well.
If a seer chooses to attune to multiple elements, they must first be already attuned to an element. This is because the process of attunement is a dedicated and complex process. Trying to do two at once would be to counteract the efforts that must be involved. Due to the relationship a seer has with their element, a secondary attunement cannot be an opposite element. So, if a seer was attuned to water, they could choose for a secondary element earth or wind, but they could not attune to fire. This rule is also why a seer could not attune to a third element, because any other element after the first two attunements would be an opposing element.
A seer who has accomplished two attunements has the same amount of power as someone who is only attuned to one, which means they must divide this power between the two. A seer can choose to have both of their elements a similar level of power with each other (1/2 and 1/2), or have one compliment the other (1/4 vs. 3/4). It should be noted that a seer must choose their second attunement before they reach adulthood, or they will not be able to do so.
Area of Interaction
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When a seer attunes to an element, they begin growing more accustomed to the element in which they are connected to. At first, this interaction is at a personal range. This means a seer can only interact with or manipulate an element by direct contact with the intended element. However, as a seer progresses in their powers and becomes better attuned, this range extends out to encompass an area of distance around the seer. It should be remembered that a seer can still manipulate things by physical touch in addition to now being able to manipulate at a range.
As the area of interaction of the seer expands past physical touch, a seer gains insight of the elements in which they are attuned to within this sphere. Also, since a seer can now sense the element within a certain range, they can also manipulate the element within that area. A seer can also focus on the area they interact with to identify which specific kinds of their attuned element are within their area if interaction, as well as the amount. A seer can then use this information to aid them in their manipulations. For example, if a water seer had an area of interaction that was 60 feet in diameter, they could sense what specific liquids were around them in a 30 foot radius, and where they were. This ability would prove especially useful for the seer if they were trying to detect a liquid underground or behind a wall, as other elements do not interfere with this ability.
Elemental Encounters
Against Water -
Earth absorbs/impedes Water
Wind blows Water
Fire evaporates Water
Against Wind -
Earth impedes Wind
Water impedes Wind
Fire consumes Wind
Against Fire -
Earth smothers Fire
Water cools Fire
Wind extinguishes Fire
Against Earth -
Water erodes Earth
Wind erodes Earth
Fire breaks down Earth
One would notice this list shows that all elements affect each other by beating each of the elements in some way, or by also in turn being beaten by them. Thus, no element is truly superior to another. The winning result of an interaction is dependent on which element is more strongly represented. For example, in one interaction between Fire and Water, Fire could be represented in more capacity than Water, thus causing Water to boil and evaporate. On the other hand, there could be more Water in the interaction, causing the Fire to be extinguished.
Progression and Energy
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Power = Progression Level / Amount of Elements Attuned
Caliber of Manipulation = (Ability + Skill)
Progression Level = (Age x Experience)
Ability = (Sensitivity + Precision) x Progression Level
Skill = Creativity(Imagination and Aptitude) + Study (knowledge of elements)
Sensitivity; which user can more accurately interpret what they're sensing to pinpoint that underground water, or sense smaller amounts?
Precision; when it comes to actually manipulating the element(s), which user has finer control?
Progression Level; how much energy can I excert toward manipulation.
Progressive Power
As a seer ages and grows more experienced with their element, the area immediately around them takes on more and more the appearance of their attuned element. This is mainly a visual representation of the increasing amount of energy a seer is able to gather as they age. This "bubble of energy" is the energy that is stored for elemental manipulation. For earth, this could be an aura of dust or stillness, while fire might cause a ripple in the air or heat. Water may cause the air around a seer to be damp or cool, and an air seer would seem to always have a breeze around them. These characteristics increase as they age. When a seer of some notable power uses this energy, the effect can appear to be their figure clothed in the element they are attuned.
Elemental Energy
While the a seer has an increased capacity of energy they can gather as they progress, the element still must be drawn from a seer's environment. Each element acts differently, and so, each seer must be conscious of their element's fluctuations so that they can plan to use their element the most during times or areas in which they have the opportunity to replenish their energy. For example, if a fire seer was traveling through a frigid area, it would not be wise for them to expend all their energy quickly, since conditions would not be optimal for gathering more energy in such a climate.
Earth - Always a steady source of energy, never fluctuating. Comes in a constant stream. Absorbing energy from this element smooths out areas of terrain over time, creating flatter areas, or gradual slopes instead of rocky and rough terrain.
Water - A source of energy that accumulates, akin to a basin being filled with liquid. The energy within this basin can be tapped anytime while it is filling, and will continue to fill until it is at capacity. Any tapped energy while filling just sets back the accumulation. Absorbing energy from this element might make freezing areas a little more comfortable, or make tidal patterns calmer.
Wind - Always a fluctuating source of energy, never steady. Comes in a varying stream. Absorbing energy from this element might calm winds, or be protected from harsh winds.
Fire - A source of energy that dissipates, akin to fuel being burned away. The fuel will continue to burn away until it is burned out, and then new energy must be accumulated. Unlike water, energy cannot be tapped when it is being replenished with fire. Absorbing energy from this element might make searing hot areas cooler and more comfortable, or make active volcanoes calmer.
The Embrace
After a seer reaches a certain age, they gain enough latent energy to perform an act known as "The Embrace". The Embrace is when a seer who is at full elemental charge unites with the energy around them. The aura around them consolidates to cover a seer's body, and they take on a form resembling a creature consisting totally of the attuned element. When in this form, a seer receives major advances to the capacity at which they can manipulate their element.
Wielding this power is no easy feat, however. Merging with the elements in this way is addictive, and can have destructive consequences for repeated use. A seer that is not careful within this state could lose control. If this happens while actively manipulating an element, there may be unexpected affects, such as causing bodily harm to the seer within the embrace, or even to others nearby. It could even have explosive consequences, such as creating a localized disaster, such as flooding, wind storms, flash fires, or landslides. If one is killed during an Embrace, or by the negative affects of an Embrace that has gotten out of control, they are devoured by the element. The Embrace will rip them apart and leave no trace behind.
Further, the more addicted a seer becomes to the Embrace, the more that seer's personality begins to embody that of their element. Earth seers become increasingly stubborn and unrelenting. Fire seer's tend to become increasingly easy to anger. Air seers become unfocused and easily distracted.
Water seers become more apathetic, calm, and disinterested. These are certainly not sudden occurrences, and wear off over extended periods of resisting embrace.
These negative affects do not cause Embracing to become taboo in the Elvori society. Embracing is often a necessary task. A seer's education impresses moderation for this sacred technique.
The Final Embrace
At the end of a seer's life, a seer with enough energy can perform an act known as the "Final Embrace" where they become one with their element of attunement. It is essentially merging with the Elemental Expanse.
Elemental Capabilities
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Fire Spoiler
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- Heating
- Evaporate
- Cook
- Sterilize
- Heat Other Element
- Crack Solids
- Harden
- Melt
- Boil
- Burn
- Forge/Weld
- Create Glass
- Make Air Hotter
- Start/Create Fire
- Flame Manipulation
- Fire Balls
- Fire Wall
- Ray of Fire
- Lightning
- Electrical Manipulation
- Blinding Flash
- Shock
- Intimidation
- Light
- ??
EarthSpoiler
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- Earth Changing
- Fertile soil
- Stone to sand
- sand to stone
- Earth Manipulation
- Movement of Earth
- Shaking Earth
- Shaping Earth
- Movement with Earth
- Pushing with Rock
- Move through Earth
- Boosting vertically
- Friction
- Metal
- Weight - Increase
- ??
WaterSpoiler
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- Cool/Slow Particles/Increase Density
- Freeze Water
- Walk on Water
- Slow Flow
- Water Manipulation
- Water Balls
- Water Wall
- Water Lash
- Water Purification
- Remove Water
- Cloud Summoning
- Darkness
- Volume
- ??
WindSpoiler
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- Sound
- Alarm
- Whistle
- Carry Sound
- Sound Dampening
- Air Manipulation
- Gusts/Pushing
- Blow Out Fire
- Fill Sails
- Change Flow of Wind
- Push things away
- Suction/Pulling
- Air Bubble
- Cyclone
- Improve Aim
- Flight
- Friction
- Light
- Buoyancy - Decrease Weight
- ??
Ultimate Fate
While Immediate Fate centers on reactions that occur in the present, Ultimate Fate centers on the prediction of future events by way of the knowledge and connection that Elvori have to the elements. This can be in the basic physical Prediction, which predicts future physical reactions that may occur in the future, or by Premonition, which predicts possible futures outside of those reactions.
In both of these types of prediction, a seer must be in a meditative state to connect with this ability. The more complete a meditation, the better quality the prediction might be. Some Elvori accomplish this by focusing on an element with as many of their senses as possible. A seer might seek out a peaceful or perfect location that can achieve this, called a sanctum. A sanctum might be an isolated place where one can focus on a fire, a natural place with the abundance of the element, or a place constructed to allow the best conditions for a seer’s meditation. Often the sense of their attunement is the main contributor to a meditative state, but the others senses assist in focusing a seers full mind on the task.
In times where a sanctum is not available, a seer might choose a different method to attain the conditions of meditation - hallucination. This usually takes more of a physical toll on the body, but has the advantage of being done in any location. Due to this, seers generally only use this method for premonitions. Usually these are achieved by inhalants and intoxicants, but this method was originally discovered by seers that were close to death. Seers who nearly suffocated or drowned, had heat exhaustion or delirium tended to have visions of the future pass before their eyes, and were sometimes able to recount them if they recovered. Fortunately, the Elvori have found more reliable and less dangerous methods of achieving this. Consequently, the Elvori take careful effort to ensure other races do not have knowledge of this, as it could mean that one with enough power who wishes to know the future might try to abduct a seer and torture them to near death in order to attain that knowledge.
Anchors
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At a sanctum, if a seer has a premonition, this prediction leaves an imprint of that premonition on that location. This imprint takes on the form of the element in some variety of ways. Some examples might be an inexplicable pool of water, geometric formation, ever burning flame, or a gusty place on a still day. The physical marks may vary, but their purpose is identical, they exist as a physical link to the premonition. If this representation is not made, the premonition only exists in the memory of that seer and can then only share the premonition through other, less reliable means from an unreliable source - a memory. Any seer attuned to the element that the anchor is aligned with can view the premonition it contains, but can do little else to it. Anchors show the full premonition as it appeared to the original seer, and holds no value on specific details that a seer retelling a premonition might. Anchors, as the name might suggest, cannot be transported from their location. However, there is one exception - one of the few abilities that a scribe possesses is to be able to harbor an anchor. Anchors can also be destroyed with enough effort, or from a natural catastrophe.
Prediction of Future Events
While in a meditative state, a prediction on the future might take on various forms. Sometimes these predictions are in the form of a feeling, whereas other times it might be the form of a vision. Visions can sometimes be symbolic, and while others might be a direct viewpoint of the event, as if the seer was there.
Predictions
Similar to how one who studies the weather might make predictions based on this knowledge, certain reactions in the world can be predicted through a seer’s elemental bond. A seer that has attuned to water, wind, or both, could predict a future storm or weather pattern; an earth seer might predict a rockslide or earthquake; fire seers might foresee a dry season or heat wave, etc.
Premonitions
Through their connection to the four elements of Fate, some Elvori have the talent to sense possibilities of the future and how these possibilities touch an individual or the world as a whole. Only the Elvori can sense these possibilities, and how they affect things. Fate is commonly believed to be the power that dictates the events that need to occur to maintain the existence of the world, though this is incorrect. Fate isn’t partial to an entity, the same as the fact that a boulder is impartial to the things it falls on.
Think of the overall concept of premonitions as different members of Elvori factions all predicting possible futures that affect their overall element’s future in some way shape or form. Generally, these futures gravitate toward advancing either the radicals of positive or negative fate, though it is not always clear. Depending on what these predictions foretell, a seer (or forum of seers) can choose to do one of three things: attempt to ensure that a prediction comes to pass, ensure that it does not, or take no action either way. It should be noted that a seer does not have the ability to see a pivotal point in the future, only smaller events that may lead to it. They can only do this through immediate fate. Elves can see the future, but can only touch the present. So ultimately, seers from each elemental group work toward securing a pivotal point that benefits their element by working with or against other factions. Because of this, the Elvori have a reputation for being interested in accomplishing seemingly insignificant things like making sure a door is open (or shut) on a certain date, or making sure two persons meet (or never meet).
Pivotal Points
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A pivotal point is a significant future event that will happen in the future. To the Elvori, a pivotal point is similar to looking into space with a telescope and seeing a black hole. You don’t actually see the black hole itself, you see the evidence of it by the reactions around it. In the same way, when studying premonitions of the future, pivotal points are clarified by the predictions leading up to and after the moment. Once a pivotal point has occurred, it becomes a fixed point, and the predictions centering around the discarded possible futures attached to it fade away. You can not go back and change a choice already made. The flow of fate faces forward - always.
Roles within Ultimate Fate
Forums
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Foremost, the Elvori are all joined intrinsically with one another as being the Custodians of Fate, and in that they are of one mind. They have the single unified purpose of maintaining balance through their abilities to manipulate fate. However, it is inevitable that seers will form like-minded groups who work together to achieve a specific goal, and these groups are called Forums. Usually the goal a forum has is to affect a pivotal point or a grouping of possible futures. Multiple forums usually emerge whenever a pivotal point is clarified, some working toward that point, and some working against it. Forums can emerge before a pivotal point is realized, but these are generally smaller and consist of older seers who prefer the ever-mercurial long game to the fast-paced reactionary approach of the younger elves.
Since premonitions are not always clear which radical is benefited, much of the start of a forum is spent studying the predictions in question, and attempting to see the possibilities and outcomes that form from it. From there, discussion begins in earnest as to the best action to take, and debate tends to deal with what needs to be done to improve the chances of the forum’s goal.
These forums do not have to be Elvori of the same element, though most often they are. Due to the nature of things, forums tend to be stronger when there are more than one type of elemental representation because they can see more possibilities and a greater range of predictions, but generally this leads to less action and more debate.
It is worth noting that whereas a well appointed forum can see very accurately into a single outcome of an event, the bigger picture is often lost when you have many seers focusing on one event. As a result, forums not only oppose and/or support each other depending on their motives, but are also unable to deal with larger and further-reaching issues of the present, and so the number of seers across an area who are involved in a forum never tends to rise above about 30% (exceptional circumstances may see more).
Scribes
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When an Elvori chooses to remain unattuned, it is to become a scribe. Scribes have no connection to the elements, and yet, still hold a connection to Fate itself. Without the distraction of elemental attunement, scribes have a greater understanding of predictions and how they relate. Since scribes only live 50 or so years and can't reproduce, they essentially are removed from having a future of their own, making them the perfect impartial caretaker for possible futures.
Scribes have the ability to handle, view, modify, protect and destroy Anchors, which allows them to gather them and protect them in a place known as “The Archives”. Many scribes will travel across the land to gather these Anchors and bring them to the archives, and then group them with like premonitions.
Scribes will never join a forum, and rarely discuss predictions until they have been observed for some time, then considered carefully. Once this has been done, debate and study of related predictions take up most of a scribe's time. Sometimes a scribe or two will enlist a forum which they have a vested interest in, sponsoring their study with information gleaned from the archives. In such cases the consequences of the event in question are usually important enough to warrant the attention of a significant number of seers, and large schisms have been known to form within Elvori society for the duration of such events.
World Reception
The ability to predict future events often creates controversy for the rest of the world. Questions such as is there freedom of choice if people can see the future and know what we will do? On the other hand, does the existence of multiple futures dissolve the idea of destiny? In the end, this is a topic of much debate. Some argue that despite multiple futures, whatever path ends up occurring is the Fated path.
The existence of the Elvori and their ability to affect the future creates the concept of multiple futures. If seers did not exist, the future would be linear - everything would just happen without variables. However, it is worth noting that those multiple futures DO still exist, it's just that no one would have the knowledge of them to act upon. Choices matter both with and without the Elvori, and whether the knowledge that the Elvori have produces a positive or negative effect on the world as a whole is a matter of debate.
Due to the fact that there are multiple futures, the concept of a paradox (telling someone a prediction about them makes that prediction occur) is an invented term by those who are not happy with the outcome of their choice. By knowing a future, one can always choose to act, not act, or act against that knowledge, just as the Elvori have that same set of paths when they make a prediction.
Some people actively seek to find out what their future holds, while others actively hold contempt for the ability. Others are ambivalent to the ability, and still others consider the ability to be a lie and that the Elvori only use this lie to assist in pushing their own agendas. Some might view the ability as grand one moment, and when life takes a turn for the worse might curse it. The ability to make predictions creates animosity toward the Elvori, who are blamed by those who do not understand the simple concept that the world does not revolve around an individual. An arrow let fly will hit whatever is in its way - child, thief or king.