Kzeroko KTM2

Places

Abyss City

The demon capital, built inside a volcanic rift. Not a sinister fortress anyone chose, but a home the exiled have patched together in the least liveable place available.

“The furnace gates opened early today, so the heat well is still holding. Go and fetch water — and don’t fight anyone for it. A bucket you take by force costs your sister three extra days of labour.”

— a mother to her nine-year-old, Third Hearth District

At a glance

NatureDemon capital inside the northern rift; heat-well industrial city; refugee city-state
Population~84,000, fluctuating sharply between hearth districts and outer settlements
GovernmentThe Abyssal Court, the Fourfold Hearth Seats, and the street hearth assemblies
ChapterLate-mid; a hostile city that becomes an ally. Resources and the history line

Abyss City sits inside an enormous volcanic rift. Ash cloud usually covers the sky, and the roads are lit by geothermal light and dark crystal.

What you expect to see

Human rumour prepares you for a dark castle. What you actually see first is the water-ticket queue, heat-well workers, and children reading the alarm smoke.

The route takes you from the outer ash gate through the ration street and the four hearth rings up to the throne terrace, explaining step by step exactly what the Demon Lord’s authority is built on.

How the map works

Concentric rings at different elevations. Gravity lifts connect the hearth districts, and a power failure or an unstable core changes your vertical routes.

While relations are hostile you are tightly guided. The residential districts and the underground heat wells only open once trust is established.

Drawn from the KTM2 WorldDict. Only the public layer of each entry is published here.