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Dis was the second layer of the Nine Hells of Baator. Ruled by its namesake, the archdevil Dispater,[9] Dis was almost entirely taken up by the city of Dis[10][11] (which was named after the other was inconsistent),[7][12] such that there was debate and speculation as to whether the two were one and the same.[2][10][13] Also known as the Iron City[3] or City of Pain, Dis was the largest and most well-known of all the cities of Baator[7] and treacherous even for the Hells,[14] a paranoia-driven[3] fortress-metropolis so tremendous and sprawling that it could very well be infinite.[5][7][15]

Where's the city end and the plane begin? The heat's made you a little addle-coved, clueless.
— Unknown[16]

Description[]

To call Dis a vast maze of a city was an understatement; labyrinthine,[7] disorienting, and almost-constantly defying possibility, one could truly wander its streets forever and get nowhere for the effort.[10] The residents eagerly conned and cajoled the visitors,[14] and uncovered secrets were sold to the highest bidder.[11] A plane of heat and pain, the layer perfectly reflected its infernal master.[17] Like Avernus above it, it was a reality where the forces of fire and earth were magnified, but went a step further by rendering magic of air and water not just diminished, but totally impotent.[7][18] Any who fail to show caution were likely to get burned in more ways than one.[14]

From the walls to the cobblestones, all of Dis was constructed of the same smoking, unrusting, blackened iron, which glowed red-hot from the infernal heat.[13][2][19][20] Just being near the smoldering metal was enough to slow and drench mortals with sweat,[21] and even casual contact with most exterior architecture would horrifically and agonizingly burn mortal flesh.[10][5] Without proper protection, most visitors would quickly write in the streets.[13]

Is it hot in here, or is it just me?
— Harbon Lockstone, a warrior in chainmail[20]

While metal armor would prevent direct contact with the city's iron, it was insufficient defense against the unbearable heat; upon arrival, those wearing such gear would be slowed, weakened, and gradually baked alive.[21] The best defense was thick cloth, padded armor and iron-shod boots of the heaviest leather, although even magical cloth not treated against fire was at risk of bursting into flame if it made contact with the iron.[21][5] Other potential defenses were certain magical items, like rings of fire resistance, or thick enough natural armor, as most baatezu had even if they weren't already immune to fire.[13][21]

The burning hot buildings of Dis extended out to every horizon,[13] connected by garbage-choked streets and ramshackle alleyways to create the tangled, narrow architectural network that was the Iron City.[7][5][19] Within the dismal City of Pain would find city squares, squalid slums, iron ramparts, eyrie-riddled towers, brooding iron gargoyles, and iron-barred cells chocked with chains and implements of torture. Beneath the crowded streets and even Dispater's own palace, in the lightless underways known as the "pits" of Dis, were numerous caverns and vast dungeons where prisoners lived lives of savage survival fighting for scraps of edible garbage from above amidst the filth and lost treasures.[7][19][22]

Dis was the heart of arguably the greatest weapons supplying operation in the multiverse. With iron harvested from the mines beyond the city and with the many secret forging techniques unearthed by Dispater and put to use in the Iron City's workshops and foundries, an unending supply of weapons, armor and other armaments were constantly churned out and used up to fight the endless demonic hordes of the Abyss.[15] The focus of Dis itself was far less military than Avernus however, concentrated instead on progress and industry. This reality was blurred however, for it was completely unclear what the city was meant to be progressing towards.[2]

All right, you sods, hurry up and finish tearing down this building so the other slaves can start putting it back up again!
— Quitchel, a spinagon foreman ordering to his work crew[23]

The urban hellscape of Dis existed in a state of perpetual reconstruction, its condemned slave crews constantly building up and tearing down to the city. Roads and buildings alike might be placed, removed, obstructed, opened up or simply rebuilt at a moment's notice, sometimes just after the latest work in the same spot was complete. Guides were of little help in a realm that changed every minute,[2][14][24] maps were useless by the time they were drafted,[10] and teleportation risked ending up trapped below collapsing debris or inside burning iron that wasn't there before.[24] All the while the crews sweat and screamed and burned, completing their work with impressive speed without tools or protection.[10][24]

Yet mundane labor alone could not explain the cityscape of Dis, for it changed faster than such a force could ever manage.[10] Parts of the layout seemed to rise and fall according to some hidden terrain,[13] but more important was the magical alteration supposedly done by none other than Dispater himself.[10] Ever-weaving a web of impenetrable defenses around his holdings,[25] the changes of Dis were said to be a reflection of Dispater's own mind. As for why the work crews would be necessary if the city was always in flux, it could be that their Sisyphean suffering was the point in and of itself.[2]

It was in realizing Dis's condition as a reflection of Dispater's mind that the paradox it embodied was put into focus. Like so many other realms it appeared impossibly large and contained hypothetically infinite space, and yet those within always felt enclosed, trapped and oppressed. The deeper Dispater's paranoia became, the more cramped and warren-like did the city become to match. Scrying devices were omnipresent, with iron statues of Dispater following passersby with red, paranoid eyes, while the very walls could be said to have ears.[10] And yet, even as the city seemed both claustrophobically tight and unfathomably vast, from the balcony near the top of Dispater's palace, it could all be seen at once. The realization was enough to leave one temporarily catatonic, or, for beings of law who could withstand the revelation, permanently enlightened.[26]

Geography[]

Despite its seeming infinity, there was a plane of Dis distinct from the Iron City, as could be seen from within the metropolis by the presence of distant mountains.[20] Some claimed that one could leave the Iron City simply by walking far enough, upon which they would find the hinterland of Dis.[13] The city was surrounded by a moat of poisonous water, perched upon an island in the middle of the lake. The stagnant streams of cold, black water that stretched threadlike across the landscape all came together at the lake,[19] and some yet unmined turquoise could be found in the underwater crevices along their banks.[22]

The vale in which Dis unevenly sat was otherwise a flat plain with the occasional bare hill or tor rising up smoothly from the terrain.[10][22] Far from the the City of Pain however the blasted plains[5] rose into rolling hills occupied by enigmatic pillars of moving stone.[19] In the hills could be found a few veins of nearly pure copper (and smaller amounts of iron, tin and zinc ores) that the devils continued to mine and guard despite having a already almost exhausted them.[22] Eventually one reached the exterior of the plane, the sheer, jagged and iron-rich mountains that ringed it. Iron roads spanned and wended through the maze of canyons wedged between the mountains, watched over by the garrisons of iron fortresses perched atop the peaks.[9][14]

Yet even from outside the Iron City, the spatially anomalous nature of Dis was apparent.[10] For one, the distance from one peak to another seemed unimaginable despite being part of the same range, and no matter how long and hard one travelled, even if teleportation was used, they would never reach the city or even find landmarks. The only way to progress was to follow a path at the base of the mountains which wound its way across the plain, although even this could take any amount of time. From the mountainside the path seemed to be white cobblestone, but up close was revealed to be half-buried skulls, crushed and cracked from the passage of those that came before.[14][21][10]

Eventually the skulls gave way to tall spurs of blackened iron which rose from the ground like trees of blocky metal, increasing in number, height and thickness until they were akin to enormous walls or sheer cliffs (although the strange spatial principles made the transition point hard to identify).[2][5][21][20] Then, all of a sudden, perhaps after rounding a turn, the barriers would be gone, and the traveler will have arrived in Dis.[10][5] Entering always came as a break in reality,[10] with the abrupt appearance of a rushing crowds, a cacophany of terrible noise, and the tripling of temperature.[20] This occurred despite Dis having an outer wall, which the visitor might be able to see far behind them despite never noticing its presence beforehand.[21][2][5]

The sky above Dis was a thick, smoky-hued ash-green,[19][5] and occasionally lit up by the flickering of high-reaching lightning, accompanied by faint thunder. There were no clouds,[19] but a general dark haze over the entire layer caused by the pall of smoke from the burning iron of Dis,[13] as well as visible wisps of odiferous vapors coming off the poisoned water. Fierce and unpredictable winds swept ceaseless over the plains, putting landbound creatures, especially those high on an exposed position, at risk of being sent flying through the air if they stood or moved against it, while only creatures that spent years maneuvering in the fickle winds could properly fly.[19]

Cosmography[]

By Asmodeus's decree, no planar portals could connect directly to any layer of Hell besides Avernus. This meant that in general, if one wanted to get to Dis they would have to locate a portal on Avernus, and likewise would need to find a portal on Dis to get to Minauros below.[9] The largest and best-known way between Avernus and Dis, which unintelligent creatures, least and lesser devils, and armies gated in from elsewhere would have to use, went through the lair of the goddess of chromatic dragons, Tiamat.[14][27][28]

The nature of Tiamat's guardianship over the so-called "Way to Dis", was generally inconsistent and unclear, in no small part of the Dragon Queen's own active effort to obscure and misinform regarding the subject. She had been reported as dwelling in several planes over the centuries, but her true self (as much as deities of her stature could be said to have "true selves") had always been stationed in Dis. Asmodeus gave her the formal duty of guarding the way, which she fulfilled faithfully, never allowing her stationed aspect to neglect or desert its post,[27] although due to the layout of the path, trespassers had managed to maneuver around her while Tiamat did not wish to be disturbed.[29]

Eventually Tiamat acquired a "battle body" in the form of the repurposed form of the dragon deity Azharul, which she used to meet with and combat those beyond her guardpost. For services rendered to him, Asmodeus held a great ceremony where he formally titled Tiamat the "Guardian to the Gate of the Second Layer". This honor did nothing to stop him from masterminding her imprisonment in her own realm by Bel to keep her in her place, since which she has sought to escape.[27]

Should one manage to evade Tiamat, there was still the matter of the iron doors leading to Dis. Though not guarded by baatezu due to their strained relationship with Tiamat, they required great strength and stature greater than a normal human's to open. More pressingly, unless the conditions were met to make it act as a magical gate (conditions sometimes hinted at but always liable to change later on), the doors would only lead into the endless tunnels of Tiamat's lair. Once finally crossed properly however, visitors would arrive in Dis halfway up one of the mountains, the door shutting behind them and refusing to budge from that side. Gate guards were present on the Dis side of the gate, such as abishai, who checked for passes, questioned intent and otherwise fought off invaders.[29]

Portals existed in Darkspine and Bel's Fortress to the City of Dis as well as from the city to the Sinking City of Minauros and Jangling Hiter.[28]

Trade[]

The city hosted numerous markets and bazaars whose wares attracted creatures from various planes.[13]

Notable Locations[]

  • The Iron Tower, personal fortress of Dispater, Lord of the Second. It was visible from the entire layer due to its enormous height, as it rose above the haze.[13]
  • The Garden of Delights, a facility that offered the illusion of sumptuous meals and pleasures of the flesh for exorbitant fees.[2]
  • Mentiri, the great prison of Dis, which held those that broke the rules of the Hells. It "reformed" its prisoners by constantly tempting them into becoming evil.[2]

Inhabitants[]

AAAGH! AAAGH! AAAAAAAAA…
— A petitioner in the Iron City of Dis[5]
City of Dis

A devilish taskmaster drives forth the damned shades.

The streets of Dis were always crowded with parading devil nobles and workers that constantly remodeled the city at Dispater's behest.[13] The most numerous inhabitants were abishai, imps, lemures, nupperibos, and spinagons, but also shades and other planar creatures could be found.[2]

The city's underground dungeons were filled with petitioners, prisoners of the Blood War, and kidnapped mortals from the Prime Material plane. Their tortured screams could be heard on the surface through vents in the city walls.[13]

Appendix[]

Appearances[]

Video Games

Referenced only
Baldur's Gate III

Organized Play & Licensed Adventures

References[]

  1. Jeff Grubb (April 1987). “Plane Speaking: Tuning in to the Outer Planes”. In Roger E. Moore ed. Dragon #120 (TSR, Inc.), pp. 42–43.
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 Chris Pramas (November 1999). Guide to Hell. Edited by Kim Mohan. (TSR, Inc.), pp. 30–31. ISBN 978-0786914319.
  3. 3.0 3.1 3.2 Robert Wiese (2007-02-16). Fiendish Codex II Fiendish Aspects. Wizards of the Coast. Retrieved on 2024-06-14.
  4. Colin McComb (February 1995). “Baator”. In Michele Carter ed. Planes of Law (TSR, Inc), p. 14. ISBN 0-7869-0093-8.
  5. 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 Colin McComb (February 1995). “Baator”. In Michele Carter ed. Planes of Law (TSR, Inc), p. 17. ISBN 0-7869-0093-8.
  6. Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 115. ISBN 0-7869-1850-8.
  7. 7.0 7.1 7.2 7.3 7.4 7.5 7.6 7.7 Richard Baker, John Rogers, Robert J. Schwalb, James Wyatt (December 2008). Manual of the Planes 4th edition. (Wizards of the Coast), pp. 97, 100. ISBN 978-0-7869-5002-7.
  8. Richard Baker, James Wyatt (March 2004). Player's Guide to Faerûn. (Wizards of the Coast), p. 161. ISBN 0-7869-3134-5.
  9. 9.0 9.1 9.2 Mike Mearls, Jeremy Crawford, Christopher Perkins, James Wyatt (2014). Dungeon Master's Guide 5th edition. (Wizards of the Coast), p. 64. ISBN 978-0786965622.
  10. 10.00 10.01 10.02 10.03 10.04 10.05 10.06 10.07 10.08 10.09 10.10 10.11 10.12 10.13 Robin D. Laws, Robert J. Schwalb (December 2006). Fiendish Codex II: Tyrants of the Nine Hells. Edited by Chris Thomasson, Gary Sarli, Penny Williams. (Wizards of the Coast), pp. 41–45. ISBN 978-0-7869-3940-4.
  11. 11.0 11.1 Mike Mearls, Jeremy Crawford (May 29, 2018). Mordenkainen's Tome of Foes. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), p. 21. ISBN 978-0786966240.
  12. Gary Gygax (December 1977). Monster Manual, 1st edition. (TSR, Inc), p. 21. ISBN 0-935696-00-8.
  13. 13.00 13.01 13.02 13.03 13.04 13.05 13.06 13.07 13.08 13.09 13.10 13.11 Jeff Grubb, Bruce R. Cordell, David Noonan (September 2001). Manual of the Planes 3rd edition. (Wizards of the Coast), p. 117. ISBN 0-7869-1850-8.
  14. 14.0 14.1 14.2 14.3 14.4 14.5 14.6 Steve Perrin (1995). Fires of Dis. Edited by Ray Vallese. (TSR, Inc.), p. 34. ISBN 0-7869-0100-4.
  15. 15.0 15.1 Mike Mearls, Jeremy Crawford (May 29, 2018). Mordenkainen's Tome of Foes. Edited by Kim Mohan, Michele Carter. (Wizards of the Coast), pp. 11–12. ISBN 978-0786966240.
  16. Steven Schend (1995). Blood Wars. TSR, Inc..
  17. Colin McComb (November 1995). “The Lords of the Nine”. In Pierce Watters ed. Dragon #223 (TSR, Inc.), p. 14.
  18. Steve Perrin (1995). Fires of Dis. Edited by Ray Vallese. (TSR, Inc.), p. 64. ISBN 0-7869-0100-4.
  19. 19.0 19.1 19.2 19.3 19.4 19.5 19.6 19.7 Ed Greenwood (July 1983). “The Nine Hells, Part I”. In Kim Mohan ed. Dragon #75 (TSR, Inc.), p. 21.
  20. 20.0 20.1 20.2 20.3 20.4 Steve Perrin (1995). Fires of Dis. Edited by Ray Vallese. (TSR, Inc.), p. 36. ISBN 0-7869-0100-4.
  21. 21.0 21.1 21.2 21.3 21.4 21.5 21.6 Steve Perrin (1995). Fires of Dis. Edited by Ray Vallese. (TSR, Inc.), p. 35. ISBN 0-7869-0100-4.
  22. 22.0 22.1 22.2 22.3 Ed Greenwood (November 1984). “Nine Hells revisited”. In Kim Mohan ed. Dragon #91 (TSR, Inc.), pp. 25–26.
  23. Steve Perrin (1995). Fires of Dis. Edited by Ray Vallese. (TSR, Inc.), p. 38. ISBN 0-7869-0100-4.
  24. 24.0 24.1 24.2 Steve Perrin (1995). Fires of Dis. Edited by Ray Vallese. (TSR, Inc.), p. 37. ISBN 0-7869-0100-4.
  25. Robin D. Laws, Robert J. Schwalb (December 2006). Fiendish Codex II: Tyrants of the Nine Hells. Edited by Chris Thomasson, Gary Sarli, Penny Williams. (Wizards of the Coast), p. 145. ISBN 978-0-7869-3940-4.
  26. Steve Perrin (1995). Fires of Dis. Edited by Ray Vallese. (TSR, Inc.), pp. 49–50. ISBN 0-7869-0100-4.
  27. 27.0 27.1 27.2 Ed Greenwood (2015-02-12). Questions for Ed Greenwood (2015). Candlekeep Forum. Retrieved on 2023-03-07.
  28. 28.0 28.1 Colin McComb (February 1995). “Baator”. In Michele Carter ed. Planes of Law (TSR, Inc), p. 32. ISBN 0-7869-0093-8.
  29. 29.0 29.1 Steve Perrin (1995). Fires of Dis. Edited by Ray Vallese. (TSR, Inc.), pp. 32–34. ISBN 0-7869-0100-4.

Connections[]

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