The Iron City of Dis
Place Campaign 2Dis
The air is extremely hot and distorts with the heat as smoke rises from the streets themselves, with the occasional ash or ember drifting through the air.
Most of the buildings are built out of dark stone, climbing for many stories. The architecture is hooked to the corner as the monolithic deep reds, blacks, and greys, nothing, belies an exterior that would seem to be welcoming to a travelling pack of people. At the centre, visible everywhere in the city, is the Iron Tower, an impossibly colossal and unreachable tower of black iron and lead that stretches for hundreds of miles into the sky before vanishing into the dark, clouded expanse. The Iron Tower is the throne of the arch devil Dispater and stands ever-vigilant over his Iron City of Dis.
The air is like breathing muck, and hot for those that can avoid breathing, there is still a sense of being cooked from every direction in the almost unbearably hot surfaces. Inside buildings there is some respite, Many inns charge exorbitant prices, particularly if they see travellers struggling. Some may attempt to extort souls from Travellers with offers of salvation, protection from the heat, or more exotic offerings.
Everywhere circling ion the air looking for suspicious activity are hundreds of impish creatures, attracted to outsiders, they will follow strangers and report back to their masters by teleporting to report to Titivilus.
The Iron Tower
The Personal Fortress of Dispater, visible from the entire city, a column of haze and smoke surrounds it like the ecretion disk of some doom filled forming star. No matter where in the city you are, the tower is but a few blocks away, as if by magic. Though, you can never walk directly up to it. Using magic to traverse will allow you to appear directly around the corner from the tower, but the shifting of reality that occurs to do this will attract quite a bit of attention.
3d6 imps will investigate any use of magic to arrive at the tower.
The Garden of delights
A facility that offered the illusion of sumptuous meals and pleasures of the flesh for an exorbitant fee, very easily found.
Mentiri - The pits of the damned.
The great prison of Dis, which held those that broke the rules of the Hell's. It "reformed" its prisoners by constantly tempting them into becoming evil.contains many oubliettes and non-traditional prison structures.
The Bezelpub
A rowdy inn near to the market frequented by inter-planar travellers. Prices were high, higher for those who were desperate, and is frequented by all manner of middling demons and devils.The bartender is a tiefling named Ashes. She is red skinned, deep maroon close to being mahogany, with one broken off horn and several gold piercings.
The chef is a winged boar man named Trotters, he has many scars, some new, some old. All meals contain pork products. He is literally suing a ring of cloning once each day to create a new himself, and they fight to the death and the winner lives on.
Sitting in the corner is a cambion of tall stature, Toganoth depending on the activities of the party before they arrive at the Bezelpub he may or not be aware of their desires and wishes. He will be willing to help them in exchange for the party agreeing to procure the Malleus Maleficarum, a book that has somehow come into the possession of a recently elevated Pit fiend, which he found quite vexing, only a few months before the lemure (or using the derogatory slang SQUIDGE) wrested knowledge of its whereabouts from a prisoner within the Mentiri and claimed it, thus being elevated by Titivilus himself to the rank of Pit fiend. For retrieving this through any means, Toganoth will guarantee their access to god street undetected. His name is Terrance, and he has a lavish property adjacent to the Garden of delights.
Toganoth will agree to give them clothes to disguise their appearance, and if requested a guide. If a guide is requested, the guide will not fight, with them if it comes to it. The guide is a small quassit called Ukmus
The Contract at the Crossroads
An inn on the corner of a large crossroads, a block back from the garden of delights. It is run by an Azer called Keldrin, he prefers payment in Gems and has rooms available. His beard glows with embers and he stands atop a step behind the bar. This bar is not as cool inside as the Bezelpub, but still protects one from the worst of the heat.
God Street
5d6 imps will investigate any use of magic to arrive at God Street.
On a winding lane on the city's bleak industrial outskirts lies God Street, home to a panoply of nascent, would-be, and has-been deities of hell. Throughout the material place, mortals of all stripes are continually finding new entities to worship. Some are heroes or ancestors around whom great myths have sprung up; others are the imaginary objects of faux faiths that nonetheless attract sincere worship.
Whenever a certain critical mass of devotional energy attaches itself to one of these entities, a new deity is created. If the object of worship is a previously living creature, its soul is retrieved from its prison or devil form and infused into a new divine body. If it is a fictional being, it simply coalesces into ineffable life. Either way, the new deity appears on God Street, usually in a small iron plaza bounded with faceless statues called the Borning Ring. Blazing with divine knowledge, the new deity quickly sets out to rip holes in the malleable fabric of Dis's reality, constructing temples, shrines, fortresses, and temples to its new magnificence.
Until a deity has achieved the eminence of a Set or Sekolah by gaining worshipers on dozens of worlds, it is likely to while away its time here, scheming for future greatness. Thus, no matter how mighty a given deity might be on a single world, it likely resides somewhere on God Street.
Each deity's realm appears on the outside as a single structure of immense size. Uncountable numbers of these improbably large and outlandish temples abut one another down God Street's seemingly infinite length. Some resemble giant statues; others appear as dark, titanic cathedrals. A few are more exotic still, appearing as vortices of gnawing light or hideous, devouring faces.
On the inside, a God Street realm might manifest as the interior of a building, or it can seem like a tiny, bounded universe unto itself. Lesser deities are rarely able to create the illusion of infinite space, so walls, seams, and boundary markers are always visible somewhere.
From any vantage point, God Street seems to stretch to infinity to both the right and the left, and no streets cross it. Thus, no one can find God Street by seeking it out. Although its deities can will worshippers directly into their miniature realms, only divine casters can successfully blunder onto this divine lane way. Any successful seeker who is looking for a particular deity arrives at that godling's doorstep; others appear in what seems to be the middle of the street, in front of a random deity's temple.
Random godling domains on the borning ring:
Leadbelt the saviour, a dwarfish looking entity, top knot tied back with shield and Maul across the shoulder, blinking in and out of existence next to him is a pteranodon like figure, Leadbelt that appears to hold a hand out, still not fully formed into existence.
The Grand Coin, a floating golden piece. This is the embodiment of capitalism
King in Yellows Domain
a crackling cubic infinitude,non-euclidian geometry of stone and tentacle, fractal spires and roads of black void extend in seemingly impossible directions around you. in mirrored surfaces in every window and every puddle, a yellow cloaked face hidden in shadow, features imperceptible can be seen. Like a tapestry of uncanny patters, when you think you have discerned a pattern, your eyes adjust and minacious visages or demonic origin fill your vision.
All of that that is merely trick of the eye Close inspection show that the seemingly endless eldritch expanse is merely an illusion and easily dispelled.
An investigation DC25 reveals a LVL 7 spell that needs to be dispelled.
Each round, a DC 20 wisdom save for the entire party, taking 5d8 on a failure.
A small 1 foot tall king in yellow, tentacled, feet and yellow cloak stand s in a small stone room.
In campaign 2
The party planned to "go to Hell" from mid-1034. Torganoth's contract offered safe passage onto God Street. By late 1034 they had recovered The King In Yellow's contracts (List of Contracts).
Also known as Dis.
Relations
- Region of
- The Nine Hells
- Subregions
- God Street
Connections 20
Connections as a list
- God Street · Region of
- The Nine Hells · Region of
- List of Contracts · mentions
- Torganoth · mentions
- Eavaros · mentions
- The Xinsi Empire · Region of
- Zelyr · Orbits
- The Dragontooth Mountains · Region of
- The King In Yellow · mentions
- Thekallan The Vigilant · Agent of
- Ozaris the Pigeon · Ally of
- Burzum · Patron of
- Scribble · mentions
- Castle Scribble · Owns, Home of
- Paige · Owns, Owned by
- The Starfeather Cloak · Owns, Owned by
- Baron Sharid · mentions
- Sandwater Slough · Member of
- Rainclaw Foundwhiskers · Enemy of
- The Barons' Council · Member of