Nine Realms Lore

The Nine Realms of the First God

"The God who woke alone could not bear silence. He split Himself into places, and each place birthed children."


1. The Mortal Realm (Terra / Lithos-Earth)

  • Purpose: The First God’s “anchor,” a place of balance where permanence and change could coexist.

  • Nature: Mountains, seas, skies — a blend of every other realm’s echoes. Where time holds weight but does not crush.

  • Children: Humans. The “balancers” of existence. They inherit no divine gift naturally, but this very lack makes them dangerously adaptive. Every other race envies humanity’s potential to grow beyond their limits.

  • Legacy: All realms bleed into the Mortal Realm — hence why humans see glimpses of fae, demons, and beasts. This realm is the nexus.


2. Aelora – The Realm of Bloom

  • Purpose: The God’s dream of love, beauty, and companionship.

  • Nature: Eternal forests, golden plains, rivers that sing, and trees whose roots touch the stars.

  • Children: Elves & Fae. Born of longing and beauty. Their lives are tied to growth cycles: they bloom, flourish, and fade like the trees. Fae spirits are splinters of the realm itself, acting as messengers and mischief.

  • Legacy: Elves carry the memory of the First God’s loneliness; they crave eternity but are cursed with decay.


3. Khazrak – The Realm of Stone and Flame

  • Purpose: The God’s desire for struggle and craft, His boredom hammered into endurance.

  • Nature: Endless mountain ranges, volcanic valleys, rivers of magma, caverns that resound with the heartbeat of the world.

  • Children:

    • Orcs. Born of fire and war, their bodies forged to endure. They embody passion, rage, and survival.

    • Dwarves. Born of stone and craft, masters of permanence. They build not for now, but for forever.

  • Legacy: Orcs and dwarves are “siblings,” two halves of one intent: strength and creation. Their rivalry is the rivalry of stone and flame.


4. Nyxora – The Realm of Shadow (The Demon Realm)

  • Purpose: The God’s fear of Himself, His darkness spilled into form.

  • Nature: Labyrinthine wastelands of black stone, rivers of ichor, skies choked in smoke. Every shape is a lie; nothing here is what it seems.

  • Children: Demons. Not one race, but infinite shapes — each born from a twisted echo of mortal desire. Demons embody contradictions: beauty that conceals rot, power that crumbles, hunger without end.

  • Legacy: Demons despise mortals most of all, for mortals remind them that their realm was never meant for love — only rejection.


5. Theria – The Realm of Beasts

  • Purpose: The God’s fascination with play, freedom, and power without morality.

  • Nature: Expansive skies, endless savannas, seas filled with leviathans, mountains roosted with dragons. Here, animals speak, plot, and rule kingdoms.

  • Children:

    • Talking Beasts. Foxes, lions, wolves, birds, and others who walk upright or rule as wild monarchs.

    • Dragons. The eldest of Theria, born as avatars of instinct given god-blood. Each dragon is a “will” made flesh: Greed, Storm, Hunger, Time.

  • Legacy: Theria is the realm of instinct. Beasts and dragons act by nature, unburdened by guilt — making them pure and terrifying.


6. Aetherion – The Realm of Breath (Sky/Spirit Realm)

  • Purpose: The God’s longing for inspiration.

  • Nature: Infinite sky, no land, only drifting lights and wind carrying whispers.

  • Children: Not a race, but spirits and muses. Born from thought itself, they gift mortals dreams, songs, and madness.

  • Legacy: Every prophecy, every inspiration, every hallucination touches Aetherion first.


7. Mirrorth – The Realm of Glass

  • Purpose: To see Himself more clearly.

  • Nature: Endless halls of mirrors, reflecting not what is but what could be.

  • Children: None directly. But seers, oracles, and fate-weavers draw their sight here. Some say veiled horrors — failed reflections — slither in the glass.

  • Legacy: The foundation of prophecy and cursed destiny. Excalibur itself is said to have been cut from this realm.


8. Kythera – The Realm of Song

  • Purpose: The God’s voice echoing into forever.

  • Nature: A world where sound is landscape: rivers of melody, mountains that hum, storms of rhythm.

  • Children: None in flesh, but language and spellcraft were born here. The muses are fragments of Kythera.

  • Legacy: Every incantation is a stolen fragment of Kythera’s song.


9. Thrymn – The Realm of Silence

  • Purpose: His sigh, His despair that none of His creations answered Him back.

  • Nature: White stone plains stretching into nothingness. Sound dies here, and even thought grows faint.

  • Children: None directly. But from its cracks crawled the Watchers, primordial wardens made not of love or fear, but duty.

  • Legacy: The Watchers are silence made flesh — beings who exist to ensure the Veil holds, no matter the cost.


The Four Livable Realms

  1. The Mortal Realm (Humans) – balance, survival, adaptability.

  2. Aelora (Elves/Fae) – beauty, cycles, longing for eternity.

  3. Khazrak (Orcs & Dwarves) – struggle, endurance, craft, rage.

  4. Nyxora (Demons) – shadow, hunger, contradiction.

  5. Theria (Beasts & Dragons) – instinct, play, primal kingdoms. (Livable to some, but alien to humans).