The Lands of Nethyr


An analysis on the lands of the Nethyr and their inhabitants
The Nethyr is a marvelously unique collection of massive caverns and sunken tectonic plates that lie underneath the lands of Eldyr, and are truly unlike any ecosystem on earth. None know the true extent of these hidden caverns, nor what waits to eat them at the next corner. What is known will be discussed in this document.
Centered underneath the Dividing Ocean is the main cavern, called the Kel’goraat Perveniet. Sprawling to both edges of the Ocean, its main defining feature is the Prison of Elethyr’ill, where the cursed Blade of Trials slumbers an almost eternal sleep, awaiting the day when its prison is turned to rubble. Spreading outward from this location are the separate realms of the Elemental Lords and other minor cavernous areas, each with their own unique Flora, Fungi, and Fauna. A List of Each Domain, including the aforementioned Perveniet.

Geography

This vast underground continent is further divided into many different regions, each filled with different biota and geology. they are:
  1. Kel'goraat Perveniet: The Kel’goraat Perveniet is an expansive cavern centered beneath the Dividing Ocean. At its center is Elethyr’ill’s Prison, which is thus surrounded by a sea of magma. All other parts of this area are warped by Elethyr'ill's influence. Plants and Creatures native to the Kel’goraat are warped in some way or fashion than their normal counterparts. Elementals in this area are void touched.
  2. D'daani Flamescape: The D’daani Flamescape is a stretch of the Nethyr elementally attuned to Fire. Through its center, a river of molten rock, named the Phlegethon, flows towards the Kel’goraat. Bouts of flame, geysers, and searing hot stones are frequent sights in this region. Creatures and Plants are either infused with fire as an integral part of their life, or are immune to its searing effects. Elementals from this region are of the burning variety.
  3. The Undersea: The Undersea is an expansive underground ocean that lies to the north of the Kel’goraat. Hydrothermal vents, deepwater corals, and hydrogen sulfide and brine layers make this ocean a unique place to visit. What keeps this area from flooding the rest of the Nethyr is the force of the atmosphere basically causes the water to stay in the sea and not flood the entire Nethyr. All creatures and plants of the undersea are either adapted for high pressure depths or amphibious existence. Beings with bioluminescence are common in this ecoregion, and as such gives light to an otherwise dark realm. Elementals in this realm are attuned primarily to water, but can also be found with crystalline, poisonous, or acidic qualities to them.
  4. Tyl'dii Lung Tunnels: One of the few areas left that still reaches the surface, the Tyl’dii are a collection of tunnels that act as gas exchange areas between Eldyr and Nethyr. Openings to this realm appear in the Lokian Rainforest, Hallojar, and the Kalth, proving that this region helps boost the biodiversity of these regions. These tunnels are host to plenty of flying creatures, hanging fauna, and all sorts of unusual and bizarre creatures. The upper reaches of these tunnels are host to more species found in the lands of Eldyr, while the lower reaches boast more Netherial specimens. Elementals native to these realms are attuned to the power of wind.
  5. The Ilh'ffrew: The Ilh’ffrew is a place of freezing cold far to the North of the Kel’goraat. These lands are encased in ice, and very few things live here that aren’t cut out for the cold. This realm has openings in the Arctyx Ryft and Indeljar. Creatures and Plants of this environment are adapted to the severe cold, and even have become one with it. Elementals of this place are embodiments of the ice around them.
  6. Gugal'hwye Plain-Caves: The Gugal’hwye is a stretch of fertile, peaceful lands found in the western edge of the Nethyr. Obtaining plentiful water from Valoreum above, this land supports most of the Nethyr-folk found throughout this plane. Its one and only opening is in the desert of the LSE. The Creatures and Plants of this place are either domesticated versions of normal animals found in the Nethyr, or they are adapted to easier forms of life than their normal counterparts. Elementals in these plains are attuned to Earth.
  7. Dyurginne Badlands: The Dyurginne is a stone-filled desert to the south-west of the Kel’goraat. Within it lies an unstable land prone to crumbling, jutting up suddenly, and frequent earthquakes. This is due to it being a cavern that sits on a subduction zone. It has no openings to the Eldyr Lands. The Creatures and Plants native to this region are well armored and resistant to magics. They are also adapted to desert conditions. Elementals in this region are attuned to the power of Stone.
  8. Er'kijre Ore-gin: The Er’kijre is a netherial region that lies around the Kel’goraat. What separates this region from its counterparts is its huge amount of ore and other metallic components. This area is frequently visited by all seeking to obtain its riches, but due to the flora and fauna, few seldom leave. The Creatures and Plants of the Er’kijre are infused with the metals of the nethyr in some form or fashion, granting unique powers and abilities. Elementals are attuned to the power of Metal.
  9. Yk'alik Kaleidoscope: The Yk’alik kaleidoscope is a land full of massive crystals, forming a land of crystalline forests, hydrothermal mineral pools, and a land for the Vampires of the Nethyr, who just so happened to be called the Yk’alinne. It is said that this land is the ancestral homeland of all Netherial races, and it is said that Nethyr still resides here (At least while not hunting down Sileeris). These lands lie to the southeast of the Kel’goraat and have a discreet opening in the mountains to the west of the Kalth. The creatures and plants of the Yk’alik are completely formed of crystal, like the Yk’alinne. Elementals are attuned to the power of Crystal.
  10. H'ijial Synapse-lands: The H’ijial are a collection of electrified lands that lie in between the Undersea, the Er’kijre, and the Tyl’dii. This land is a bad place to be in a metal suit, and an even worse place to live. The only known entrance lies in the Electryllian steppe. Creatures and Plants in this area are infused with electricity or are able to ground it in some way. Elementals from this region are attuned to the power of electricity.
  11. The Crimson Forest: The Crimson Forest is a land of unique flora and fauna found to the east of the Kel’gorat, reaching from the Yk’alik to the bottom of the Ilh’ffrew. With many openings to the outside, these lands once terrorized the world above, and is the main reason for the Underground Way’s construction. The last remaining opening to this realm lies in Fahliilenjar. Infused with the essence of Life, creatures and plants in this region are stronger and hardier than those found in other regions. Elementals found in this region are attuned to the power of Life.
  12. Gha'jaril Gas-lands: The Gha’jaril are a collection of lands found to the immediate south of the Kel’goraat filled with poisonous vents, pools of toxins, and life to match. No entrance lies in any land, only thousands of feet of water. The creatures and plants of this realm contain all sorts of toxins, venoms, and poisons, and as such are very dangerous. All beings native to this realm are immune to such poisons. Elementals are also attuned to the power of poison.
  13. Oozing Geyser-fields: The Oozing Geyser Fields are a collection of lands to the west of the Undersea and south of the Ilh’ffrew. These lands feature acidic geyser, super-heated pools of acid, acidic air, and salt-encrusted rocks. All creatures and plants are either highly acidic or accustomed to the conditions of this region. Oozes are a common sight. Elementals of this region are attuned to the power of Acid.
  14. The Lands of Lost Souls: The Lands of Lost Souls is a collection of lands that encompasses many of the other regions of the Nethyr. Wherever two regions meet, in the middle is a blasted place no thing living generally dwells. What remains in these regions belong to neither life nor death. They are undead. One entrance remains to this region, found amongst the bones of the old ones. All creatures and plants within this region are either undead or resistant to the effects of undeath. Elementals found in this region are infused with the power of the Undead.
  15. Glowstone Caverns: The Glowstone Caverns are a region found to the Northwest of the Kel’goraat, connecting many of the regions in the quadrant. Due to its proximity to the surface, many entrances can be found across Valoreum. Due to the high concentration of light magic, many creatures of the Nethyr refuse to stay within the premises, while creatures of the Eldyr often find refuge within this realm, almost too well. The caverns themselves are lit by glowing rock, bioluminescent plants, and an assortment of various fungi and animals. The creatures and plants of the Glowstone Caverns are bioluminescent and used to the soft-light of the Glowstone Caverns. Elementals of this region are attuned to the power of light.
  16. Crags of Hidden Shadow: The Crags of Hidden Shadows is a region of extremely rocky caverns that lie underneath the Western border of Valoreum. Due to a combination of smoldering rock and bioluminescent biota, this region lives in a constant state of twilight. The Crags have a few entrances, with one being jealously guarded by the Shacken. The Crags also serve as an entrance to the Hidden Dark and the Abyss. The creatures and plants of the Crags are infused with shadows or show bioluminescent qualities. Elementals within this region possess the power of Shadow.
  17. The Hidden Dark: The Hidden Dark is a place of eternal night below most of where the Nethyr lies. Beings of this realm are known to fight a more sinister threat than any on the above surface or even the Ende Rii remember. It has no openings to the above world. The land itself is home to bioluminescent life and beings of pure darkness. The creatures and plants of the Hidden Dark are infused with the power of darkness or possess bioluminescent qualities. Elementals from this region are attuned to the power of Dark.
  18. The Abyss: The Abyss is a seemingly endless pit whose only entrances are found in the Hidden Dark and the Crags of Endless Shadow. It is a circular edged pit with no apparent bottom, and beings whose existence spawns nightmares upon nightmares. The biota of the abyss is warped beyond recognition. All that remains of these beings that can be observed is the craving to consume. Elementals of this realm serve only Metabolen, and are as such attuned to the Void.
  19. The Cjor'raat: The Cjor’raat is a place rumored to exist below the Chaijyussian highlands. Said to be a region where endless creation takes place, its beauty cannot be compared to. However its whereabouts are lost to all, and etrepid adventures may abound to find a lost subcontinent. Elementals here are attuned to the power of creation.
  20. Frah'niat Time-rend: The Frah’niat is a desert region that starts on the very edge of Western Valoreum and flows underneath the Sea of Eternity. What lies at the other end of this desert is unknown, but what is known is that time moves much quicker or slower in this region, often in a state of flux. All creatures and plants native to the Frah’niat are infused with the power of time, and are accustomed to desert conditions. Elementals in this region are attuned to the power of Time.
  21. Saljraas Magma-fields: The Saljraas is a region of explosive magma fields found to the immediate west of the Kel’goraat. Home to the Bombarius, it is a place of constant eruption, giving the Draiconian Waste above it the fresh lava it needs to maintain its peninsula status. The creatures and plants are infused with explosive power and immune to thunder and fire damage. Elementals are attuned to the powers of Stone and Spatial.
  22. The Labyrinth of Mist: The Labyrinth of Mist is a region that rests above the Underground Sea, linking it with the Isles of the Lost, the last fragments of Nethyr that remain above ground. Every corner of this land lies in haze, and all beings that live within are adapted to such. All creatures and plants are infused with the power of illusion and are adapted to life within the mist. Elementals are attuned to the power of Shadow and Spatial.
  23. The Underground Ways: Although not technically part of the Hellscapes, The Underground Ways are an important and integral part to the integrity of the Nethyr’s structure. It is composed of Labyrinthine mazes, walls made of pure Bindium, a powerful metal with the ability to bind the magic of spirits, Bedrockium that prevents the entire region from melting into the mantle of Evenea, and self-replicating robotic biota. This place is effectively a barrier to most openings to the Nethyr, making exchanges between the Nethyr and Eldyr very rare. All life here is either accustomed to cavern life or is robotic in origin. Very few fungi and plants live here, and all are native to either the Nethyr or Eldyr.

Articles under The Lands of Nethyr