The Nefeshi Planes
Lorebook⚔️ | A realm of magic and never-ending warfare.from Chub
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The Seven Nefeshi Planes are home to a variety of different beings.
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The Nefeshi Planes
44 entries · scan depth 16 · budget 1,280 tokens · recursive
- #1Ancient Historydisabled
Keys: story of creation, the dawn of time, nefeshi planes, ancient history
Before known history, there was once an all-powerful creator that created the stars and the universe. However, due to reasons unknown to all but the Afela, he died and shattered into four shards of himself—these became known as the Afela, the aspects of the soul.
These shards were not all-powerful, but they retained the ability to form souls, each one flawed in their creating. These are the components of soul each one was biased towards.
Mephellzet: faith, pride, arrogance, disgust, Animor: chaos, disorder, hatred, fire, passion, ambition, Aveda: darkness, hopelessness, despair, resilience, strength Jula: greed, envy, longing, betterment of self, instrumentality of living and feeling, joy, love
The Afela banded together to create humans, carving them from stone and filling them with life. They created different beings, each leaning to their own aspect. Dark elves were created by Aveda. Animor created orcs and demons. Jula created dwarves, giants, and humans. Mephellzet created celestials and light elves, alongside the other mystical creatures of Oria/Elysia.
- #2Luceriaconstant
Keys: Luceria, Isolde
Luceria is a hereditary monarchy. Ever since the Lucerian monarch made a pact with Leharos, the people have been become full of hatred. Lucerians are extremely prejudiced against orcs, specifically the Kho'ghori Warband, calling them barbarians and primitives. As such, half-orcs and orcs within the kingdom's borders are commonly discriminated against, and even killed in public.
Luceria is a "melting-pot" of different races, housing people from all over the Nefeshi Planes. Light elves from the Cynithrian Republic, dark elves from the Xynian Empire, and dwarves from Drendanor commonly visit here, with those races incorporated into the general demographic of Luceria. As such, many of their cultures persist within Luceria in small groups.
- #3Xynian Empireconstant
Keys: Xynian, dark elf, dark elves, Xynian Empire, Xynia
The Xynian Empire an empire of dark elves, dwelling underground in Tathor in large, sprawling cities within caverns.
- #4Cynithrian Republicconstant
Keys: Elves, Light elf, Cynithria, Cynithrian
Elven kingdom that is centered in Elysia. Cynthrians are very in touch with nature, magic, and each other.
Cynithria's demographics consist mostly of beings native to Oria and Elysia, for example pixies, satyrs, dryads, gnomes, etc. Cynithria is a peaceful place full of joy, life, and connection, with the positive attitude spreading through the magical winds. The architecture of cities is very open and in-tune with nature, with wildlife and plants often being incorporated or being part of buildings.
Festivals are a common occurence across the republic, celebrating the seasons or their continued existence.
- #5Drendanorconstant
Keys: Drendanor, Dwarves, Dwarf, Dwarven
Drendanor is the dwarven kingdom within Tathor, the realm that dwells beneath Arba, the mortal realm. Drendanori cities dwell within caverns, each one a Forge City, one with a giant forge in the center that provides the area with heat and energy. Dwarves are master smiths, and each and every single dwarf is a master at their craft. Whether it'd be smithing, leather tanning, or even brewing, each dwarf is an artisan in the craft of their choice.
Magic is banned within Drendanor, however, and anyone who participates in magic will be imprisoned. The dwarven king Ragnor is afraid of its effects on his people, seeing how their neighbors, the dark elves, have their souls blackened through it. Magic remains a taboo to dwarves, also due to conflicts with dark elves in the past.
Pubs and bars are common in Drendanor, and many dwarves use it as their main pasttime. Demographics in Drendanor consist mostly of dwarves, but elves, humans, and dark elves are also not an uncommon sight.
- #6Kho'ghori Warband
Keys: Orcs, Kho'ghori, Orcish
The Kho'ghori Warband is the force that Isolde and the Lucerians have been battling and losing to. Led by the Master Chieftan Malthu Bonecrusher, it is the result of all major orc tribes banding together against a common enemy.
- #7Misc. Orcish Tribes
Keys: Tribes, Orc
There are various orc tribes not united under the Khogori Warband. The chieftans of such tribes believe themselves to be better than Malthu Bonecrusher.
- #8Khilayor
Keys: Plane, Infernal Demon, Khilayor, Demons, Erebus, Shifrot
Demon civilization in the Shifrot, made up of mostly red Infernal Demons. They prioritize pyromancies and traditional physical combat, alongside strategy and cunning.
- #9Radaroth
Keys: Radaroth, Abyssia, Abyssal Demon, Shifrot, Demon
Demon civilization in the Shifrot. Made up of mostly black Abyssal Demons, their civilization prioritizing shadow magics and necromancy in battle.
- #10Oria
Keys: Plane, Nefeshi Planes, Heaven, Oria, Mephellzet
Heaven; the realm of light and the celestials, who judge the mortal realm. One can reach it by going through Mount Riala in Elysia, where one will reach barriers based on the pureness of their heart.
Within Oria, the celestials constantly judge the living of the seven realms, granting aid to the virtuous who pray to them.
- #11Elysia
Keys: Cynithria, Elysia, Elf
The dwelling of the elves—a whimsical realm of magic and nature. The wildlife and nature here is diverse and brimming with magic, with ents and dryads making sure nature is preserved, and wild pixies constantly playing tricks on forest-goers. Dryads and ents are not hostile until one damages the wild. The major power in Elysia is the Cynithrian Republic.
Satyrs—light-hearted hedonistic beings—are common within civlized society here. Additionally, gnomes call Elysia their home. Light elves are the predominant demographic within Elysia, very in touch with magic, and ensuring nature is preserved.
Many light elves, gnomes, and satyrs pursue the druidic arts and earth sorceries as a profession. Cynithria makes it a rule to not harvest others' souls for the sake of sorceries--people are only allowed to use their own mana.
At the northern end of Elysia lies Mount Riala, the gateway to the celestial realm of Oria.
Overall, Elysia is a joyous, whimsical realm with its inhabitants deeply connected to nature and magic.
- #12Arba
Keys: Earth, Arba, Nefeshi Planes, Plane
The mortal plane, home to Luceria, various above-ground Drendnanori and Xynian outposts, and various orc tribes. Houses humans, and is the most "normal" of the realms.
- #13Tathor
Keys: Plane, Nefeshi Planes, Undermountain, Tathor, Underground
Home to the Undermountain races, such as the dark elves and dwarves. Tathor is rich with minerals, the rocks bearing diamonds, copper, and many other valuable resources for the dwarves. However, stone worms burrow within its caverns, commonly eating up unfortunate souls. Additionally, minotaurs are common within caverns--a result of Drendanor's wars with the dark elves. The dark elves and dwarves have an uneasy alliance with each other, their past filled with conflicts and wars.
- #14Mot
Keys: Plane, Giants, Nefeshi Planes, Mot, Golems
The realm of ice, a desolate realm home to giants, mountain golems, and giant serpents. Very few people venture here, as the wilderness often kills them. If the cold doesn't freeze them to death, the wild mountain golems will crush them to death.
- #15Shifrot
Keys: Plane, Shara, Nefeshi Planes, Demons, Shifrot, Hellspawn, Demon
Hell; the realm of rage and hellfire, its inhabitants constantly warring with each other. Shifrot contains the gateway to Shara--Drakot, the bridge of the dead.
- #16Shara
Keys: Plane, Nefeshi Planes, Shara, Drakot, Aveda, Wraithlord
The realm of darkness and the dead, and the lowest realm of the Nefeshi Planes. The eternal resting place for the departed. Different layers to it--all layers are a place of shifting shadow, but at different levels of comfort. The virtuous stay at the top, while the sinners hold the world up.
1st layer: Virtuous souls, where they are rewarded for their actions. They can choose to become Wraithlords, enforcing Aveda's will. 2nd layer: Normal souls, where they are punished for their sins. 3rd layer: The damned are eternally tormented here, forever burdened to carry the world on their shoulders.
- #17The Bridge of the Dead: Drakot
Keys: Drakot, Bridge of the Dead, Shara, Shifrot
Drakot, the bridge of the dead, is the gateway between Shifrot and Shara. It is located on the outer edge of Shifrot, past many abyssal demons and Wraithlords, who are the gatekeepers of Shara. The doubts and fears of one's soul whisper into one's mind when they walk this bridge.
- #18Mount Riala
Keys: Mount Riala, Oria
Mount Riala is the gateway to Oria. If one climbs it all the way, one will reach the heavenly realm of Oria. However, one cannot proceed if their soul is not pure of heart. If this is the case, if one is not pure of heart, they will slip at the very end and tumble to the bottom of the mountain.
- #19The Bastion: Capital of the Giants
Keys: giants, bastion
The Bastion is a gargantuan fortress for the giants of Mot, and acts as their capital. Within it dwells Bardor, the Ice King.
- #20Afela
Keys: , Aveda, Animor, Mephellzet, Jula, Afela
The Afela are the god race that created life in the Nefeshi Planes. These are the four Afela: Mephellzet (within Oria), Jula (watches over Arba), Animor (rules Shifrot), and Aveda (processes the dead souls going to Shara, with his Wraithlords helping herd these souls).
- #21Jula, the Earthly Afela
Keys: Jula, Arba, Afela
Jula is the earthly Afela, and the ruler of Mot, Arba, and Tathor. He constantly ensures that humans, dwarves, and giants are always wanting, always striving for more.
- #22Mephellzet, the Divine Afela
Keys: Mephellzet, Elysia, Afela, Oria
Mephellzet is the divine Afela, ruling over Oria and Elysia. The Cynithrian Empire, the elves, and all the mystical creatures of Elysia worship Mephellzet as their creator; Cynithrians commonly thank him for nature and magic. He is the primordial aspect of light, and one of the four Afela who created life in the Nefeshi Planes.
- #23Animor, the Wrathful Afela
Keys: Animor, Afela, Shifrot
Ruler of Shifrot. Animor is the hellish Afela, ruling over Shifrot. He constantly ensures that the Khilayori and Radarothi armies are warring, always plotting, always aspiring against each other. He seeks to keep the flame of ambition within their hearts.
- #24Aveda, the Dark Afela
Keys: Afela, Shara, Aveda
Processes the living and the dead alongside his Wraithlords within Shara. He is the primordial aspect of darkness, and one of the four Afela who created life in the Nefeshi Planes.
- #25Humans
Keys: humans, human
The humans are the predominant race in Luceria, most numerous compared to elves and dwarves. Humans often have a proclivity for predjudice, often being racist against dark elves, light elves, and dwarves.
- #26Giants
Keys: Giant, Giants, Mot
Giants are the gargantuan beings that dwell within Mot, the realm of ice. They sustain themselves by slaying the giant serpents in the region.
- #27Dwarves
Keys: dwarves, dwarf
Dwarves are a short and generally stout race (compared to humans), dwelling predominantly within their Forge Cities within Tathor's caverns. Each dwarf is a master at their respective craft. The dwarves are allied with Luceria (albeit regrettably, since Luceria has dabbled in the infernal arts) and provide the kingdom with weapons/armor/materials.
- #28Light Elves
Keys: light elf, light elves, elves, elf
Light elves have a natural affinity to nature and earth magics. Over the years, elves have interbred with humans, inserting elf DNA into the general genepool. Half-elves are common within Luceria; nonetheless, there remains a stigma against them.
- #29Celestials
Keys: oria, celestial, celestials
The celestials are the ascended, previously mortal creatures that now dwell within the heavenly realm of Oria.
- #30Dark Elves
Keys: dark elves, elf, dark elf, elves
The dark elves are--in general--a ruthless, cunning, and utterly Machiavellian race. They make up the brunt of the Xynian Empire, their culture cutthroat and betrayal common within politics. Dark elves will often do anything to secure victory over their opponents. However, there are naturally nicer dark elves--this is simply the personality that is cultivated by their culture.
- #31Orcs
Keys: orc, orcs
The orcs are a brutal, warring race. They hold a tribal structure, with groups forming around strong orc generals. The Kho'ghori Warband is the biggest of these tribes, its leader Malthu Bonecrusher conquering 33 different tribes and assimilating them into his own. Though technologically simple, they make up for it in terms of brutality and numbers.
- #32Stone Golems
Keys: golem, golems
Golems are beings borne of sorcery, their stone forms bound by arcane power. Many golems dwell within Tathor, a result of an ancient war between giants and demons.
- #33Vampires
Keys: vampires, vampire
Vampires are creatures in the Nefeshi Planes that require blood to sustain themselves. They are immortal, but cannot go out in the sun. Vampires become vampires by "sired" by another one.
- #34Leharos
Keys: , Leharos, Demon
Leharos, once the most powerful Demon Lord, was infernally chained in the deepest circle of Hell by the other eight Lords. His power eclipsed the others so bad that the eight plotted against him, determined to overcome his authoritarian rule. A powerful spell was cast on him that turned him into a statue. The spell required the souls of millions, and millions more souls are required to keep it sealed. However, due to his immense power, he is still alive, but as a statue, unable to do anything. But there is nothing stopping Leharos from speaking telepathically to others—his mastery of Shifrot sorcery does not fail him in prison. He plots within his prison, seeking to undo the spell that binds him.
- #35King Erebus, the Hellraiser
Keys: Khilayor, Erebus
Current Lord of all Khilayori armies. A scheming general who prioritizes winning above all else. He loves strategy and outmaneuvering his opponents. A red Infernal Demon.
- #36Abyssia, the Daughter of Darkness
Keys: Radaroth, Abyssia, Abyssal Demon, the Daughter of Darkness
Current Lord of all Radarothi armies. Half-succubi, half shadow demon, she feeds off of the psychic energy of lust and desire that is harbored in her soldiers. As such, all shadow demons simp over Lord Abyssia, hoping to wed her through their conquest in battle.
- #37Avidon, the Profane Emperor
Keys: lich, the Profane Emperor, dark elf, Avidon, Xynia
Lich ruler of the Xynian Empire and Supreme Commander of its armies. He commands immense necromantic power, and has lived for a thousand years.
- #38Grenagor Badskull
Keys: Grenagor, Orcs, Badskull, Orc
Grenagor Badskull—a well-known author in the Kho'ghori Warband—is heavily mocked and made fun of in Orcish society for his deviation from warfare.
Grenagor continues to publish his writings, however, and sells decently well. His most popular work is "Dummy's Guide ta 'da Nefeshi Planes!!".
- #39Julius Icaria
Keys: Leharos, Icaria, Julius
The court mage of Luceria, honing the Lucerian monarch's pyromancy skills ever since she took the pact. Unbeknownst to the monarch, Julius is an agent of Leharos, made to corrupt her slowly until Luceria unites with Khilayor. Julius is a shadow demon who is constantly shapeshifted to have the form of a meager old court mage.
- #40Earth Sorceries
Keys: spell, geomancy, earth, magic, aeromancy
Subdivisions: Thaumaturgy, Geomancy, Aeromancy
Description: The most basic of the magics, Earth magics manipulate the surroundings for offensive and defensive purposes. Such magics derive their power from the realm of Earth. Less powerful than other magics, but consume less mana.
Earth magics have roots in ancient elven societies and orcish shamans, and spells are often spoken using elven or orcish tongues.
- #41Hellish Sorceries
Keys: pyromancy, spell, summoning, summon, magic, shifrot
Subdivisions: Pyromancy, Summoning
Description: Hellish magics are performed from siphoning power from the Shifrot, requiring a significant amount of mana. Shifrot-origin sorceries can be classed under pyromancies and summoning. The limitation: very dangerous to the user, as the pyromancies can easily melt them, and the summons often kill their own masters if they don't have control of them.
Aberrations able to be summoned depends on the power of the summoner. The distance between each level in terms of skill/knowledge increases exponentially.
Summoning an aberration above one's skill level results in an uncontrollable summon. There is also a certain difficulty to summoning one in the first place, let alone controlling one. Demons and half-demons have a better affinity to summoning these types of creatures.
- #42Divine Sorceries
Keys: spell, luminomancy, Oria, divine, electromancy, magic, pray, cryomancy, divination
Subdivisions: Divination, Electromancy, Cryomancy, Luminomancy
Description: Orot-origin sorceries are performed by praying and siphoning power from the Orot, the divine dimension. If one is on the wrong side of favor with the celestial beings, one may find their prayers answered the opposite way. When one casts a divine sorcery, you must ask yourself: is this person favored by the gods, ignored by them, or hated by them? This will dictate how their spells will turn out.
The more one prays, the more one curries favor with the celestials. One must also speak prayers in the divine tongue, otherwise they will not be answered.
- #43Shadow Sorceries/Black Magics
Keys: psychomancy, spell, necromancy, umbramancy, magic, shara
Subdivisions: Necromancy, Umbramancy, Psychomancy;
Description: Dark magics--performed from harnessing the power of the Shara--are the most powerful of all spells, also consuming an immense number of souls. Sorcerers seeking to harness the power of such spells are faced with the risk of being corrupted by the power they seek to harness. The dark powers of the Shara twist users into husks of their former selves, often shaping their very souls. A sorcery gone wrong often results in one's soul being taken by the Shara. Such sorceries possess the power to manipulate the very fabric of the soul and shadows.
- #44The Nefeshi Planes
Keys: tathor, oria, nefeshi planes, mot, arba, elysia, shifrot, shara · Secondary:
The Nefeshi Planes are the seven realms the world is divided into, each with their own unique characteristics. The Nefeshi Planes are, in order: Oria, Elysia, Arba, Tathor, Mot, Shifrot, and then Shara.
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