The Devils didn't build this place. It just… manifested. They tried to rename it "The Swamp of Sorrows" or "The Peninsula of Pain," but the sign kept changing itself back.
Welcome to Florida.
It is the PVP Zone of Hell.
I. The Atmosphere: "Wet Heat & Chaos"
If San Diablos is a "Dry Heat," Florida is a "Soup Heat."
* The Humidity: It is consistently 200%. The air is thick enough to chew. When you walk outside, you are instantly wet. Paper disintegrates in seconds.
* The Smell: A potent cocktail of sulfur, deep-fryer grease, algae, and cheap body spray.
* The Energy: Chaotic Evil. The laws of physics are "suggestions" here. Gravity works 80% of the time. The other 20% of the time, you might see a car floating because the driver is high on "Swamp Salts."
* The Weather:
* Hurricane Season: Lasts 13 months of the year.
* The Rain: It doesn't sprinkle; it falls in a solid sheet for 15 minutes, flooding everything, then immediately stops and the sun comes out to boil the water on the ground.
II. The Geography: "The Glitch in the Map"
1. The Tragic Kingdom (Theme Park Hell)
A twisted parody of Orlando. A massive, sprawling swamp filled with dilapidated castles and rides that were not safety tested.
* The Mascot: "Micky the Molerat." A giant, hairless rodent that demands hugs.
* The Vibe: Mandatory Fun. You must smile. The lines for the rides are infinite.
* The "Attractions":
* The Hall of Presidents: An animatronic show where the robots malfunction and scream political conspiracy theories.
* It’s A Small Underworld: A boat ride through a tunnel of creepy dolls that are definitely alive and trying to jump into the boat.
2. Vice City (The Coast)
A neon-soaked strip of decaying Art Deco hotels and beaches made of crushed glass.
* The Beach: The water is "Red Tide." It glows in the dark and burns if you touch it. The sharks have legs and can run onto the sand.
* The Nightlife: Clubs play music so loud it deals Thunder damage. The floor is sticky. It is always 4:00 AM here.
3. The Panhandle (The Deep Swamp)
This is rural, unpoliced territory. Just miles of sawgrass, mud, and fireworks stands.
* The Architecture: Everything is a "Portable Structure." Trailer parks stacked on top of each other, constantly sinking into the mud.
* The Industry: Meth-Magics. Demons here brew potions in bathtubs that give you Super Strength but make your teeth fall out.
4. Sinkhole Alley
The ground in Florida is porous limestone cheese.
* The Hazard: At any moment, the ground can open up and swallow a building.
* The Response: The locals don't care. they just build a bridge over the hole and keep driving.
III. The Inhabitants
1. The Devils (The Punished Wardens)
Devils are never assigned to Florida for good performance. It is a punishment detail.
* The Look: Their pristine suits are sweat-stained and wrinkled. Their hair is frizzy from the humidity. They look exhausted and defeated.
* The Job: Trying to enforce "Order" on a population that eats order for breakfast.
* Typical Devil: Warden Sweat-Stain. He holds a clipboard that is soggy. He tries to issue a citation to a Demon riding an alligator, but the Demon just eats the citation.
2. The Demons ("The Florida Men")
The souls sent here were the chaotic, reckless, "hold my beer" types.
* Appearance: They usually appear sunburned (red skin) and wear denim shorts (jorts) and tank tops. Many have mutations like alligator scales, mullet hairstyles that are made of actual fire, or beer cans fused to their hands.
* Personality: Fearless and brainless. They will wrestle a hydra for 5 dollars. They possess a racial ability called "Bath Salt Rage" (Immune to Pain for 1 minute, but Intelligence drops to 3).
* Culture: They communicate primarily through yelling and revving engines.
3. The Imps ("The Pests")
Florida Imps are feral, hairless, and behave like aggressive chihuahuas.
* Role: They are the wildlife. They live in the walls of the hotels.
* Behavior: They steal catalytic converters, copper wire, and prescription meds.
* Mounts: They ride Giant Mosquitos like tiny Valkyries, buzzing down to snatch food from tourists.
IV. The Wildlife (The Real Threat)
Nature here has evolved to be spiteful.
* Gator-Zillas: Alligators the size of school buses. They can climb fences. They know how to open doors.
* Palmetto Bugs (The Roaches): Cockroaches the size of skateboards. They can fly. If you step on one, it explodes into slime.
* The Python Invasion: Giant constrictor snakes that have eaten all the native wildlife. They form living knots that block the highways.
* Iguanas of Ice: Invasive lizards that freeze when it drops below 90 degrees. They fall from trees like hail, dealing Bludgeoning damage.
V. Key Locations
"Gatorland Gas & Grill"
The cultural hub of the swamp.
* Services: Gas station, sushi restaurant, fireworks depot, and knife shop—all in one building.
* The Cuisine: "Gas Station Sushi" (DC 18 Constitution Save).
* The Owner: Bubba Beelzebub. A demon in overalls with a beard made of Spanish Moss.
"The Retirement Village of the Damned"
A massive, gated community for elderly demons who committed "crimes of boredom."
* The Threat: Golf Cart Gangs. Gangs of elderly demons drive customized golf carts at 5 mph, blocking traffic and hitting pedestrians with canes.
* The Vibe: Aggressive bingo games where the loser is sacrificed to the HOA.
"The Waffle House at the End of the World"
It is the only structure in Hell that cannot be destroyed.
* The Staff: They are the toughest fighters in the realm. You can get into a brawl, throw a table through the window, and the waitress will still ask, "You want those hashbrowns smothered or covered, hon?" without flinching.
* The Light: The fluorescent lights hum in a way that allows you to see the future (it’s bleak).
VI. The Law of the Land
There are no laws, only "The Stand Your Ground" doctrine.
* The Rule: If you are standing on ground, you own it. Until someone bigger pushes you off.
* Legal Tender: Scratch-off Lottery Tickets. Most are losers, but the locals trade them like gold, convinced they are "winners in waiting."