Thursday, April 19, 2012
DIS, Grand City of Hell - Preview 2
2. Natijula: This block is as hot as an oven, with brick buildings of bright red, with flint roofs and wrought iron accoutrements that give it the appearance of a Hellish New Orleans. The buildings hold bakeries of hellstoker demons producing ashen loaves and deadly delicacies, café’s that serve scalding coffee and bitter tea and every sort of restaurant and tavern. In the streets there are fire pits on which are roasted stench kows and other hellbeasts. These pits are tended by lemures whose flesh drips into the pits, the fire hissing and sending up gouts of steam that become sinister steam mephits. Zombified shades in silk finery walk the streets selling wine from casks on their backs or giant rats on iron skewers.
The gates of Natijula are tall and composed of ivory-colored stone with steep battlements and blue, conical roofs. The battlements and towers that flank the gates of thick, bluish wood, are defended by a company of anti-paladins sans heads. Behind the gates are hidden a giant ballista, cranked by a stone giant in black platemail and armed with a giant halberd.
Natijula, the self-proclaimed Lady of Agony, is an inhumanly tall woman with an hourglass figure. Her head is bald and she has deep-set green eyes. Her body is covered in golden scales and she wears a classic chainmail bikini and many rings on her fingers and toes. Two massive eagle wings sprout from her back, and she has the ability to take the shape of a roc.
Her “palace” is a great courtyard paved with azure stones and filled with long tables where all manner of demons and devils feast, served by emaciated halfling shades weighed down by iron boots. About 1 hour in 6 is filled with a melee between the demons and devils, always over something trivial, but always fought to the death. Natijula has a deep, abiding hatred for all Mephistopholes (they’ve had dealings in the past), and will do everything in her power to oppose him and his servants.
5. Liro: This quarter is reminiscent of Venice, with many canals of water, Stygian black, cutting through the Renaissance-style buildings of glistening, slick black stone with silver highlights and ornaments; the tarnished domes, the thin bell towers with their black, iron bells that, when struck, cast a deafening silence over the quarter (save or deaf) and their crooked piazzas of spongy stone that spurt blood as one walks over them. Floating above the streets are ghostly shades engaged in a never-ending dance and cavorting in the heady fumes dispatched from great, silver braziers that line the streets and produce no light or heat, only a thick, white smoke that stings the nostrils.
Within the canals there float black lotus that attract ill-tempered sprites, and on great burgundy lilly pads there sit black-fleshed hezrous, fat and self-satisfied, eyes drowsy and glazed, thick purple tongues darting about, capturing screaming sprites and sending them to a terrible death in their bellies.
Leather goods are the business of this quarter, leather drawn from every creature imaginable. Some shops sell the prepared hides, while others fashion them into suits of armor (always of the finest quality), scabbards, boots, saddles, cloaks and other goods. Leprechauns handle most of the fancy craftwork, the other goods being imported from other quarters.
The gates of the quarter are located about 20 feet below the surface of these waters – quite a surprise to those who have entered through a normal gate from elsewhere – and are secured by walls of ice one foot thick. Swarms of giant piranha guard the gates, under the seeming command of the hezrou, who make some effort not to displease the mistress of the quarter.
Liro’s palace is set between three of these canals, giving it a triangular shape. It is the most imposing building in the quarter. It is a gracious affair, though much of that grace is robbed of the place by the tempestuous behavior of Liro. Liro is a short, elegant, petite demoness with dark, ruddy skin that is slightly scaled around the hands, feet, shoulders, neck and eyes. Her eyes are teal in color and appear to be looking directly into the eyes of every person within 30 feet of her (even those behind, who see her as facing the other direction). She wears only a cloak of tiny, triangular gold panels and a diadem of gold and pearl. She is surrounded by a pall of the same stinging white smoke that issues forth from the braziers on the streets, though this acts as the death fog spell. Liro is always accompanied by a guard of chittering rubinous xaocs, visitors to Hell who find it entirely too stifling and staid for their tastes.
J. Astaroth: Astaroth is a prince of Hell, and through the markets of his quarter flow spices, narcotics and other such substances sought after by the manors of the demon lords and arch-devils. Astaroth’s quarter is a maze of zigzagging corridors between ziggurats of iron and marble, atop of which pit fiends on thrones of fire roar defiance to the assembled masses of bearded devils who cluster at their feet.
The streets are lined with walls covered with blue tiles and mosaics of serpent people, demonic lions, pit fiends and great battles between devils and demons, all with the bodies of mortals trampled beneath them. Alcoves are set into these walls wherein sit wrinkled, pot-bellied shades wrapped in tattered, dusty azure robes. Before them are spread shallow wicker baskets filled with all manner of herbs, spices and narcotics. Anything you could want, at tremendously high prices, though they will sell almost anything for a drop of a person’s blood. Mangy camels covered with oozing sores, some with leathery bat wings, are led through the dusty streets, laden with goods from the world above, or with the bodies of shades in need of correction and punishment. The everpresent buzz of fly demons can be heard above, the demons swarming over the streets and sometimes swooping down to pluck up a shade, camel or traveler for a quick meal (i.e. 1 in 6 random encounters is with 1d8 fly demons).
The streets are patrolled by scorpion demon magistrates, on the lookout for double dealing and a cut of the proceeds of the shades’ business. They serve Astaroth as his enforcers in his quarter, keeping the spice lords (there are several) under control. Among them are Tizu the hezrou who controls the opium trade, Mosheveti the marilith who controls the supply of saffron and white pepper and Vucarik, the pit fiend who controls the flow of honey. These lords dwell in the ziggurats with their retinues.
The gates of Astaroth’s quarter are numerous, though most of them are false. Finding a gate in this quarter can always be accomplished in 1d3 hours of travel, but only 1 in 4 found gates is genuine. False gates drop people into deep pits lined with burning coal, where they are roasted alive. All of the gates are guarded by twin sirrush and a company of bearded devils armed with mancatchers and heavy crossbows that fire spiked spheres. When these spheres hit a person, they discharge an electrical shock that deals 1d6 points of damage and paralysis for 1d6 rounds (save to negate).
Astaroth dwells in the largest of the quarter’s ziggurats, one surrounded by a moat of mercury (those passing over must pass a saving throw or lose 1d6 points of wisdom and suffer confusion for 10 minutes). Within the ziggurat there is a grand palace of chambers thick with painted columns and deep pools of icy water inhabited by bound water elementals which Astaroth can shape into the form of beautiful women who dance seductively for the arch-devil and his court of pseudo-intellectuals. Astaroth commands three squadrons of inquisitor demons (xxx), five companies of scorpion demons and ten companies of bearded devils. Astaroth is mounted upon a wolf-headed black dragon so ancient it may predate Hell itself.
Posted by John Matthew Stater at 7:41 PM
Labels: Hell, Legacy DnD, Nod, RPG, RPG Hub, sandbox, urban adventures
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