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Omega (God of War 2018)

This article contains lore based on real-life sources from Norse Mythology as introduced from the God of War Norse Era.


Known to the Dwarves as Niðavellir, their home realm boasts experiences sure to satisfy any vacation desire. Love caving? Svartalfheim is full of mines perfect for exploring. Mountaineering your thing? Hop on a hydro-train and enjoy the view. Prefer a stiff drink? The taverns of the capital city are just a boat away. Just be sure to visit an Aesir currency exchange first. Only disreputable folk still trade in hacksilver.

–Description of Svartalfheim on the Field Notes

Svartalfheim, also known in Old Norse as Niðavellir, is one of the Nine Realms of the World Tree and the homeland of the Dwarves. Famed for their architectural skills, renowned blacksmiths and outstanding builders, the Dwarves also display unparalleled business and financial accumen, meticulously exploiting their virtually unlimited resources in perfect symbiosis with their homeworld. Thanks to their wise management, it is safe to assume that Svartalfheim thrives much better than any other realm.

Svartalfheim (Yggdrasil map)

Svartalfheim

The warm and wet environement of Svartalfheim as well as its particular geology greatly favored the development of Dwarven infrastructures all around the realm, which in turn facilitated the establishment of numerous workshops and pitmines, from where the Dwarves extracted their high quality ore. Displaying an unparalleled talent in architecture, they built exquisite houses that gradually gave birth to small and reclusive communities. Traditionally associated with smithy and weaponry, Svartalfheim is also the richest realm in minerals and natural resources, making it the financial heart of the Norse realms.

Even though the Dwarves are rather unwelcoming and discreet people, unwilling to share the secrets of their homeworld or mix themselves with the other races, they inevitably caught the attention of the Aesir, who needed high quality weapons and Svartalfheim's mineral resources to ensure their conquest of the Nine Realms. But instead of conquering the Dwarven realm by force, Odin cleverly chose to blackmail them by economical means, thanks to the advices of his best partner in crime. Since Svartalfheim was in no position to put up a fight, the Aesir progressively imposed a forced industrialization of the realm by the setting up of mining rigs, harvesting ore for armaments and fat from marine cetaceans for oil, all to Asgard's sole benefit. The cities and key installations were placed under Aesir surveillance, and many alarm systems cleverly installed. More than that, the Dwarves notably offered their skills to build high-tech war machines to help Odin prepare for Ragnarök.

The environmental pollution caused by this campaign of industrialization eventually forced the Dwarves to rely more and more on Asgard in order to get food, slowly but surely strengthening Odin's hold on the realm. In order to keep the Dwarves on check and aware that he needed Svartalfheim's support, the All-Father deliberately granted them a privileged treatment compared to the other realms. This cunning policy proved highly successful as even the resistance movements were rather inefficient and quickly dealt with, while monuments to the glory of the All-Father were erected. What was supposed to be an amicable settlement between the two realms progressively became a firm alliance, a fact acknowledged by both sides. The political and economical bounds between Asgard and Svartalfheim were so strong that even by the time Ragnarök arrived, the Dwarven realm remained loyal to the Aesir until the very end. Last but not least, Odin sealed the access to Svartalfheim, jealously keeping the realm's richness for Asgard and allowing nobody to visit it - save for the Aesir and the Dwarves themselves, who were still free to come and go as they pleased.

But after centuries of isolation and shortly after the end of Fimbulwinter, the sanctuary was seemingly broken as Kratos, Atreus and Mimir embarqued on a journey to find and save the Norse God of War, who they believed was kept captive somewhere in Svartalfheim. The trio successfully freed Týr—or so they thought, and would later return to craft an exquisite piece of weapon known as the Draupnir Spear. When the final assaut against Asgard was set, Svartalfheim would offer virtually no support and indirectly fought on the side of Asgard with the Dwarven war machines instead. Following the demise of Asgard, the Aesir hold upon Svartalfheim seemingly collapsed and the realm ultimately regained its independence.

Svartalfheim is a major location introduced in God of War: Ragnarök. It appears to be one of the biggest realms in the game—second only to Vanaheim, offering a wide variety of landscapes never seen before throughout the series.

Norse Mythology[]

The Prose Edda, a collection of Norse legends from 13th century Iceland, details the cosmology of the Norse people. They believed that there were Nine Worlds, each of which was the home of a different race of beings. One of the Nine Worlds was Svartalfheim. The world's name translates as “home of the black elves” and it is described as a dark, subterranean realm.

While the concept of light and dark elves is popular in modern fantasy, however, the descriptions of Svartalfheim and its residents in the few surviving stories set there do not seem to align with our concept of elves. In most writings, the world of Svartalheim is known as the homeland of the dark elves. The svartálfr, which translates as “black elves,” were held separate from the “light elves,” who were called ljósálfar or hvítálfar. Beyond this, however, little is known about these races or their homelands.

Svartalfheim is mentioned in only two instances, both in the collected stories of the Prose Edda. In the first, the gods go to that realm to find chains strong enough to hold Fenrir, Loki's monstrous wolf son. In the second, it is the world where Loki finds and captures Andvari to seize his cursed gold.

The svartálfr are mentioned only once in surviving sources, this time in the Poetic Edda. They are called the sons of Ivaldi. Loki seeks out the sons of Ivaldi for their crafting skills when he must replace Sif's hair with gold. They make two other gifts for the gods, Odin's precise spear and Freyr's magical ship. While these stories all take place in what is called the land of the black elves, however, they do not seem to actually concern beings we would think of as elves. Ivaldi, and by extension his sons, are usually called dwarves in modern translations. Their skill in crafting is certainly in keeping with the traditional characterizations of the dwarves.

The Prose Edda, meanwhile, specifically names the characters found in Svartalfheim as dwarves. Like Ivaldi's sons they are great craftsmen, this time making the strongest chain ever created. And in another example of a common dwarven portrayal, Andvari was obsessed with keeping and retrieving his gold. Many historians are thus led to believe that the svartálfr were not, in fact, a type of elf. Instead, the word was an alternative name for the dvergr, or dwarves.

This is complicated, however, by another type of elf that is mentioned in the Prose Edda. The dökkálfar, or dark elves, are mentioned in the same text as the land of Svartalfheim.

In the God of War Series[]

Governement[]

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This monument to the glory of the All-Father watches over the city of Nidavellir.

In the wake of the Aesir rampage throughout their conquest of the Nine Realms long ago, the Dwarves—who could not possibly stand against the might of Asgard—faced a predicament. Under the auspices of Mimir, they were given the choice between an economical and political alliance with the Aesir, or war—in other words, between life and death. While the Dwarves effectively chose the first option, they would forfeit their independence in the process, a fact well acknowledged by both sides. Following the agreement, Svartalfheim submitted to Asgard and conscientiously aligned its policy with that enacted by Odin, who became the real master of the Dwarven realm.

Society & Culture[]

Even though there are exceptions, the Dwarves are a coquettish, miserly people who like to live in comfort. Contrary to myth, they do not live in dark caves but rather within small cities displaying magnificent architecture and craftmanship. Naturally suspicious, the Dwarves generally display genuine animosity towards the foreigners who are foolhardly enough to visit their realm. Long ago, when the Dwarves still enjoyed a total freedom, After Asgard took over Svartalfheim, this feeling was exacerbated by centuries of complete autarky, which was deliberately encouraged by the Aesir.

Infrastructures[]

When the Dwarves realized all the advantages—and benefits—they could get from their rich environment, they started building up their cities in strategic places.

Geography[]

Svartalfheim Map

Map of Svartalfheim.

While many would compare Midgard to Svartalfheim, both realms have in reality little in common. Where Midgard is a cold, poor, wild and inhospitable place, Svartalfheim is on the contrary a warm, moist and yet colorful realm traversed by vast expenses of magnificent azure water. Small but well built cities, spouting geysers and vast network of mines are also typical of the dwarven realm. The mastery of the Dwarfs over their home world is demonstrated by the numerous water systems, industrial machinery and ingenious mechanisms they built all over the landscape. The Dwarven realm is also rich in resources such as pure iron, whose quality is such that is known in the other realms as "Svartalfheim Steel".

Plot[]

Backstory[]

The incredible smithing skills of the Dwarfs as well as the wealth of their home world eventually caught the attention of Odin. It wasn't long before Svartalfheim eventually fell under the control of the Aesir, who not only effortlessly crushed the dwarven resistance but also managed to shamelessly exploit the ressources - including high quality weapons - of the realm for their own use. Foreigners aren't welcome in Svartalfheim as the realm has become loyal to Odin, even though it is mostly out of fear of Asgard's power.

God of War (2018)[]

Realm Travel Door - Svartalfheim

The Realm Travel Door of Svartalfheim remains closed throughout the whole game.

Svartalfheim is one of the Nine Realms of the World Tree, but Odin has sealed the path to this realm in order to prevent any alliance between the Dwarves and the Vanir. Because of this, Svartalfheim is never seen in game and cannot be visited.

God of War: Ragnarök[]

Although travelling between the realms has been totally forbidden by Odin, Svartalfheim is nevertheless unlocked shortly after Brok and Sindri modified the Mystic Gateway and had also crafted Yggdrasil Seeds to replace the now useless Bifröst. The quest to find and rescue the Norse God of War Týr indeed leads Kratos, Atreus and Mimir to Svartalfheim first.

The Aurvangar Wetlands[]

As they are about to travel to Svartalfheim, Sindri advises Kratos and Atreus to try and make it directly to the city of Niðavellir, the capital of the realm. There, they are supposed to find the dwarf named Durlin - who is described as an inveterate inebriate - at the tavern, as he might have precious information. Sindri nonetheless apologizes for not coming with them, as he fears the moisture of the wetlands outside Niðavellir city as much as the hostile creatures wandering around. When the Spartan and his son finally reach the Dwarven realm, they effectively land in the Aurganvar Wetlands, a warm and humid region bathed in sun full of channels and dotted with geysers. The water wasn't deep, but they immediately understood that a boat was needed to continue their journey. As they try to pick up a boat on the shore, they are ambushed by a cohort of Wretches, which are quickly killed. Not far off their position, they notice a chain in the water - a Dwarven supply ferry, which cannot be used at the moment. On their path towards the city, they find plenty of ressources - Rawhide, Hacksilver and Slag Deposits - in the water. Atreus lost himself in his thoughts, as he remembered that his mother tried to lead a rebellion against Odin in Svartalfheim not that long ago - a botchered, if remarkable attempt, as remarked by Mimir.

Here and there, they spotted on the shores a Dwarven camp or a giant wooden wheel, though the wetlands were seemingly abandoned. Kratos and Atreus quickly found themselves blocked by a wheel blocking the channel, forcing them to make a halt to try and turn it. As they docked nearby, they discovered the first geysers - so characteristic of Svartalfheim - also preventing them from continuing. But once again, the Leviathan Axe made wonders as it was able to freeze the burning water jet, allowing them to bypass the obstacle. They eventually found a Nornir Chest as well as Hreidmar's brassard, an artificat of the Dwarven resistance. This name was quite famous as not only Hreidmar was one of the great armourers of Svartalfheim, he also fathered many dragons such as Regin, Fafnir and Otr. However, there was no time to rest as Kratos and Atreus found themselves ambushed by a cohort of Grims, nasty creatures who infested the wetlands. They quickly disposed of their foes, and activated a mechanism that allowed them to turn the wheel on the channel, effectively opening up the passage. Atreus and Mimir then judiciously remarked how Fimbulwinter seemed to affect the realms in a different way, as they was no sign of snow or cold in Svartalfheim.

Not far off Niðavellir city, they came across yet another Dwarven mechanism blocking the channel. They also found a message of Durlin himself, warning the travellers about the dangers all the way to the iron city. Finally, they managed to go through the obstacle on the channel and kept sailing on the beautiful azur water. Kratos then broached the topic of Týr, noticing that his son did try to find and recruit the Norse God of War. But Atreus felt uneasy and dodged the conversation, insisting on the warmth environement instead. They were met with a third obstacle on the channel, forcing them to find another way to make it to the Dwarven city. After they docked once again on the shores, Kratos found one of the famous Kvasir's Poems. As they kept going, Mimir brought back the conversation about Týr, wishing to know why Atreus was so keen in finding him. The boy answered evasively, pretending that he was merely looking for answers about his own identity as Loki as well as his stories from the past. But Kratos and Mimir weren't convinced by the boy's explanations, as they ironically remarked that Odin's captive was unlikely to be in a talkative mood after being imprisoned for so long. The conversation then quickly drifted off to the geological disturbances of Svartalfheim, as they sailed within a beautiful cavern before reaching - at last - their destination.

An unwelcoming city[]

It seems like Niðavellir is locked down because of us...

Atreus

Upon entering Niðavellir city, the three expressed their surprise at the hostility towards them, as the Dwarves promptly ran away and found shelter in their homes at the mere sight of those foreigners. Already, the general alarm was triggered and as they sailed under a bridge, a Dwarf - in reality Odin himself under another of his guises - spat at them before leaving. The arrival of Kratos, Atreus and Mimir seemed to be compromised since nobody was willing to help them. The Spartan remarked that the Dwarves were scared, and obviously not accustomed to strangers visiting their realm - particularly since the All-Father sealed the path to Svartalfheim long ago. Having finally docked in the deserted city, Atreus and Mimir nevertheless took some time to admire the Dwarven talents in woodwork and architecture before reaching a giant statue made in the honor of Odin - a worrying testimony of Svartalfheim's allegiance to Asgard. Did the Dwarves admire or fear the All-Father? A shopping list found on the floor further confirmed their fears as the Aesir seem to be omnipresent in Svartalfheim's economic matters. Why would Asgard be so interested in getting pure Svartalfheim steel? This was yet a question for another day, as their friend Sindri eventually showed up out of nowhere and was waiting for them at the Huldra Brother's Shop. The Dwarf took the bow of Atreus and improved it once more with the Sonic arrows, allowing the young man to make use of the Sonic vibrations found here and there to open up new ways. Kratos, Atreus and Mimir then left Sindri and kept going, while pondering the idea to ask for aid.

Odin's occupation of this realm has its hooks in deep. Resist and you're made an exemple of to keep the rest in line. Self-preservation can outweigh bravery for even the strongest of the folk.

Mimir

Despite this, the city seemed to be thriving. Bread stalls as well as whole carts of pumpkins, melons and plenty other vegetables could be found pretty much everywhere in the stoner streets covered with limestone, not to forget the numerous tables crumbling under the mugs of mead. It was clear that Svartalfheim was one of the wealthier - if not the richest - and productive realms, with large surplus of food and natural ressources. All in all, in spite of the isolation of their realm, the Dwarves seemed to benefit from their trade and exchanges with Asgard. As they progressed throughout the lush ful city, the protagonists recovered Griep's Firebomb, yet another piece of the fallen Resistance - for the record, Griep used to burn Aesir camps to ash until the Einherjar finally found her. At last, when Kratos and his companions reached the tavern, they encountered Ræb, the Dwarven proprietor warned them about the danger of being killed by intruders. As they asked him about Durlin, the Dwarf advised them to search for the safety office across the river instead, not without expressing his anger towards Mimir. The Ghost of Sparta wished to learn more about it, as an embarrassed Mimir acknowledged the fact that he had made a mistake regarding the mining rigs in the bay. When they left the tavern, they met Sindri once more and gained the Dwarven Compass. Having nothing else to do in Niðavellir city, the trio quickly found another boat and headed towards the Bay of Bounty.

Mimir's past deeds[]

Those bloody mining rigs... the skáld is right to blame me for them. They were my idea. If you've got the time, they're in the bay just beyond this tunnel.

Mimir

As they entered the calm and warm waters of the Bay of Bounty, Mimir expressed genuine guilt about the mining rigs. This is why they decided to take care of them before continuing for Durlin's office, with a remorseful Mimir explaining that he had the mining rigs built in the bay long ago, a piece of treachery who greatly helped Odin subdue the Dwarfs by means more subtle than sheer force. On their way to the rigs, they first reached the Dragon Beach, where they found a long abandoned Dwarven settlement not far off a giant skull, now invaded by hostile creatures. From time to time, the body of a Dwarf was found laying on the floor - the promise of a good meal for the monsters wandering nearby. Having unlocked their second Nornir Chest in the area, they left the beach to keep sailing until they made it up to the Watchtower, which offered a breathtaking view over the bay. Here, Kratos and Atreus were facing a new enemy, a Draugr fuelled with ancestral hatred: the Hateful. Emerging from a scar in the earth, this foe proved to be a challenge for the Spartan and his son, but they nevertheless managed to destroy it for good, thus closing the hole behind them. From their position, Mimir noticed an island that, much to his dismay, was still there. Once more, he urged Kratos and Atreus to help him set right a very old wrong. Following a bit of climbing, they reached their first destination: the Radsvinn's Rig. This big structure was seemingly abandoned too, but still working somehow. Kratos and Atreus climbed it and used the frozen power of the Leviathan Axe to extinguinsh the fire bruning inside the rig, effectively shutting it down for good.

I had them built to harvest ore for armaments, essentially harnessing resources that would otherwise go to the Dwarves.

Mimir

The rig nevertheless provided them with pure Svartalfheim ore, specifically used to craft Niðavellir's Finest Armor. Still on the platform, they also unlocked a third Nornir Chest before proceeding to their next objective. As they found themselves sailing once more, Atreus, ever the distracted, found interest in recalling Thor and Odin's deeds together with Mimir when they reached Alberich Island, further north. Like much of the bay, the whole area was virtually deserted by the Dwarves as the dry vegetation was taking over the wooden mechanisms and platforms. A fourth Nornir Chest awaited for them on the shore, and they left the area as soon as they unlocked it. Gathering even more Slag Deposit and Forged Iron while sailing towards their destination, they eventually reached Althjof's Rig. This was a much bigger platform with complex mechanisms, also invaded by vegetation. When they got to the charcoal tank, Kratos and his son had to dispose of the Draugr and Grim infesting the top of the rig, then they shutted it down as well, much to Mimir's relief. Upon recovering another piece of pure Svartalfheim ore,

Odin would have wiped out every last Dwarf in Svartalfheim. If he couldn't use their skills, no one could.

Mimir

Before continuing to the last mining rig, they made a detour on the Lyngbakr Island in order to recover the key of the watchtower door. Battling their way throughout the island infested with Wretches, they eventually find what they seek inside a chest. Mimir then urge them into going back to the watchtower on the shore, but Kratos is aware that their friend is deliberately hidden something from them. Upon reaching the tower, the Ghost of Sparta takes time to compliment his son, praising his efforts as Atreus is becoming stronger, faster. Their path crosses that of Sindri, who makes good use of the Svartalfheim slag they have recovered throughout their journey. Kratos then used the key to open the door located at the foot of the watchtower, which let them access to... a drum. When Atreus shoot at it using one of his Sonic arrows, the ground suddenly started to shake as, under their astonished eyes, the island where they recovered the key literally emerged from the water, revealing a chained creature who has long been asleep. Much to Mimir's dismay, the creature never tried to escape its water prison, and he urged his friends to reach it. Then, Mimir revealed one of his most shameful secrets as he actually captured ther beast long ago to gain the All-Father's favours, even going as far as harvesting its fat for oil.

I thought it an imaginative and... eye-catching way to earn his favour. I'd hoped the creature would be long expired by now. But apparently the Aesir couldn't even be bothered to mercy-kill it once it was no longer useful.

Mimir

The three of them proceeded into freeing the creature. But even though they did destroy its bindings, Kratos knew the beast was beyond saving, for he knew how it was like to grow accustomed to being chained. The next proved him right, as even freed from its bonds, the creature did not even try to escape elsewhere. There was no making things right this time. Mimir expressed deep regrets, Abandoning the creature to continue their journey, they started sailing towards the last mining rig still in activity. When they reached Modvitnir's Rig, Kratos asked Mimir whether the latter regretted not allowing Odin to kill the enslaved Dwarfs. What was certain is that Mimir actively contributed into putting Svartalfheim under Asgard's total control.

Their newly built forges poisoned the soil of Svartalfheim. Unable to grow their own food, they had to buy it from Asgard. If they stopped working, they'd be taking food out of their own mouths.

Mimir

Kratos and his son eventually reach the Jarnsmida Pitmines, a vast network of mines located within the mountains. As they solve mechanical puzzles while battling more and more foes, a restless Atreus urges his father to follow his lead, the latter being reluctant in pursuing a search he believes to be vain. However, the presence of several Asgardian soldiers garding a heavy door convinced Kratos and Atreus that they might be about to succeed. Having defeated the Asgardians, they force their way throughout the door to finally meet a chained Týr. But the fallen Norse God of War knew who he was dealing with and was at first mistaken about the Ghost of Sparta's true intentions. The quest ultimately proved to be a success, as Týr finally decided to follow Kratos and Atreus back to Sindri's House.

Missions[]

Main Story Quest (The Path)[]

Side Quests (Favors)[]

Regions[]

Aurvangar Wetlands[]

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These warm and smelly swamps are the main way to access the Dwarven city of Nidavellir. However, the bog has become infested by Grim and other hostile creatures, and it is not uncommon to find the corpse of a shredded Dwarf here and there on the shores. Although this area is now abandoned by the Dwarves, the numerous water-machines and mechanisms they built long ago still remain along the road, while many loots are hidden under water.

Nidavellir[]

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The access to the iron city is forbidden to foreigners, and visitors are not welcome here. Nevertheless, Nidavellir remains one of the most important commercial centers of Svartalfheim, and it is strategically located at the entrance of the Bay of Bounty.

Dragon Beach[]

The Watchtower[]

Radsvinn's Rig[]

Alberich Hollow[]

Bay of Bounty[]

Lyngbakr Island[]

Alberich Island[]

Althjof's Rig[]

Modvitnir's Rig[]

Myrkr Tunnels[]

Jarnsmida Pitmines[]

The Applecore[]

Sverd Sands[]

The Forge[]

Characters & Residents[]

Bestiary & Bosses[]

Trivia[]

  • The rune for Svartalfheim is Laguz (ᛚ), which translates to "water" or "lake".
  • In God of War, Svartalfheim is with Asgard and Vanaheim one of the three realms whose access is blocked.
  • Svartalfheim wasn't meant to be accessible in God of War(2018), as revealed by Cory Barlog in 2018. The reason behind this is purely technical, as there was little time left to properly develop this realm. The developers then made the decision to reserve Asgard, Svartalfheim and Vanaheim for God of War: Ragnarök.
  • While Svartalfheim's travel door can be seen in the Real Travel Room, the realm itself has never been implemented in-game. For this very reason, if the player nevertheless attempts to enter Svartalfheim, they will be merely informed that "Odin has prevented access to this realm", thus making realm travel to that realm impossible.
  • In God of War Ragnarök, the player will unlock access to Svartalfheim for the first time and visit the dwarven realm as they please.
  • Mimir states that the Aesir can't tell the difference between the Dwarves and the Dark Elves of Alfheim, thus being the ones that named the Dwarf Realm "Svartalfheim", which means "Land of the Dark Elves". The name the Dwarves call their home realm, "Niðavellir", means "Dark Fields".
  • Another name for the Dwarf Realm in Norse Mythology was Myrkheim, which translates as "World of Darkness" or "Dark Abode".
  • The Realm travel door shows Svartalfheim as a forested world with the large trees and a beautiful night sky with the Dark Elves at the bottom. Despite this being the native home of the Dwarves and not the Dark Elves, they are not depicted at all.

Gallery[]

Concept Art[]

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