Hell · First of the Nine Perditions

Avernus — The War Frontier

Domain of Bael · Lord of the First

Avernus is the outer war frontier of Hell: an immense country of charred plains, broken fortifications, military roads, rivers, ruined settlements and infernal citadels where the organised legions of Hell meet the violence of the Abyss.

Perdition First
Ruler Bael
Primary Role War Frontier
Principal Seat Bronze Citadel
The Outer Rampart

Hell’s Principal Battlefield

Avernus is where the military nature of Hell is most visible. Here infernal order has been forced into the shape of a permanent frontier: roads become supply lines, cities become fortresses and entire regions are organised around the movement of troops.

Charred wastelands stretch beneath a red and smoke-darkened sky. Ridges of broken stone, trenches, ruined walls, shattered towers and the remains of earlier battle-lines cover large parts of the landscape. Infernal strongholds stand wherever roads, gates, river crossings or other strategic approaches require protection.

Fire sometimes falls from the sky in enormous burning masses. Some regions are scarred by repeated bombardment, while others remain sufficiently stable to support fortresses, encampments, depots, prisons and permanent settlements.

Avernus is dangerous because it is a battlefield and an infernal jurisdiction—not because the Perdition automatically changes the alignment of everyone who enters it. There is no universal Avernian corruption, resurrection loop or planar-infusion system.

Lord of the First

Bael and the Government of Avernus

Bael

Lord of the First · Warlord of Avernus

Bael is the present Lord of Avernus. A general and warlord as much as an infernal noble, he governs the First from the Bronze Citadel and commands immense military resources.

His authority is nevertheless part of the greater infernal state. Avernus is not Bael’s independent kingdom: he governs the First beneath the sovereignty of Asmodeus, Lord of Nessus and Overlord of Hell.

Avernus has changed rulers during the long political history of Hell. Those successions matter to infernal history, but they do not alter the present settlement: Bael holds the First.

Military Authority

Command of the First

Bael controls armies, fortifications and great war establishments within his Perdition.

Infernal Authority

Part of the Greater State

Hell-wide offices, central military commands and the authority of Nessus can cross the political borders of Avernus.

Bronze Citadel

Seat of Bael

The great fortress-city serves as Bael’s principal seat and one of Hell’s most important military centres.

Ash · Iron · Blood

The Landscape of the First

The Plains

War-Torn Wastes

Much of Avernus consists of scorched rubble, blackened earth and broken stone crossed by military roads, trenches and the remains of innumerable fortifications.

The Sky

Red Light and Falling Fire

A red glow suffuses much of the sky. Burning masses can cross overhead and strike without warning, creating fresh craters and turning open ground into a dangerous place for unprotected travellers.

The Waters

Styx and River of Blood

The River Styx passes through Avernus as part of the wider lower-planar transport network. The River of Blood is another important local watercourse cutting through the blasted land.

The Blood War

The Infernal War Machine

Avernus is Hell’s principal mustering ground and its most important frontier in the Blood War.

Legions

Devil armies gather in disciplined formations under officers, generals and infernal nobles. Their strength lies in hierarchy, logistics, prepared positions, reinforcement and the ability to turn conquered ground into fortified territory.

Fortifications

Citadels, redoubts, watchtowers, fortified roads and guarded crossings divide strategically important regions of the Perdition. Many are rebuilt repeatedly as battle-lines move.

War Machines

Infernal engineers maintain siege engines, armoured constructs and other engines of war. The greatest concentrations gather around the Bronze Citadel and the major military routes.

Supply and Administration

A permanent war requires more than soldiers. Prisoners, labour, weapons, metals, magical resources, information, foodstuffs, tribute and replacement troops pass through Avernus under military supervision.

Roads Through Perdition

Travel, Gates and Borders

Avernus is the first great infernal jurisdiction encountered along many routes into Hell, but that does not make it an open frontier. Roads and crossings are watched by patrols, garrisons, toll stations and military authorities.

The gate associated with Ribcage reaches the region near Darkspine. From there, travellers who remain on recognised routes may reach the Bronze Citadel, the great rivers, the Maggot Pit and eventually the approaches leading deeper into Hell.

The River Styx provides another means of movement. Ferries and vessels can carry travellers, prisoners, supplies and troops, although the Styx itself is dangerous and its waters should never be treated as an ordinary river.

Passage from Avernus to Dis is a crossing between infernal jurisdictions. Gates and approaches to the Second are strategic positions rather than casual borders.

Infernal Cartography

An Atlas of Avernus

Avernus is best understood through its fortified routes, river crossings and strategic strongholds rather than as a single uninterrupted wasteland.

The map below shows the principal locations and recognised routes described on this page. Like much infernal cartography, it records relationships, approaches and strategic geography more reliably than absolute terrestrial distance.

Infernal atlas of Avernus showing the Bronze Citadel, River Styx, Darkspine, Ribcage Approach, Maggot Pit, Dragonspawn Pits of Azharul, Pillar of Skulls, River of Blood and the Approach to Dis.
Avernus — An Infernal Atlas. A schematic map of the First Perdition showing its principal strongholds, rivers, fortified routes, contested war zones and the approach toward Dis. Infernal cartography records strategic relationships and recognised approaches rather than a fixed terrestrial scale.
Strongholds and Landmarks

Places of Avernus

Fortress-City

The Bronze Citadel

The great military heart of Avernus is an immense fortress-city of towers, walls, barracks, arsenals and repeatedly expanded defences. Legions and infernal war machines pass continually through its gates.

Bael maintains his principal seat within the Citadel, making it both the political centre of the First and one of the most important command complexes in Hell.

Frontier Settlement

Darkspine

Darkspine is a ruined settlement near the approach from Ribcage. Refugees, exiles, fugitives and other marginal inhabitants gather among its damaged structures.

Its frontier position makes it valuable to anyone seeking information, shelter or an indirect route before entering the more tightly controlled regions of Avernus.

Infernal Basin

The Maggot Pit

A great basin associated with infernal larvae and major planar conduits. It is an unpleasant but strategically important point on routes crossing the First.

The existence of the Pit does not mean every soul arriving in Hell passes through it or is automatically reduced to a larval form.

Draconic Enclave

The Dragonspawn Pits of Azharul

The hills and caverns of Azharul contain powerful draconic forces associated with Tiamat and her abishai servants.

Tiamat is a formidable resident power within Avernus, but she does not govern the First. Sovereignty over the Perdition belongs to Bael.

Blood War Monument

The Pillar of Skulls

Close to an important approach toward the deeper Perditions stands an immense column formed from the skulls of beings killed in the Blood War.

Stories claim that some of the skulls retain fragments of memory and can answer questions, though knowledge obtained from such a monument is never necessarily complete or trustworthy.

Infernal Rivers

The Styx and River of Blood

Avernus is crossed by both the Styx and the River of Blood. Bridges, ferries, military crossings and riverside positions become natural strategic objectives in a Perdition dominated by warfare.

Armies and Outcasts

Denizens of Avernus

Devil Legions

Devils form the dominant organised population of the war frontier. Soldiers, officers, guards, messengers, engineers, magistrates and noble retainers all have roles in the functioning of Avernus.

Abishai and Draconic Servitors

Abishai and other draconic creatures are particularly associated with Tiamat’s enclave around Azharul. Their loyalties need not coincide perfectly with Bael’s own military hierarchy.

Infernal Beasts

Hell hounds, nightmares and other infernal creatures serve as hunting beasts, mounts, guards and battlefield assets throughout the First.

Exiles of the First

The Rabble of Devilkin

Avernus also shelters a loose population of unique infernal exiles traditionally called the rabble of devilkin: former consorts, nobles, vassals and other figures stripped of their former standing and, in some cases, even their recognised names.

Claim, Service and Captivity

Souls in Avernus

Avernus does not automatically receive everyone who committed violence, fought in wars or lived an evil life.

A soul must reach Hell through an appropriate cosmological destination, infernal claim, contract, allegiance, binding, supernatural circumstance or other recognised route.

Once inside Avernus, souls may become prisoners, labourers, spoils of war, military assets, objects of exchange or subjects of infernal transformation. Some may eventually become lesser devils, but there is no single automatic process by which every Avernian petitioner becomes a lemure.

Nor do those who die on the battlefields of the First automatically rise seconds later to fight again. Resurrection, undeath, infernal transformation and supernatural recurrence require their own causes.

A Long Military History

Avernus Through the Infernal Ages

Avernus is older than organised devil civilisation. Hell itself formed during Eon VII, while recognisable organised devil society emerged during Eon XVI.

As infernal government developed, the First became increasingly important as Hell’s outer military frontier. Fortresses, garrisons, roads and supply networks transformed the devastated landscape into the principal theatre from which Hell sustains the Blood War.

The lordship of the First has changed during Hell’s political history. The present settlement recognises Bael as Lord of Avernus.

Whatever rivalries survive from earlier regimes, the First is now integrated into the Asmodean state and ultimately answers to the sovereignty of Nessus.

Historical Art

A Mortal Vision of Hell

Mortal artists have imagined infernal landscapes in many forms. Such works can evoke the scale and terror of Avernus without serving as literal maps of the Perdition.

Henry de Groux painting of Dante and Virgil in an immense infernal landscape.
Henry de Groux, Dante et Virgile aux enfers, 1895. A historical mortal vision of Hell rather than a literal depiction of SpiralWorlds Avernus.

Scroll to Top