For whatever reason, I got the urge to blurbize the options for if Molly gets a hellworld to work with if people want to theorycraft. I took a couple of liberties like removing options that seem blatantly incompatible with Molly's values and split some of the population stuff into an ecosystem category.
You have 5 points to spend, with a theoretical Maximum of 14 through drawbacks(Tiny, Unsurvivable, Overpopulated, Deadly Flora, Hostile, but that only makes sense if you're optimizing the dimension as a place to throw people into to kill them)
Size(Choose 1, or substitute appropriate drawback):
[]Average - Welcome to the Demon City, the Realm is about the size of a major city
[]Large(1 Point) - Your own Private Idaho. The Realm is about the size of a mid-sized American state or European nation
[]Huge(2 Points) - Your own Demon Empire. The Realm is about the size of Australia
[]Vast(3 points) - Welcome to Hell World. The Realm is its own small world, complete with biosphere, diverse regions, seasons, and so on.
Geography(Choose 1)
[]Difficult Terrain - The Realm is dominated by some manner of imposing and dangerous terrain that makes travel difficult, such as jagged moun
tains, poisonous swamps, lakes of fire, and so on. On average, the terrain is far harsher than that of Earth.
[]Mundane - The Hell mostly has an Earthlike, albeit exotic, landscape.
[]Accessible Terrain - The Realm has easily navigable geography, and moving about is convenient thanks to features such as teleportation networks, magical cyclones that carry people from place to place safely, high-speed automated rail systems, and the like.
Climate(Choose 1, or substitute appropriate drawback)
[]Harsh Wilderness - As the Harsh Climate drawback, but the Realm has large regions of comparable safety, such as tamed cities or large fortified outposts. Only the wilderness is dangerous.
[]Earthly Climate - The Hell has a fairly unthreatening and earthlike (if strange) climate. The clouds may be utterly bizarre in color and shape, but they don't regularly pour down rains of flesh-eating spiders.
[]Heavenly(2 Points) - The Kingdom is utopian, with abundant pleasures to be enjoyed simply for
being there. The trees are heavy with sweet fruits, and the air revivifies those who breathe it.
Ecosystem(Choose 1, or substitute appropriate drawback)
[]Barren - What little life the Realm
possesses is sparsely scattered across its surface.
[]Balanced Ecosystem - The Realm has
a reasonable balance of space, population, and resources.
Population(Choose as many as your wish, drawbacks are included here)
[]Deadly Flora(Gain 1 Point) - The Realm has plant life, most of which is very dangerous
to interact with – carnivorous, poisonous, both of the above, or even worse things are all possible and likely.
[]Earthly Fauna - The Realm has animals, which may or may not be rather different than
Earthly beasts. A few may be dangerous, but most aren't.
[]Earthly Flora - The Realm has plant life, which may or may not be rather different than
Earthly flora, but which are generally no more dangerous than mundane plants – that is to say, it may not
always be safe to eat them, but the flowers won't generally explode like a land mine if you step on them.
[]Human Populace - The Realm has a native human population, with their own culture and
a history that, strangely, significantly predates the creation of the Kingdom.
[]Deadly Beasts(1 Point) - The Realm has animals, most of which are extremely deadly.
[]Resident Devils(1 Point) - The Realm has a
significant population of superhuman beings such as
bakemono and wicked spirits.
Social Structures(Not applicable if the realm has no sapient inhabitants, Choose 1)
[]Chaos - The Realm's operates by the
"law" of might makes right.
[]Archaic - The Realm's inhabitants have
simple laws, social taboos, and rudimentary politics.
[]Modern - The Realm's inhabitants
have a highly developed social system, with intricate
politics and a robust body of law.
[]Advanced - The inhabitants of the King-
dom have highly intricate and well-developed art, philoso-
phy, social infrastructure, and possibly also technology
Loyalty(Not applicable if the realm has no sapient inhabitants, Choose 1, or suitable drawback to substitute. Spending points here unlocks the Resistance Movement drawback to be added onto whatever option you spent points on)
[]Indifferent - The inhabitants of your
Realm don't recognize you as anyone special, and will
treat you as circumstances dictate.
[]Loyal(1 Point) - The majority of the inhab-
itants of the Realm recognize you as their ruler and
serve you as they would any sovereign – that is to say,
dutifully but without any particular enthusiasm for
the most part, in the hopes of avoiding censure.
[]Committed(2 Points) - The inhabitants of
the Realm treat you as an object of worship and will
endure great hardship on your behalf.
[]Fanatical(3 Points) - The inhabitants of the
Realm will die for you.
Tech level (Choose 1)
[]Savage - The Realm is entirely wild
and untamed. At most, there may be simple tools of
stone and bone.
[]Archaic - The Realm is pre-mod-
ern, which might mean it occupies anything from the
Bronze Age to the early Renaissance, or perhaps an
anachronistic mix of various time periods.
[]Modern(1 Point) - The Realm may or may
not have any industry to speak of, but its general devel-
opment level is roughly Earth-contemporary.
[]Advanced(2 Points) - The Realm runs on
either advanced technology or highly-developed magic.
It's possible for a Hell to be both heavily technological
and uninhabited, in the case of machine-Realms.
Features(Choose as many as you wish, I have not included ones that seem blatantly incompatible with Molly's values or translate questionably into the Dresdenverse)
[]Dangerously Alien - The Hell has cer-
tain earthly features, but it definitely isn't Earth. Visitors
without a guide will need to make Survival rolls to avoid
endangering themselves in some way. Those familiar
with the Realm have no such difficulties.
[]Indoors - The entire Hell is located un-
der one roof. There's no weather or cycle of day and night.
[]Bottleneck(1 Point) - Your Hell doesn't have
natural boundaries which can be used to leave the
Realm. Perhaps it's a sphere, or perhaps it is an island
floating in a sea of infinite flames. The Realm has only
one exit, in the form of a fairly obvious and prominent
portal of some sort.
[]Endless Suffering(1 Point) - Those who
meet their ends according to certain criteria (such as
being devoured by the Realm's native devils, or being
melted in its acid seas, or even perishing for any reason
at all – very simple and very complicated rules are both
possible) are eventually reconstituted by the Realm
that they might be tormented to destruction again.
[]Eternal Night(1 Point) - The Hell has no
sun, and is near-lightless. Any being that needs light to
see by must bring or create its own.
[]Exclusive Transportation(1 Point) - The
Realm contains speedy transportation of some kind, such
as high-speed vehicles or magical portals, and these are
only accessible by you and your most favored servants.
[]Gaols(1 Point) - The Hell contains prison fa-
cilities whose wardens (or whose very architecture) are
cooperative with your wishes, or otherwise has daunt-
ing Hell-wide security.
[]Grand Grimoire(1 Point) - The Hell con-
tains a great repository of mystical lore, as well as exten-
sive ritual spaces. The difficulty of all ancient sorcery
rolls within these spaces is reduced by two, and the
Essence cost by 1. Other ritual magic (or magick) in
line with the style and theme of the Hell also enjoys a
–1 difficulty reduction.
[]Lord of the Land(1 Point) - The Hell's nat-
ural phenomena obey your will. You can make the
winds blow as you wish, calm boiling seas or bid them
part, and call down lightning during a raging storm.
[]Non-Euclidean(1 Point) - The Hell doesn't
conform to the normal rules of three-dimensional
space. It may be structured like a vast Escher painting,
or may be even more confusing yet. Newcomers must
make an extended Intelligence + Occult roll against
difficulty 8 each day they spend trying to navigate the
Realm. Once they accumulate 20 successes, they have
acclimated to the Hell's strange laws. Until then, all at-
tempts at getting much of anything done are hopeless
without a guide.
[]Time Differential(2 Points) - Time passes at
a different rate within the Realm than outside – up to
either twice as quickly or at half speed.
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Size Drawbacks
[]Tiny(Gain 2 Points) - Welcome to Hell
House. The Hell is no larger than a rambling manor house.
[]Small(Gain 1 Point) - The farmstead
from Hell. The Realm covers a mere handful of acres.
Climate Drawbacks
[]Unsurvivable(Gain 3 Points) - The Realm
will kill anyone not adapted to it or protected against it in
short order. It could be a barren icy wasteland, or entirely
underwater, or it might have a toxic atmosphere.
[]Pockets of Safety(Gain 2 Points) - As Un-
survivable, but with certain limited areas (such as domed
cities, seabases, or warded buildings) which offer protection
from the Realm's otherwise hostile environment.
[]Harsh Climate(Gain 1 Point) - Fre-
quent Survival rolls are necessary to avoid the Hell's
dangerous climate. There might be ever-present and
incredibly violent storms, roving swarms of flesh-de-
vouring locusts, or eyes which periodically open in the
clouds and burn whatever they happen to glimpse.
Ecosystem Drawbacks
[]Uninhabited(Gain 1 Point) - The Realm is lifeless.
[]Overpopulated(Gain 1 Point) - The
Hell has too many inhabitants for its ecosystem to sup-
port. Space is at a premium, privacy is nonexistent,
and violence is probably common.
Loyalty Drawbacks
[]Resistance Movement(Gain 1 Point, Requires spending points on Loyalty) - A minority of the Realm's inhabitants fervently hate
and resent you, and seek your overthrow or demise.
You may only select this option if your Hell is Loyal,
Committed, or Fanatical.
[]Hostile(Gain 2 points) - The inhab-
itants of your Hell despise you, and would strike you
down if they could