Thursday 19 May 2011

U Is For Underworld Ii

U Is For Underworld Ii
Bit II: DENIZENS OF THE Underworld

Looking at the Norse Nine Worlds,* four sound to unambiguously fall at home the realm of the Underworld:

* Svartalfheim: Habitation of the Black Elves
* Hel: Habitation of the Inert
* Niflheim: Habitation of the Mists
* Muspelheim: Habitation of Inglenook

Roll to the creatures along in the Moldvay and Make up books, I've sorted frequent that sound to plainly fit at home these four, though a few may alert for move forward scrutinize.

SVARTALFHEIM is acknowledged with the dwarves unmistakably in Norse mythology. We break open in addition trickle the gnomes into, as relations of the dwarves. But all the other creatures that unadventurously shoulder a cement with the elves, that fit in an Underworld conventional respite than a haughty construction of Elfland, arguably belong here: bugbears, goblins, hobgoblins, kobolds, and orcs. These traditional enemies of dwarves and gnomes think about an stealthy realm that is full of war and raid.

HEL is the realm of the dead who are not full heroes. It is in addition wherever one would expect the undead to first light and predominantly defer.

NIFLHEIM is wet and miserable, a realm of mists. Here the white dragon, water elemental, and frosty salamander would best defer. While acquaint with is a an over-world background for giants, the frosty giants would in addition fit well into.

MUSPELHEIM, the realm of grill, is the natural home for fire giants, efreet, fire elementals, red dragons, hell hounds, and fire salamanders.

Doesn't matter what does an Underworld separated at home such regions suggest? For one, the move forward down one goes in the Underworld, the let fall trappings get. Svartalfheim, one break open be tempted to alert it the "Underdark, "the" Feydark", or "Underfaerie" is a realm that is in use by evil humanoids, but settle down has dwarves and gnomes in it (in spite of, the dwarves are particularly merely oblique or even evil in Norse literature than they are in traditional high illusion). Hel is the realm of the throng of the dead, but in addition of the evil undead. To check later acquaintances with Hell, one break open rename it the "Put in at of Casualty" or the "Deadlands" or the "Foxhole" or the "Hand out of the Distort of Casualty" or some such. It may well be ruled once more by a Emperor mean Hela or Persephone. Niflheim sounds mean an "elemental puncture of water", but the best that one can hope for in sea with lands and mountains of ice, obscured by mists, is trustworthy neutrality: the giants and dragons are evil. Muspelheim is the "elemental puncture of fire", wherever again the fair-minded elementals sound outnumbered by very evil races. Passages together with these domains would maybe be by means of wells, which were indicative of in Norse mythology, or by means of the family of Yggdrasil, itself.

A megadungeon highly developed break open well cover up through fused of these Underworld domains, which spirited adventurers would sturdy as they trace cope with troubles to their sources or campaign reserves of the Underworld, but Angela's scrutinize on part I brings to middle modern flow that has commonly been ignored -- very strangely prearranged its renown in the myths. In games that shoulder official the revival of letters, this has commonly been the availability and affordability of the spell for the raising of doer letters of key in NPCs. But what if the spell was absolute one aspect that was necessary? Doesn't matter what if the distinct had to make a trip at home the realm of Casualty to unify torso and soul with the spell? Care for in middle that the god Pluto and Plutus, or the god of wealth, were commonly acknowledged as the same god. This would carry revival from for example too ordinary in game and in addition work type death and revival at home story in a particularly cutting way.

An initial baptism of four regions of the Underworld in this way paw marks the beginning of the (sub)artifact of a clear-cut devices conventional, suggestive of move forward elements, such as the assert of quests and the way that definite magic works.

*There is no global schematic of imagining the organization of these worlds in Norse literature. This one makes right mind to me. Show break open be an warfare for locating the realm of the giants (Jotunheim) as a whole in the Underworld, but it does not make right mind to me to put giants of prejudice, stone, mass, and typhoon acquaint with (not to testimonial ogres and trolls), as a lot as to put the home of the frosty giants in Niflheim, absolute as the fire giants are in Muspelheim.