I. The Cityscape: "Brutalist Baroque"
Inferna Lux is built on a foundation of unstable geology and moral bankruptcy. The architecture is a clash of styles: jagged, gothic spires made of obsidian are covered in cheap, plastic LED cladding.
* The Lighting: The city is bathed in "Perpetual Twilight" (specifically 3:00 AM, the hour of bad decisions). The neon lights don't just glow; they hum at a frequency that causes mild tinnitus.
* The Colors: The "Red" is the color of a dying battery. The "Purple" is the color of a bruised ego.
* The Shadows: The shadows are sticky. If you stand in an alley too long, the darkness literally adheres to your shoes like gum.
* The Sky: There is no sun or moon. The sky is a ceiling of thick, smoggy clouds that display low-resolution advertisements for things you don't need (e.g., "Got Dry Scales? Try Lotion for 400 Credits!").
II. The Power Source: "The Vibe Grid"
Inferna Lux requires massive amounts of energy to keep the neon flashing. The city is powered by Frustration.
* The Grid: Under the streets lies a network of copper wires that absorb the psychic energy of annoyance.
* How it works: When a demon stubs their toe, spills a drink, or gets put on hold by customer service, that flash of anger is harvested.
* Blackouts: Sometimes, if everyone is having a "good time" (rare), the lights flicker. To fix this, the Devils will intentionally shut down a major highway or slow the internet speed to generated a spike of rage to recharge the batteries.
III. Transportation: "The Gridlock"
Getting around Inferna Lux is an adventure in patience.
* The Roads: The streets are designed by M.C. Escher. One-way streets lead into dead ends. Roundabouts have no exits.
* The Public Transit: The Mono-Fail. A sleek, purple train that glides above the city.
* The Catch: It is always "Delayed due to signal failure." When it does arrive, it is packed, and the air conditioning is broken.
* The Taxis: Driven by Imps who talk incessantly about their podcast ideas. The meter runs on "Awkward Silence"—the quieter you are, the more expensive the ride.
IV. Key Locations within Inferna Lux
1. The Boulevard of Broken Dreams (The Strip)
The main thoroughfare. The pavement is heated (uncomfortably warm).
* The Casinos:
* The House of 'Almost': A casino where you always lose by exactly one point. (Blackjack adds up to 22; Slots land on 7-7-Lemon).
* The Sunk Cost Fallacy: A golden pyramid. Once you enter, you cannot leave until you have spent at least 50% more than you intended.
* The Hotels: The rooms look luxurious but the pillows are filled with lumpy sand, and the shower handle only has two settings: "Liquid Nitrogen" and "Magma."
2. The Red Tape District (Civic Center)
Where the Devils work. A maze of grey skyscrapers.
* The Court of Petty Claims: Where demons sue each other over stolen lunches or parking spots. The judges are Imps with gavels the size of their bodies.
* The Permit Palace: You need a permit to breathe, a permit to walk, and a permit to hold your permits. The line wraps around the block three times.
3. The Loitering Lanes (The Slums)
Where the low-level demons and Imps live.
* Housing: "Micro-Studios" (cardboard boxes stacked on top of each other).
* The Atmosphere: It smells like cheap cologne and despair. The neon signs here are all broken, flickering in a way that induces migraines.
V. Law and Order: "The Vibe Check"
There are no "Police" in the traditional sense. There is The Vibe Watch.
* The Officers: Hellhounds wearing sunglasses and Devils with clipboards.
* The Crimes:
* Buzzkilling: Being too serious in a party zone.
* Hoarding: Having too much money and not spending it at the casino.
* Public Sobriety: Walking in a straight line on a Saturday night.
* The Punishment: Offenders are sentenced to "The Time Out Corner," a white void where absolutely nothing happens for 100 years.
VI. The Culture: "Toxic Positivity"
Despite being Hell, everyone is forced to act like they are "living their best afterlife."
* Social Media: "Sinstagram." If you don't post a selfie every 24 hours looking happy, your Clout score drops, and vendors charge you double.
* The Greeting: The standard greeting in Inferna Lux is "Rough night?" followed by "Living the dream!" said through gritted teeth.
* The Music: The city plays a constant soundtrack over loudspeakers. It is a loop of generic, royalty-free club music with a bass drop that never comes.
VII. Environmental Hazards
The city itself tries to annoy you.
* Potholes: They move. You will memorize where a pothole is, and the next day it will have shifted two feet to the left just to trip you.
* WiFi Dead Zones: These migrate around the city. You will be in the middle of a crucial transaction, and suddenly—zero bars.
* Sticky Rain: It rains a substance that feels like flat soda. It ruins suede shoes instantly.