Jormungandr
The Beginning of the End
The World Serpent is the middle child of the Titan Loki and the giantess Angrboða Edda, one of three children that include Fenrir (eldest) and Hela (youngest). Each of Loki’s children represent an aspect of Ragnarok; Fenrir being the breaking of bonds, Hel being the revival of old wounds, and Jormungandr himself being the cycle of creation and destruction. The basic ability of Jormungandr is “collapse,” where a mighty pressure is placed upon everything in the vicinity as if the opponent were continuously sinking beneath the waves that surround Midgard.
Calling upon the power of Jormungandr will cause an enormous level of pressure to fall across the battlefield, powerful quakes splitting apart the earth even further than this. The air itself will gain a nasty green tint, the ancient smell of the deep sea permeating the field. You then must pierce your palm with the tooth, allowing the serpent’s venom to coarse through your veins to both destroy and empower you.
“Great serpent of the middle world...awaken beneath the waves to conjure the eternal fate, let loose your malignant roar...RELEASE YOUR TAIL AND RISE, JORMUNGANDR!”
Stage 1 - Monster of the World
The power of Jormungandr surges through your body as his own venom courses through your veins, shown through a green hue that develops around your body. Your body becomes empowered by the poison to deal poison damage in whatever attack you make. Your physical prowess is also dramatically increased to where you can tank hits even more and deal abusive amounts of damage in a single hit, but the sacrifice is the loss of speed. You don’t dramatically lose speed, but you do become sluggish and a literal juggernaut.
The added ability you gain is the ability to harden parts of your body (or all of your body) with grey scales that grow along your skin. You can manipulate the density and size of these scales, using them as shields when you so wish.
The added ability you gain is the ability to harden parts of your body (or all of your body) with grey scales that grow along your skin. You can manipulate the density and size of these scales, using them as shields when you so wish.
- Sár Höggormur Hala (Serpent’s Wounded Tail): You create a great whip that’s as thick as a tower from your own blood, energy of Jormungandr, and the poison. Smashing it around creates blasts of air that can knock opponents back tremendous leagues and pulverize opponents with a direct hit. Of course, the attack leaves poison damage and instantly damages nerves on a strike. The whip extends out far and has great range capacity, being extremely versatile.
- Hala: Blóð Dýrsins (Tail: Blood of the Beast): The whip oozes out crimson blood across its surface that can be manipulated by the user. The blood is highly acidic and toxic, vaporizing surfaces that are in its path instantly.
- Hala: Flæðandi Dýrið (Tail: Flowing Beasts): Manipulating the blood to take the shape of another, less thicker whip creates two dual wielding whips. One crimson, that can vaporize energy it passes through, and one that is green, that can pulverize and scatter what is in its way.
- Hala: Blóð Dýrsins (Tail: Blood of the Beast): The whip oozes out crimson blood across its surface that can be manipulated by the user. The blood is highly acidic and toxic, vaporizing surfaces that are in its path instantly.
- Augnaráða (Gaze Upon): Activating the eyes of Jormungandr upon your own will paralyze foes so long as they look at you and you look back at them. Your eyes will glow a menacing green, but a glossy, thin layer of skin will hover over the surface of your eye, holding back the true power of this ability.
Stage 2 - Sjó Orlög (The Sea of Fate)
“A bleeding sky, a trembling world, a fearful ocean. Time slips away beneath the waves, consumed by the Great Beast of Worlds."
Along with normal enhancements to your physical abilities, your poison abilities will deal even more damage and is even more fast-acting to the point where it corrodes anything instantly except for living beings. The earth trembles with this activation, quickly the waves of the oceans battering the shores and flooding land. Water now rises up to reach the ankles of the battlefield, splashing in violent upheaval. You can manipulate the waves to crash against the opponent and summon mighty walls of water from across all corners of the world to crush opponents and stop attacks. Due to the rising Jormungandr, the waters are even heavier, containing the very weight of Jormungandr’s presence as he begins to surface from the depths.
- Sjó Orlög (The Sea of Fate): Although the waters are blue and can be seen through for the most part, this ability creates a shadow within the depths. You’re able to stretch out your shadow for any range where the waters are (basically everywhere) and this shadow is a spectre of Jormungandr. It moves throughout the waves and smashes against opponents dealing crushing damage and can rise from the waves as if it were Jormungandr himself.
- Jǫtunn-móðr (Giant’s Rage): You encircle the opponent with the shadow, mimicking the Ouroboros around him. The shadow then rises up deep into the sky, surrounding him in a ringed wall of abyssal water. He is then barraged by an onslaught of serpents that smash into him from all sides as the huge ring collapses on him. This is an instant finisher that would break any defense due to the sheer weight of the water itself and the barrage of attacks that come from all sides.
Stage 3 - Lögseims (Sea-Thread)
“Nine paces the lightning crusher will take and so he will fall to his fate, so too will the worlds all nine fall and succumb to the wrath of the endless ocean.”
Jormungandr stirs from deep beneath the sea that surrounds Midgard, personified by the green hue on every horizon. The first passive effect of Jormungandr is paralysis...the opponent cannot leave the Ring of the Ouroboros. When they are within the Ouroboros (Jormungandr), they cannot leave until Jormungandr himself lets go of his tail or you are defeated (further explanation below). The other effects are simply the crushing pressure of the sea and the surrounding poison that is hanging throughout the air and sky. The pressure limits the movement of the opponent, their speed dramatically decreased as well as their agility itself. The effect of the poison is less noticeable because it is a buildup of concentration that is dictated by a few factors: energy used up by the opponent, damage they have taken, and time within the AoE. What it does is kill the opponent slowly by eroding their immune system itself, removing their ability to combat the poison, destroying their nervous system, energy points (their ability to control energy), and crumbling their body itself.
- Lögseims (Sea-Thread): This is a passive effect that continues throughout all stages. The opponent’s fate becomes bound within the encirclement of Jormungandr, the Ouroboros until he lets go of his tail or you are defeated. Along with this, the opponent is subject to another fate. Should they attack 9 times, however small or big the attack is, the next 9 attacks they make after the first 9 will damage them and rapidly speed up the concentration of the poison within their body (this includes just punches). No matter what, the 9th attack (the 18th so to speak) will be an instant death upon the opponent from the poison and their own thread of fate crumbling. This effect remains across the final 2 stages.
- Níu Sár (Nine Wounds): After they make their first 9 attacks, they become subject to the Níu Sár, which is the fate that any following attacks up to 9 will begin to kill them. If they use a final level attack, it will instantly kill them due to the heavy amount of energy their technique would require, which would empower the Poison Concentration itself and just make their body crumble. If they make 9 successive weak attacks, they will die on the 9th...even if they’re just punches.
- Níu Sár (Nine Wounds): After they make their first 9 attacks, they become subject to the Níu Sár, which is the fate that any following attacks up to 9 will begin to kill them. If they use a final level attack, it will instantly kill them due to the heavy amount of energy their technique would require, which would empower the Poison Concentration itself and just make their body crumble. If they make 9 successive weak attacks, they will die on the 9th...even if they’re just punches.
- Sjó Orlög (The Sea of Fate): Same as before, except this time the shadow takes on greater aspects of Jormungandr, such as his eyes from Stage 1. The shadow itself now deals poison damage as well.
Stage 4 - Wrath and Blood
“Ours is the rage of years past, When gods decried us outcast. Ours is the rage of doomed fate, When men decried our hate. Ours will be the wrath, Ours will be the end, Ours is doom upon all the world, Upon those in our path.”
The waves rise even further and consume the land, which now sinks deep beneath the waves. Jormungandr rises from the depths, his body a mile wide, and the length of his entire form stretching far over the horizon as he writhes and stirs the oceans alive. His body itself is covered in scales of red, green, and black with no smooth surface seen. Poison rises from his mouth and nostrils like green fire, burning the atmosphere and letting acidic rain pour upon the sea. His striking green eyes burn with such malice that whatever looks back at him is soon to die from sheer paralysis. His fangs are mountains, sharper than any sword and dripping with venom as if it were a volcano of its own. This is Jormungandr.
You on the other hand become covered in the shadow of Sjó Orlög (The Sea of Fate), taking on its form. Your body is covered in the armor of scales similar to Jormungandr’s, a long tail stretches behind you (that can extend) that is actually a serpent of its own. In your hands is the Spear of Triam, the true weapon of this Gjallarhorn. It has two spearheads on each side of the stave, each one being dependent on the two abilities it has, one actually being a physical manifested form of Fenrir’s signature move. Which is the following:
You on the other hand become covered in the shadow of Sjó Orlög (The Sea of Fate), taking on its form. Your body is covered in the armor of scales similar to Jormungandr’s, a long tail stretches behind you (that can extend) that is actually a serpent of its own. In your hands is the Spear of Triam, the true weapon of this Gjallarhorn. It has two spearheads on each side of the stave, each one being dependent on the two abilities it has, one actually being a physical manifested form of Fenrir’s signature move. Which is the following:
- Árásin: Sigur Herra (The Attack: Triumph’s Sire): Releases a thunderous roar, blasting forward in a shockwave, the sound traveling at unbelievable speeds past the opponent, electromagnetic waves igniting the field, the opponent’s own bones and muscles rupturing from the effect, electricity splitting their nerves from within. The air is pushed back in a concussive force, space beginning to rattle and bend, crushing the opponent from all sides, giving the appearance of their limbs contorting violently. The battlecry charges up the power of the caster, achieving the same effect as it does on the opponent, but positively. Nerves flaring awake with electricity, space forming a bubble around me. The attack has enough power to peel away the soul from the body.
- In this case, the Spear of Triam does all of this when thrown. The reason behind Jormungandr being able to use a key ability of Fenrir is because they move side by side during Ragnarok to Vigrid’s Plains, only separating when they go on to fight Odin and Thor respectively. Your own power doubles each time the spear is thrown and connects with the opponent.
- In this case, the Spear of Triam does all of this when thrown. The reason behind Jormungandr being able to use a key ability of Fenrir is because they move side by side during Ragnarok to Vigrid’s Plains, only separating when they go on to fight Odin and Thor respectively. Your own power doubles each time the spear is thrown and connects with the opponent.
- Eldingar Hrifin: Heimsins Umskiptin (Lightning Crusher: World’s Upheaval): The literal application of when I mentioned Jormungandr’s fangs being like volcanoes that spew hot venomous magma. You throw the Spear’s green side out to the opponent and it creates a thundercloud in its path that crushes its way toward the opponent in a fiery storm of green venom. Whatever it collides with releases a massive explosion as if a supervolcano erupted.