The Netherworld refers to both the community of magick and its members. All magickal, supernatural, or mythical beings and creatures are included in the term.
Some members are obvious:
practitioners, morphs, vampires, and mythical creatures such as unicorns and dragons.
Less obvious is that ordinary humans who knowingly interact with the Netherworld
can end up being part of that community as well.
An ordinary human who notices the Netherworld may be inspired
to develop any latent skills he or she may have.
(For example, see Martel Harris.)
The Netherworld is located anywhere its members may be;
it is more a matter of beings than position.
(To specifically refer to beings, one can use Netherworlders.)
Much of the Netherworld lives on the same Earth as ordinary humanity.
Since they primarily hunt humans for blood,
vampires of all lineages pretty much have to stay on Earth.
(They often hide themselves in secret communities, however.
Vampires like having their kin around.)
Morphs who want to stay in touch with their humanity
have to be around humans, so they too remain on Earth.
It would seem that most practitioners reside on Earth
so they can interact with others.
Of course, some may choose to inhabit pocket dimensions
for reasons of their own.
(For example, see Eleanor Uasal.)
To be sure, many magickal beings and creatures retreated
to other available dimensions outside of humanity’s Earth
after the Portal Wars.
As a result, mythical creatures, such as dragons and unicorns and griffins,
no longer reside on Earth, but do live elsewhere,
in other dimensions and realms.
Morphs appear to be the most widespread Netherworlders.
Certain tribes only live on Earth,
while others have as little to do with Earth (and humanity) as possible,
but still travel there.
Still other tribes travel between Earth and other dimensions
as easily as humans travel from town to town.
Monks,
solitary morphs who remain permanently in morph form,
do not need to live on Earth at all,
since they have voluntarily cut themselves off
from contact with everyone, human and Netherworld alike.
The casual observer will notice that the ability
of many magickal beings to portal between places
means that physical distance in the real world is not
a barrier as far as the Netherworld is concerned.
For example, both Timon and Conroy live in the United States,
while Lillith is generally in England.
None of the Councillors has trouble reaching the cave
in Ardèche, France, that contains
the entrance
to the Council of Three Chambers.
The Netherworld also can gain access to other, special, places such as
Melpomene’s refuge
or the Chambers
of the Council of Three.
See also:
Where is It?
Other Notes
References
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