The Nine Worlds: Traditional Fantasy Reimagined
Posted: Wed Nov 11, 2015 6:10 pm
Hel is cold,
Muspel is hot.
Down in Sheol, spirits rot.
Jotun giants grind your bones,
Midgard's where we build our homes.
Val is high,
Mer is deep,
Fae is where the Faeries sleep.
Nifl where the Vandir fall,
Kleos which surrounds us all.
One more place we dare not speak,
Where old foes rule their kingdoms, bleak.
- Ygrgre children's rhyme
I've begun writing an epic fantasy novel. This is the conworld in which it takes place. I hope to release the first book within a year, so I'll leave some details out. The concept behind the conworld is to create nothing new, merely reinterpret real-world lore.
You may have noticed more than nine proper names in the rhyme. This is because Midgard, the Vandir and the Shattered Kingdoms referenced at the end do not count as worlds. The nine proper worlds can be thought of as existing in their own dimensions of reality. Midgard is the place inbetween. They are paints, and Midgard is a canvas. The Vandir are inside-out worlds which exist within Nifl. The Shattered Kingdoms exist wholly within Kleos. I'll speak of them another time, or I may not speak of them at all.
The Origin of the Universe which we call Norn
In a time before time, in a place before places, tyrannical giants ruled. The largest and worst was Yr. To escape his tyranny, creatures known as the Ursa folded the lands and tore them like cloth, creating discrete Worlds where Yr could not reach. Incensed, Yr stretched his enormity across the void between Worlds to pull them back together, but he overexerted himself and fell, whereupon his enemies slew and dismembered him. His bones we call bedrock, his teeth we call mountains, his flesh we call soil, his blood we call water. Thus was created what is commonly called Yrth or Urth or Earth or earth, and properly called Midgard, the Place Inbetween Worlds. The whole of this cosmos is called Norn.
The Interaction of the Worlds
A World is a contiguous physical space, but is expressed in a non-contiguous manner in Midgard. When you enter a forest, you are entering the world called Fae. There are seemingly numerous forests throughout Midgard, but they can better be thought of as discrete portals to the single forest that is Fae.
Typically, moving about Midgard and through the Worlds works the same way as moving through different landscapes in the real world. It is also possible that one might enter a forest from Midgard and travel through Fae in such a way as to emerge from a different forest on another continent back in Midgard.
Midgard is directly connected to seven of the nine worlds. It is cut off from Sheol by passage through Hel or Muspel, and from Kleos by Nifl.
Hel and Muspel are connected. At the place they meet is Jotun.
Mer and Fae are connected wherever water and forest meet, as are Mer and Val. One must travel through Midgard to move from Val to Fae.
Nifl is connected to all four overworlds; Mer, Fae, Val and Jotun.
The Vandir are inside-out quasi-worlds which travel through Nifl as celestial objects in the sky. It is impossible to travel to or from the Vandir.
Kleos surrounds all the other worlds but is only directly connected to Nifl.
The Nine Worlds
The Underworlds
So called because they have no sky.
Hel: The world of ice. When it snows in Midgard, that's Hel expanding its borders during its coldest months. Two of the sides of Hel are joined together, forming a loop, making it easy to get lost. Giant Wyrms predate this world.
Muspel: The world of fire. The landscape is blasted. The air is sulfurus. No green things grow. Terrible lizards reign, the worst of which are Drakes, often mistakenly called Dragons. They are mindless animals. Volcanoes are passages from Val to Muspel.
Sheol: The world of darkness. A vast expanse of black nothingness at the bottom of reality. There are no sides, no ceiling and no features. Caves touch the surface of Sheol but are not part of it, for Sheol is nothing. The spirits of the dead sink down through the Yrth to eventually rest in Sheol, becoming Shaeds.
The Overworlds
So called because they have a sky, which is Nifl.
Mer: The world of water. Every ocean, sea, lake and river is part of Mer. It rains in Midgard because the edges of Mer are frayed and leaks are common. Its denizens may collectively be called the Merfa. There are multiple layers of Mer, of which the topmost is the surface of the ocean. The lowermost is the kingdom of the True Dragons, whose girth cannot be supported on dry land.
Fae: The world of the forest. Even a single tree is an outpost of Fae. Its denizens are the Faer, the most dimunitive of which are called Faeries. The oldest trees in the deepest parts of Fae are older than the oldest living creatures in any realm. Their fruit is said to grant eternal life.
Val: The world of mountains and stone. Its denizens are the Valalla, among which are the Valkyrie who slew Yr, built the Shattered Kindoms and keep Drakes from Muspel out of Midgard.
Jotun: The world of wetlands, marshes and swamps. It's located at the intersection of Hel and Muspel, and is filled with steam and mist. The creatures of Jotun are massive. Chained moons, formerly Yr's molars, hang in its sky, to keep them from careening through Nifl.
The Upper World
So called because it forms the sky of the Overworlds.
Nifl: The world of the sky. Clouds crawl across its bottom. Home to ethereal creatures known as Ljosa. Their bodies are semitransparent. They are sometimes mistaken for Shaeds.
The Outer World
So called because it encapsulates all other Worlds and stretches to the outer edges of Norn.
Kleos: The world of space. A vast black territory whose flowers we call stars. Home of the Kleosi, the oldest living creatures, who live in castles of crystal and advise the Ljosa, who advise the Valkyrie.
I'll stop here for now. In the next post I'll describe some of the lands, peoples and creatures of Midgard, collectively called the Midra.
Muspel is hot.
Down in Sheol, spirits rot.
Jotun giants grind your bones,
Midgard's where we build our homes.
Val is high,
Mer is deep,
Fae is where the Faeries sleep.
Nifl where the Vandir fall,
Kleos which surrounds us all.
One more place we dare not speak,
Where old foes rule their kingdoms, bleak.
- Ygrgre children's rhyme
I've begun writing an epic fantasy novel. This is the conworld in which it takes place. I hope to release the first book within a year, so I'll leave some details out. The concept behind the conworld is to create nothing new, merely reinterpret real-world lore.
You may have noticed more than nine proper names in the rhyme. This is because Midgard, the Vandir and the Shattered Kingdoms referenced at the end do not count as worlds. The nine proper worlds can be thought of as existing in their own dimensions of reality. Midgard is the place inbetween. They are paints, and Midgard is a canvas. The Vandir are inside-out worlds which exist within Nifl. The Shattered Kingdoms exist wholly within Kleos. I'll speak of them another time, or I may not speak of them at all.
The Origin of the Universe which we call Norn
In a time before time, in a place before places, tyrannical giants ruled. The largest and worst was Yr. To escape his tyranny, creatures known as the Ursa folded the lands and tore them like cloth, creating discrete Worlds where Yr could not reach. Incensed, Yr stretched his enormity across the void between Worlds to pull them back together, but he overexerted himself and fell, whereupon his enemies slew and dismembered him. His bones we call bedrock, his teeth we call mountains, his flesh we call soil, his blood we call water. Thus was created what is commonly called Yrth or Urth or Earth or earth, and properly called Midgard, the Place Inbetween Worlds. The whole of this cosmos is called Norn.
The Interaction of the Worlds
A World is a contiguous physical space, but is expressed in a non-contiguous manner in Midgard. When you enter a forest, you are entering the world called Fae. There are seemingly numerous forests throughout Midgard, but they can better be thought of as discrete portals to the single forest that is Fae.
Typically, moving about Midgard and through the Worlds works the same way as moving through different landscapes in the real world. It is also possible that one might enter a forest from Midgard and travel through Fae in such a way as to emerge from a different forest on another continent back in Midgard.
Midgard is directly connected to seven of the nine worlds. It is cut off from Sheol by passage through Hel or Muspel, and from Kleos by Nifl.
Hel and Muspel are connected. At the place they meet is Jotun.
Mer and Fae are connected wherever water and forest meet, as are Mer and Val. One must travel through Midgard to move from Val to Fae.
Nifl is connected to all four overworlds; Mer, Fae, Val and Jotun.
The Vandir are inside-out quasi-worlds which travel through Nifl as celestial objects in the sky. It is impossible to travel to or from the Vandir.
Kleos surrounds all the other worlds but is only directly connected to Nifl.
The Nine Worlds
The Underworlds
So called because they have no sky.
Hel: The world of ice. When it snows in Midgard, that's Hel expanding its borders during its coldest months. Two of the sides of Hel are joined together, forming a loop, making it easy to get lost. Giant Wyrms predate this world.
Muspel: The world of fire. The landscape is blasted. The air is sulfurus. No green things grow. Terrible lizards reign, the worst of which are Drakes, often mistakenly called Dragons. They are mindless animals. Volcanoes are passages from Val to Muspel.
Sheol: The world of darkness. A vast expanse of black nothingness at the bottom of reality. There are no sides, no ceiling and no features. Caves touch the surface of Sheol but are not part of it, for Sheol is nothing. The spirits of the dead sink down through the Yrth to eventually rest in Sheol, becoming Shaeds.
The Overworlds
So called because they have a sky, which is Nifl.
Mer: The world of water. Every ocean, sea, lake and river is part of Mer. It rains in Midgard because the edges of Mer are frayed and leaks are common. Its denizens may collectively be called the Merfa. There are multiple layers of Mer, of which the topmost is the surface of the ocean. The lowermost is the kingdom of the True Dragons, whose girth cannot be supported on dry land.
Fae: The world of the forest. Even a single tree is an outpost of Fae. Its denizens are the Faer, the most dimunitive of which are called Faeries. The oldest trees in the deepest parts of Fae are older than the oldest living creatures in any realm. Their fruit is said to grant eternal life.
Val: The world of mountains and stone. Its denizens are the Valalla, among which are the Valkyrie who slew Yr, built the Shattered Kindoms and keep Drakes from Muspel out of Midgard.
Jotun: The world of wetlands, marshes and swamps. It's located at the intersection of Hel and Muspel, and is filled with steam and mist. The creatures of Jotun are massive. Chained moons, formerly Yr's molars, hang in its sky, to keep them from careening through Nifl.
The Upper World
So called because it forms the sky of the Overworlds.
Nifl: The world of the sky. Clouds crawl across its bottom. Home to ethereal creatures known as Ljosa. Their bodies are semitransparent. They are sometimes mistaken for Shaeds.
The Outer World
So called because it encapsulates all other Worlds and stretches to the outer edges of Norn.
Kleos: The world of space. A vast black territory whose flowers we call stars. Home of the Kleosi, the oldest living creatures, who live in castles of crystal and advise the Ljosa, who advise the Valkyrie.
I'll stop here for now. In the next post I'll describe some of the lands, peoples and creatures of Midgard, collectively called the Midra.