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The Netherworld

The Great Encyclopedia of the Beandom · Kingdoms & Realms

The Netherworld

A complete realm of ghosts, rival powers, unfinished business, and borders that become everyone’s problem when ancient machinery tears them open.

Realm Record

  • Classification: Realm of the dead and adjacent magical plane
  • Recognized ruler: The true Netherking
  • Known usurper: Precht
  • Residents: Ghosts, ghouls, undead beings, and rival factions
  • Notable spirits: The Tethered
  • Access: Dark portals, rare magic, and damaged dimensional barriers

Overview

The Netherworld is not simply a gloomy waiting room beneath the mortal world. It is a complete realm with territories, factions, rulers, contracts, rivalries, and inhabitants who continue developing strong opinions after death. Some regions are terrifying and accessible through dark magic. Other partitions are described as peaceful and cannot be entered by the same methods.

The realm stands beside the mortal world rather than beneath it in an ordinary geographic sense. Portals can shorten travel across the Beandom by passing through the Netherworld, though most travelers who experience the howling phantoms involved decide that walking was an underappreciated invention.

Death, the Beyond, and the Waiting Realm

After death, ghosts may wait in the Netherworld before choosing whether to travel into the Beyond. The Netherworld therefore functions as an intermediate realm as well as a permanent home for many spirits. It includes a terrifying partition commonly reached through dark magic and another region described as lovely and peaceful.

The darker entrances do not provide access to the peaceful partition. This distinction is important to necromancers, grieving families, and anyone who assumes one successful portal spell grants a complete tour of the afterlife.

Factions and Allegiance

Many ghosts join tribes or factions after death and swear allegiance to the Netherking or one of his rivals. These loyalties make the realm politically active rather than spiritually uniform. The dead can organize, negotiate, rebel, serve supernatural rulers, and become involved in conflicts whose consequences spill into the living world.

The Netherking’s authority is significant but not uncontested. Ancient agreements bind him, rival powers compete for spirits, and a determined usurper can disrupt the balance of both worlds.

The Tethered

Some ghosts refuse to choose a faction or pass into the Beyond. They remain tied to the mortal world by unfinished business, unresolved injustice, or another obsession they cannot release. These unaffiliated spirits are known as the Tethered.

Because the barrier between realms is difficult to cross, the Tethered may spend years or centuries trying to influence events they can no longer reach directly. Frustration can harden into hatred and anger powerful enough to infect the mortal world when the spirits are summoned. An army of Tethered ghosts would not need to destroy civilization personally; their accumulated rage could persuade the living to manage the task themselves.

Portals and the Barrier Between Worlds

Dark magic can open portals into or through parts of the Netherworld. ELM uses such routes and maintains relationships with ghouls including Sinestra and Ghoulena. Access is not automatic. The realm and its guardians can judge whether a traveler’s aura remains dark enough to qualify.

Under normal conditions, crossing the barrier requires specialized knowledge and carries considerable risk. The fragmentation of the DEM changes those conditions. Its explosion opens rifts between the Netherworld and the mortal plane, scattering gears into both realms and allowing supernatural disorder to overflow its proper boundaries.

Precht’s Usurpation

Precht seizes power and disrupts what Grimma, consort of the true Netherking, describes as the proper order of the Netherworld. The resulting turmoil affects more than the dead. Boundaries weaken, undead forces appear where they do not belong, and instability threatens both the Netherworld and the Beandom.

Roddy Squires plays an important role in defeating Precht, but the damage to the barrier and the struggle over the DEM’s gears continue. Restoring the old ruler does not automatically repair every breach created during the conflict.

The Netherking’s Bargain

The true Netherking seeks the twenty-one scattered DEM gears to reassert his power and restore balance. Grimma offers the heroes an extraordinary exchange: for every gear returned, the Netherking will release one chosen person from his realm and restore that person to life.

Raising the undead is possible for powerful necromancers. Returning a dead person fully to life is described as deep and nearly impossible magic that only the Netherking can perform. The offer turns the search for the gears into more than a struggle over power. Every recovered piece can become a choice about grief, loyalty, and which lost person should receive another life.

Ghosts in the Later Ages

The Netherworld remains important long after the original questing era. J.D.’s Ghost Watch summons spirits such as Sir Roderick and Bellissimo into later adventures. Petra, a ghostly queen, becomes one of J.D.’s closest advisers during the rediscovery of the Sunken Lands.

These appearances show that death changes relationships without necessarily ending them. The Netherworld preserves people, grudges, alliances, and unresolved stories that can return when later Ages disturb the boundary again.

Why It Matters

The Netherworld gives the Beandom’s stories a continuing relationship with death. Characters can die without becoming irrelevant, but their return always carries rules, limits, and consequences. The realm also transforms mortality into a political issue: rulers can claim ghosts, contracts can survive centuries, and control over death becomes another form of power.

Its rifts connect the DEM’s destruction to later supernatural crises, while its population receives the victims of the calamity that creates the Sunken Lands. The Netherworld is therefore both a neighboring realm and an archive of the Beandom’s losses.

Appearances

The dead have passed beyond ordinary concerns. Fortunately, bureaucracy, factional politics, and contractual obligations are not ordinary concerns.

—The Chronicler

Related Entries

BOOK SEVEN: ORDER, USURPATION AND DEBT

King Magnus Reclaims the Realm of the Dead

Precht’s breach throws the Netherworld into civil disorder and pushes its undead beyond their proper boundaries. The true Netherking, King Magnus, offers one released soul for every recovered DEM gear, destroys Grimma after her betrayal, restores his rule, and finally repays Sir Roderick’s service by returning Bellissimo to mortal life.

Continue Exploring

Trace the realm’s ghosts, rifts, bargains, and influence on every later Age.