Niflheim

Ervenian Era, 1051 AB
Niflheim, the second layer of Abbadon is a land of endless, bone-chilling mists and pale, colorless horizons. Here, despair has crystallized into frost, and hopelessness manifests as a numbing, soul-deep cold. Unlike the disease-ridden wastelands of Oinos, Niflheim embodies silent oblivion, the slow erasure of memories, and the inexorable decay of identity.   Unlike the corpse-strewn plains of Oinos above, Niflheim cloaks its dread beneath boughs of pale pine and fog-drenched bluffs. The silence here is not broken by war, but by the slow corrosion of will.   There is no disease here, unlike Oinos, but that brings little comfort. The gloom seeps into mind and muscle alike, dulling thoughts and movements. Travelers often lose track of time, place, and even themselves.

Geography

Travelers who enter Niflheim swiftly find themselves lost in fog-shrouded tundras, their memories fading, their sense of self unraveling like threads of smoke in a frigid wind. Entire civilizations lie entombed in ice, forgotten by gods and mortals alike. Ghostly whispers float through frozen air, carrying echoes of regret and mourning to no ears but those already lost.   The trees are colorless husks, blackened by damp and shadow. The very air carries a numbing cold that seeps into the bones, not the frost of winter, but of resignation. The landscape mimics the Material Plane’s wilderness, but it is drained of warmth, meaning, and memory. It is a graveyard of purpose.  

Notable Locations

The Frozen Expanse
A vast tundra of brittle ice and frozen earth stretching endlessly beneath pale, dim skies. The terrain shifts subtly, erasing landmarks and frustrating navigation. Travelers risk losing their way and wandering eternally amid featureless ice and pervasive fog.  
Rivers of Sorrow
Shallow streams of sluggish black water wind their way across the frostbitten plains. Their waters chill not only flesh but also spirit, draining warmth and joy from anyone foolish enough to touch or drink from them. These rivers feed into deep glacial lakes, whose surfaces reflect only distorted images and forgotten memories.  
City of Empty Echoes
Ruins of a once-mighty civilization, now encased entirely in crystalline ice, stand as monuments to oblivion. Transparent walls reveal frozen figures, souls trapped forever in positions of despair. It is said that lingering too long in the city traps a visitor’s essence, adding their spirit to the ever-growing population of this forgotten metropolis, recent visitors claim this to be ancient Skamtir ruins.  
Death of Innocence
A rare refuge nestled in a ring of gray pines and veiled bluffs. The settlement resists the oppressive despair of Hades, its citizens somehow retaining their will to live and think freely. It is said that within its walls, prayers reach the gods again and that fires burn warm instead of cold. This was once a city of Baravor, now a city supported by Soryna.  
The Hollow Roots
A vast subterranean network beneath the forest, filled with ancient withered root systems. Echoes from within are often mistaken for voices from lost companions, or one's own future death.  
Fortress of the Raven's Eye
A fortress sculpted from obsidian and black ice, presided over by solemn psychopomps loyal to the Raven Queen. Here they observe and record the fading souls, gently shepherding those that remain toward their ultimate judgment, preventing daemonic or kyton interference.  
The Shroudwood
An expansive forest of frozen, leafless trees whose branches weave together like skeletal fingers. Each tree represents a forgotten memory or lost soul. As travelers move through the Shroudwood, branches shift subtly, seeking to ensnare intruders and keep them forever trapped in memories they no longer possess.  
The Menedynn Expenses
In the pale mists float the shattered remains of the Sabium's Cities, the Flying Cities of the Menedynn Empire. These spectral ruins drift through the gray fog like mournful islands in a dead sea. Their alabaster towers remain intact in silhouette but crumble if touched by mortal hands. The air thrums faintly with the echo of ancient arcana, the last breath of aether-drives and levitation matrices now long stilled.   Occasionally, the entire city becomes visible, shimmering with golden script and glowing runes along its ghostly promenades. During these moments, called the Sabium Vigils, echoes of its citizens walk the streets in silent procession, reliving their last days before the fall.   Clad in heavy plate that glows with dull ghost-light, the Legion of Bronze Oaths marches eternally across the lower foothills of Niflheim. These spectral soldiers served under Empress Aruru Batatzul during the betrayal of the Ingol Studime. They are bound by an unfulfilled command, to take the Thunder Forest, which exists now only as a mission in their minds.  
The Demesnes Towers
The northeastern mistlands of Niflheim give way to a brittle coastline where waves no longer lap, instead, a shimmering glass shore marks where the Gray Ocean once touched the elven city of Seleryn, jewel of the Demesne of Asybinsera.   These mirrored beaches reflect not the sky above but the city that was, vibrant and filled with music, warships, and scholars. When the fog parts just right, one may see the entire elven metropolis beneath the surface like a submerged memory.  
Kyton Citadels
Hidden beneath frozen lakes and within shadowy ice-caverns, kytons craft elaborate chambers of torment and sensory deprivation. Souls and unfortunate travelers captured here become experiments, their pain and despair woven into grotesque forms of art.  

Inhabitants

Lords of Desolation
Several powerful Daemoinc princes hold sway over portions of Niflheim, embodying despair, forgetfulness, and the entropy of existence. They build icy citadels and fortresses, hosting hollow courts where fading souls are bartered and broken as playthings.  
The Raven Queen's Vigil
While her primary court resides elsewhere, the Raven Queen maintains watchful eyes here. Her agents, spectral ravens and psychopomps, carefully shepherd souls through Niflheim’s dangers, protecting them from being swallowed entirely by despair or captured by the daemonic lords.  
Predatory Echoes
Things that stalk by sound, never seen clearly. Their howls break through the fog and then vanish.  
Shadowbound Shades
Beings formed of regret and abandonment. Some are the remnants of once-powerful spellcasters whose ambitions faded into the gray.  
Rust Spirits
Manifestations of entropy that seek out unprotected metal and devour it in a whisper of flakes.

Localized Phenomena

Memory Draining Cold
Every hour spent exposed to Niflheim’s chill risks draining memories.  
Ensnaring Mists
Fog can entrap wanderers, causing confusion and hopelessness. Navigational and perception checks are severely penalized, and wandering spirits within the mist whisper misleading advice.  
Icy Entropy
All unattended items slowly become brittle and fragile, eventually breaking down completely. Even magical objects gradually lose enchantments if not protected.  
River of Loss
Waters from Niflheim’s black rivers drain the warmth and vitality of living creatures, risking permanent memory loss and spiritual damage.
Trait Type
Description
Gravity Normal
Time Normal
Shape & Size Infinite, composed of countless layers
Morphic Traits Divinely Morphic (Only deities, or demigods can alter terrain)
Elemental Energy None Dominant
Alignment Neutral Evil
Magic Necromancy, Despair, Oblivion, Cold Entropy, Lost memories spells are enhanced, while enchantment spells (emotion-based) are impeded.
Alternative Name(s)
Northmen's Despair, Second Gloom
Location under

Comments

Please Login in order to comment!
Powered by World Anvil