Teleu's breathing slowed to near stillness. His body sat cross-legged on the bed, but his consciousness drifted, sinking deeper into the recesses of memory and understanding. The small house around him faded into insignificance. The walls dissolved for a third time. The sounds of the garden outside became distant whispers. He had drifted deeper into the dream cycle.
In the silence of his meditation, knowledge unfurled—teachings etched into his mind through years of instruction, practice, and the peculiar clarity granted to spirit-children.
The structure of existence itself.
He classified Every Precious Information He had, to plan better on his improvements.
The Architecture of Reality
To understand the mysticism of Nubia, one must first abandon the illusion that the physical world is all there is. The material realm—the world of flesh, stone, water, and air—is merely the outermost shell of a far vaster structure.
Reality is not a singular plane. It is layered. Nested. Like the peeling of an onion, each layer exists within and beyond the one before it, growing progressively subtler, more refined, and closer to the ultimate origin of all things.
At the center of this cosmic structure lies the Source—the singular, infinite point from which all existence emerged. Surrounding it, in concentric spheres of decreasing density, are the astral realms: highways and pathways that link the material back to the immaterial, the separated back to the whole.
There are infinite roads that lead to the Source, as many as there are souls seeking it. But in Nubia, mystics have identified and codified the clearest paths—the Seven Great Routes—and mapped the layers of existence that must be traversed to reach enlightenment.
To advance spiritually is to peel back the layers. To pierce through the veils. To move inward, closer to the core, until one touches the infinite itself.
The Astral Planes: Layers of the Onion
Layer One: The Physical Realm
This is the world of matter. The domain of flesh, blood, kingdoms, wars, and death. It is the densest layer—the furthest from the Source. Here, energy has condensed so thoroughly that it has become solid, touchable, visible to mortal eyes.
Most of humanity lives and dies in this layer alone, unaware that it is merely the outermost skin of something infinitely greater. They are born, they suffer, they love, they die, and they never once glimpse beyond the veil.
This is the realm of the Disconnected—those whose souls are fully fused with their flesh, unable to perceive or access the deeper layers.
Entities Present: None, save for the physical forms of living and dead creatures.
Access: Universal. All beings exist here by default.
Layer Two: The Dream Cycle
The first astral plane. The threshold between the material and the immaterial.
The Dream Cycle is where memory and imagination merge, where thought takes form, where the boundaries between self and other blur. It is a fluid, shifting realm—shaped by belief, emotion, and will. Every dreamer touches it nightly, though most forget upon waking.
To enter the Dream Cycle consciously—while awake—is the first true act of mystical advancement. It requires the soul to loosen its grip on the body, to slip through the cracks of perception, to drift.
Here, time does not flow as it does in the physical realm. A moment can stretch into hours. A lifetime can pass in a breath. Here, the past and future coexist, layered like reflections in a pool.
Entities Present:
Dream Wraiths – fragmented echoes of the dead, clinging to fading memories
Thought-Forms – entities born from concentrated belief or fear
Lesser Spirits – minor beings who never achieved full consciousness, flickering like candle flames
Access:
Initiated (Third Grade) can glimpse this layer in fleeting visions
Apprentices can enter for minutes at a time
Adepts navigate it freely
Layer Three: The Ethereal Drift
The second astral plane. The realm of light and intention.
Where the Dream Cycle is fluid and chaotic, the Ethereal Drift is structured and luminous. Here, thought does not merely take form—it solidifies into architecture. Entire cities of memory exist here, built by the collective consciousness of civilizations long dead. Rivers of intention flow like currents, carrying souls toward their destinies.
This is the domain where cycles are woven. Where the rise and fall of kingdoms is decided. Where fate is not a fixed line but a negotiation between wills—mortal and immortal alike.
To walk the Ethereal Drift is to see the framework of reality itself. Patterns emerge. Connections become visible. One can trace the threads of causality backward and forward, witnessing how a single choice ripples across generations.
Entities Present:
Ancestral Elders – the enlightened dead who guide their descendants
Nature Guardians – spirits tied to rivers, mountains, forests, embodying natural law
Solar Entities – beings of radiant light, often mistaken for gods
Djinn – cunning spirits of shadow and fire, dwelling in the lower frequencies of this plane
Wraiths of the Vengeful – dark entities born from murder, betrayal, and unresolved rage
Access:
Adepts (Third Grade) can pierce the veil briefly
Elites can walk its pathways
Masters dwell here as easily as in the physical realm
Layer Four: The Primordial Vein
The third and deepest astral plane. The realm of the ancient and the eternal.
This is where existence begins to lose all semblance of the material. Here, entities are not shaped like humans or animals—they are patterns, frequencies, forces. They are older than Nubia, older than humanity, older than the very concept of time.
The Primordial Vein is a place of raw power. It pulses with energy so concentrated that an unprepared soul would be obliterated upon entry. The air—if it can be called air—hums with a vibration that resonates in the bones of reality itself.
This is where pacts are made with beings of immeasurable might. This is where destinies are rewritten. This is where the ambitious come to bargain with forces that care nothing for mortal concerns.
Entities Present:
Primordial Guardians – beings closest to the Source, nearly impossible to reach, embodiments of cosmic law (Light Path)
Primordial Devourers – beings of pure hunger, ancient and insatiable, who grant power at the cost of everything (Dark Path)
Ancestral Titans – the greatest of the enlightened dead, ascended to near-divinity
The Nameless – entities so old they have no name, no form, only presence
Access:
Masters (Third Grade) can touch its edges
Enlightened can enter and survive
Grand beings negotiate with Primordial Entities as equals
Layer Five: The Source
The center. The beginning and the end. The infinite point from which all things emerged and to which all things return.
It is not a place. It is not a being. It is not something that can be described, for description requires separation, and the Source is unity itself.
To reach the Source is to cease being an individual. To dissolve. To merge. To become everything and nothing.
Only those who have walked the path to its absolute end—those who have peeled back every layer of the onion, who have transcended flesh, ego, desire, and even identity—can touch the Source.
These are the Eternal.
Legends. Myths. Beings who may no longer exist as anything recognizable.
Entities Present: None. Or perhaps all. The Source is beyond entities. It is entity. It is the ground of being itself.
Access: Eternal Tier only.
