Faction War
Being a Chronicle of Dark and Bloody Days in the City of Doors,
a Cautionary Tale of Treachery, Mystery, and Revelation,
and the Wondrous and Terrible Consequences Thereof.
CREDI+S
Designers: Monte Cook and Ray Vallese + Editor: Michele Carter
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pelssion of TSR, IncTABLE @F CON+EN+S
In which something long Lost is Found.
PEERING Into THE C
E
Including notes on Running the Adventure and Preparing for Play, and a great Deal of
useful Information about the City of Doors
Wherein the true Dark of the faction war is Revealed and the Role of all participants is laid
bare.
In which the Heroes must safeguard a supposed Factol and observe many important Devel-
opments in the Course of the war.
Tit BATTLE AT-THE ARMOR
Wherein a great Conflict erupts and heralds a Cage-shaking Incident with far-reaching
Consequences.
ML: THe Escuaton
In which forecasts of Doom and destruction lead the Heroes to discover an important Cluc.
IV: Dagkston
In which the Blood War comes to Sigil, a hidden Lair is found, and the Lady Acts
Vs Macic UNEAGED
In which the heroes go Nowhere fo find a Mage who may have a means to End the war,
‘and must decide whether to Hinder or Help him.
Vi: Tue Untry oF Rinas
In which great Revelations lead 0 even greater Danger, a madman finds his Destiny, and
the Heroes must make a Choice to decide the fate of all Sigil
Wherein the last great Dark is revealed.
In which the Effects of the war become clear and a great many Changes take place in the
City of Doors.
A full Account of the events in this Volume, presented Chronologically for the ease of the
Dungeon Master.ear until all of Sigil trembled.
YOU WON’+
BE NEEDED in which the Lady had bared her blackfoot, a jewel that glowed as blue as a sky, which
AF+ER ALL she then caused {0 be buried in the soit of the multiverse, far from the fields of sanity.
—leBAS, But why had she not simply ed him to the worms? The seap said further thar
+O +H S4+H PARTY sir?
BOUND fen Duke Rowan Darkwood glanced up from the yellowed tome, his mind stil mired
PANDEM@NIUM io thelext
'm sorry to disturb you, but—well, we have news.” The bariaur waved in a pair
of steely bashers who looked as if they'd been trampled by the Modron Match. “These
two are all that’s let of the seventh party we sent to Pandemonium. They-they have
something for you,
The bariaur clopped his hooves with nervous excitement as he took a blood-
spattered sack from the bigger of the two mercenaries and handed it to Darkwood
The Duke put down the book and rose from his chair. With a smile of weary cyni-
cism, he untied the pouch and peered inside.
He stared for several moments in silence. The hirelings shifted uncomfortably.
Uh, did we, uh, do good?” one asked, "See, there was this new tunnel, see? Which
we think opened on account o° this dead god or whatever we heard was knockin
around in those thing? So, so we was creeping through, see?
But we didn’'t~
es, lookin" for so
eae“You can read a thousand books about a place, but you never really know
PE RING Ward Gude, and I needed itt be good. Everyone sai, tlk
Ti ote Nba se ea YP
Inte THE CaGF ooncch
bissoc yas su “The a a te Cy Coa nd Te Le
Dead (beer td WEL
“Fw book git os
Sout eb fw Get
von rg
de
Thanos ede
sumed he wanted me to follow. I relue-
neighborhood against the tiefling smiths because of it? Hi
‘Or look over there,” he said, pointing to the other side of the street. “See that
house with the door that constantly changes color? You won't find any mention of
that in a book, but that’s where the priest-mage Tenisari lives. She casts curses for
jink, and the door's her marker. ‘Course, once she placed a hex on a slaad from the
Lower Ward who took her head right off. It took three priests of Anu to bring her back
and reattach her head—well,” he chuckled to himself, “not in that order.
“Or how about,” he continued, “knowing who's really in charge? Sure, the books
tell you what the Hardheads do and who the Mercykillers tote off to the
Prison, but no book can tell you about Tiritesh and how he keeps the streets
IG! BE HARD of New Pelion safe, or who watches over who in the Slags, oF things
+@® WRAP BRAIN-B@X like that.
@metimes I stared at him. “There's nothing keeping! me from putting in details
a i like that in my book. I could fill it with points like that, skipping over the
KYLIE +86 T@UF this tavern’ here and this public building's there" kind of chant everyone
already knows—
“Yes,” he interrupted, smiling. “Yes, you could.”
Damn. I hate being manipulated, Nevertheless, he was right, and I'd fallen for
his litle game. Folks were right to send me to old Angus. He set me straight on what
I should write
The Big Picture? Not really-more like how the “litle pietures” fit together to
become the “big picture.” For a place that’s had more written about it than probably
any other, that’s what hasn't yet been sad, My book details the litle things that every
Cager knows make things work. This work isn’t about the system, but how all the high
strangeness ofthe City of Doors comes together to make a working whole.
They tell me that they're going to take a condensed version of what I've writ-
ten and put it in a book detailing the big faction war. Great, | say. Where's my jink?
®UND
—Faragoh Nacil, narrator
+64RUNNIN
+HE
+ ADVEN+URE +
Faction Waris a bit different from most other PLANESCAPE®
adventures, Act I: Guarding Rrka sets up the basic situation for
the PCs and plunges them into the plot—no big surprise there
And Act VI: The Unity of Rings brings the various plot threads to
‘ahead and gives the PCs the chance to decide the fate of Sigil
In between, though, four nonlinear adventures challenge the heroes to
accomplish various tasks while the faction war builds and rages around them. In these
four adventures (Acis Il, Il, IV, and V), the PCs aren't guided from one encounter (o the next
Instead, each chapter presents a situation, the locales and NPCs involved, and a possible flow of
events, and leaves the player characters free to act as they please.
‘This open-ended style is meant to accommodate whatever the heroes want to do. I's impossible 10
predict which side of the faction war they'll join (if any], what they might do to stem the flow of blood,
{and just how involved they want to be in the fighting. This way, the DM has all the tools he needs to
structure each chapter around what the PCs decide to do. “Course, with great power comes great respon-
sibility—running the four nonlinear chapters will require a bit more work on the DM's part
Faction War is built around a Timeline, which begins on the back cover and continues onto the
atefold. It lists the main events of the war in chronological order, beginning well before the PCs get
involved. Many of the Timeline’s events are fleshed out in the chapters, but some are described only in
the Timeline. Thus, it lets the DM know what's happening in Sigil even if the heroes can’t take part in
everything, Also, the Timeline’s an overall guide, not a minute-by-minute account of what every sod in
Sigil is doing—the DM's encouraged to work in additional events as desired.
The use of the Timeline makes the game more dynamic and exciting, but it requires careful atten-
tion. The DM must always keep an eye on the Timeline so he knows what's playing out on the larger
backdrop as the PCs go about their business,
‘After Act VI, a short Epilogue ties up a few loose ends, and a comprehensive Aftermath presents
the changes to Sigil as a result of the war. What happens to cach faction? How does government, com-
merce, and the balance of power in the Cage change? The answers'e all right here—the DM doesn't have
to buy another product to leam the dark of th
PLAY I+ Y®UR WAY
I's worth noting: The DM should introduce plenty of elements from his own PLANESCAPE
Faction War. Ifthe player characters have made a number of friends or enemies in the Cage, those NPCs
should appear in the story-and perhaps be killed off in spectacular fashion. If the PCs love to spend time
in a favorite tavern, let one of the factions commander the place and defend it against their foes—or just
burn the watering hole to the ground. If certain folks or groups in Sigil already hate each other's guts,
let them fight it out in smaller skirmishes all over the city—beyond the large-scale battles described in
the “official” chapters.
Im other words, the DM shouldn't feel that he must
into his own campaign. I's much more fun to integrate the two into a seamless whole. And given all the
chaos sweeping through Sigil, there's never been a better time for the DM to spring his own favorite sur-
prises and changes on the hapless heroes.
impaign into
rtificially shoehorn the events of Faction War
ADVEN+URE SUMMARY
The chapter entitled “How It Begins” doesn’t contain a blow-by-blow summary of the Faction War adven~
ture, That kind of chant appears on the Timeline, which clearly spells out each event, in order, from before
ever begins right up to the conclusion in Act VI
ore
mt
3+ PREPARING FOR PLAY #
Faction War is an epic ADAD® PLANESCAPE adventure
designed for a party of four to six player characters of Sth
10 9th level. In order to run the game, the DM must have the
PLANESCAPE Campaign Setting boxed set (2600). The follow-
ing products would enhance the DM's understanding of Sigil
and its denizens, but they're not required: Factol’s Manifesto
(2611), Uncaged: Faces of Sigil (2624), In the Cage: A Guide
to Sigil (2609), the Planewalker’s Handbook (2620), the
PLANESCAPE MONSTROUS ComPENDIUN® Appendix I (2602) and
the PLANESCAPE MonsTRoUS CoMPENDIUM Appendix IT (2613),
Jualicized vert printed in amber should be read aloud or
paraphrased for the players: all other chant in this book is
for the DM's eyes only. Several kinds of special notes appear
throughout the adventure:
% Sections marked DM Novv are intended to call atten-
tion to important information.
* Sections marked Ti Krai Cuant help make clear
What's really going on,
Sections marked 5: iepi\6 Nu) BluNos try to help the DM
deal with specific problems.
AAs always, the DM should read through this book from
cover to cover before running the adventure. Faction War
is rewarding but complicated, and the DM needs to be sure
he understands how to handle the Timeline and the non-
linear chapters. It might help to photocopy the Timeline
out of the book and keep it handy~and out of sight!
during the game. Making copies of chapters as needed and
hiding the book from the players will help, too. After all, if
they see that it’s titled Faction War, they won't be as sur-
prised when events start leading their characters toward
the massive confit.
Finally, remember that a PLANESCAPE game ain't about
racking up kills and hoarding treasure. It's about
the might of ideas and the majesty of the
cosmos, and the DM should stress good
roleplaying. ‘Course, any berks who
tuy 1 stop the war by fighting everyone
in sight'l just hit the blinds before long, anyway—
unless they're sent straight to the dead-book.
Since Faction War is a Sigil-based adven-
ture, the following sections take a look at the vari-
ous wards and districts of Sigil, all of which figure
heavily in the course of the war. This chapter takes into
account the inhabitants, the politics (factional and nonfac-
tional), and the general flavor of life found in each ward,
‘making, it easier for the DM to run this adventure and fur-
ther Cage-based adventures of his own devising. Addition
ally, this chapter discusses the mysterious region known as
UnderSigil, which figures into parts of the adventure quite
extensively.
‘Those impatient to know the dark of the war are, of
‘course, free to skip ahead to “How It Begins” on page 32.
* THE LADY’S WARD #
The Lady's Ward is an archetype of contradiction, and i's
funny that most berks don’t see it that way~at least not
immediately. The ward is home to the rich and the powerful,
as well as the law of the city. See the contradiction? The rich
and the powerful of Sigil are as far from the law as any
knight of the post in the Hive.
Folks say that The Lady’s Ward hasn't always been
called that. Chant is, it was once called the Palace Ward. It
was renamed, the story goes, to appease the Lady herself
“Course, the touts who tell this tale also say it’s the oldest
ward in the city—and how can that be true? Given the city’s
nature, wouldn't it all have been created (or whatever) at the
‘same time? Well, that’s for bigger minds (with less to do) to
contemplate.
‘The Lady’s Ward is easily divided into two parts: the
High Houses and the Law Houses. These definitions don't
refer to areas so much as function. That is to say, @ body
can't draw a line between the High Houses “area” and the
Law Houses “area.” Nothing in the Cage is ever that easy.
THE HIGH HOUSES
The High Houses are the palaces and mansions of Sigil
These regal dvellings are surrounded by well-kept homes for
serving staffs, fine (and expensive) shops and services, and
clegant places to dine, drink, and be entertained. Want to
part with a fortune? Spend a night in The Lady's Ward, as
the saying goes.
Sigils rich also known as the golden lords, the knights
ofthe ward {referring to The Lady's Ward), and the keepers of
the trust-live in utter opulence. Some would add “deca-
dence” as well. Most ofthe Clueless can't even begin to grasp
the wealth of these bloods. They can buy and sell entire cities
for even kingdoms, although they rarely take part in anything,
so sorid. On prime worlds kings and emperors possess most
of the wealth, but herein Sigil, folks have taken the fortunes
of kings and used it 10 establish financial empires almost
always built upon interplanar trading. (Mercenaries and
planewalkers take note: Those berks who've turned down
jobs escorting planar trading caravans or shipments because
it was too “lowly” a duty have probably missed out on the
chance to impress some real top-shelf bloods!)
Most of the golden lords are so wealthy that they no
longer play any part in their own financial empires. The
wealth and influence is simply too great to be managed by
ane basher, so they employ an army of underlings to admin-
ister things for them. Many of these managers are fabulously
rich merchants in their own right, and no one knows that
they are only “middle management.” Even the managers
don't know that they work for the same lord. I's a conspir~
acy of wealth.
‘The knights of the ward spend their time living the
{food life as only The Lady's Ward ean provide. Most, how-
taeever, are not content to simply enjoy the finest food, drink,
entertainment, and luxury that the planes have to offer,
Instead, they use their position to manipulate people and
events to their benefit-not to gain more wealth (for their
wealth is almost limitless), but to gain power. In Sigil, at the
heart of it all, they attempt to pull the strings that control
the multiverse.
Some graybeards—the paranoid ones~say that if a
body wants to see the cause behind anything that happens
on the planes, he should look to the High Houses of The
Lady's Ward. Now, that’s taking things way too far. Most
tanar', for example, couldn't give a ratatosk's third toe for
what some rich basher in the Cage thinks or wants. Plane:
tars aren't impressed by wealth. Most slaadi, well, most
slaadi'd probably say “where?” if Sigil was mentioned,
‘Course, that doesn't mean that these groups can’t be
manipulated by
master string-pullers
like the golden
lords of Sigil. Even
the high-up
bbaatezu admit to
hhaving a fair bit of
respect for these
canny manipula-
tors.
Many of
those among the
otherwise well-
lanned Cagers
don't know of the
wars” fought
among the wealthy
bloods of Sigil,
Tha's because
these silent wars of
treachery, manipu-
lation, deceit, and
double-dealing
don’t often leak
‘out into the Cage.
The golden lords
use their money
and influence like
weapons, smashing.
the plots of their
‘enemies while
advancing their own.
If these silent wars
sound similar to the end-
Jess struggles for control that
the Factions of Sigil fight all
the time, it’s no coincidence.
Their goals frequently corre
spond, and the golden lords
\ «
and the factions use each other for their own ends. Remem-
ber, many of the knights of the ward are also faetion mem-
bbers—or fierce opponents.
For example, the d’Arlen family, particularly its current
master, Timmon (Pl/3 human/F6/N), has long strived to gain
complete control of all of the touts in Sigil. Now, the obvi-
‘ous question would be, “why?” The answer is simple. The
touts are often the first source of knowledge for the Clueless
who come to town. Therefore, anyone who controls what the
touts say, where they direct the newcomers, and what they
don’t say becomes an extremely powerful basher. I's a
simple way to subtly control an entire segment of the pop-
ulation. And it’s a segment that many overlook as insignif-
icant, so there shouldn't be any opposition, right? Well
that's what the @Arlens thought too
Chant has it that the Ciphers
‘caught wind of what the d’Arlens
were up to and immediately
decided to stop them. Why?
It seemed like the right
thing to do at the time.
Cipher funds began
pouring onto the
streets of the Cage
to buy off exist
ing touts or to
hire and train
rnew ones. This
jink was chan-
neled through so
many different
sources (the
resources of
any faction are
quite astound-
ing) that the @At
Tens had no idea
that their competi-
tion was an entire
faction until literally
years had passed.
When Timmon «Arlen
took control of the family
empire upon the death of his
mother (the circumstances were
not questionable—Timmon is very
good at what he does), he tum-
bled to the fact that the Ciphers
were vying for control of the
city guides. Rather than concede
to a superior force, Timmon directed his
influence and considerable monies toward
gaining the alliance of Factol Emma Oak-
‘wright of the Fated. Once he had estab-
lished a relationship with the Takers. he
\
sor‘maneuvered them into investigat-
ing the fact that a great
many toutsparticularly
those who had shown up
during the recent increase in
the ranks of that profession over
the last Few years—were woefully neg-
lect in paying their taxes, Suddenly, the
touts of the city, especially those in the
pocket of the Ciphers, were hunted on the
Cage’s streets by the Fated with the muscular help of the
Harmonium. (Many touts still refer to those few months as
the “dark times.") Though the Transcendent Order was able
to recover some ofits losses by harboring its touts (or simply
paying their back taxes through circuitous jink-paths), the
Arlens had won a significant victory in their silent war.
This and many other wars go on even today, with new
“battlefields,” “weapons,” “casualties,” and “spoils.” They
may not seem like conventionally fought wars, but their
outcomes are just as important and far-reaching,
BU+ |
THE TEMPLES
Also counted among the High Houses are the temples of The
Lady's Ward, most of which are palaces in their own right.
‘The temples found here are extravagant places dedicated to
the most powerful or respected powers in the multiverse. A
body might say that The Lady's Ward is built more on
respect—sometimes begrudging respect-than on money or
real power
Why build a temple to @ power in a place where that
power can’t go? Why would anyone care in the Cage? It
seems a simple question, but i's not. Even the cynicism and.
jadedness of the City of Doors can't completely drown out
faith and devotion, True believers and followers worshi
their gods no matter where in the multiverse they go. That's
understandable. But it doesn’t completely explain the tem-
ples of Sigil—Cagers (those born and bred here) are an impi:
fous lot. That doesn’t mean that the Athar have won their
propaganda war; it just means that i's easy to get caught up
in the daily grind in Sigil and forget about the gods. Worry-
ing about keeping the authorities off a body's back and the
barmies from his mind, keeping the faction high-ups happy
‘and paying his taxes keeps a berk pretty busy. And all that
doesn’t even take into account a body's family, job concerns,
and everything else that goes into making a life an interest-
ing thing to live. Even those who take the time to think
about the big picture are more likely to think about factional
beliefs that try to explain the multiverse than about religion.
No, the temples in Sigil are more about respect than
devotion. A power's followers and proxies, if they've got
cnough clout, establish a temple in the City of Doors prima-
rily as a statement about that god's power rather than pro-
viding a place for the local congregation to worship
(although it serves that purpose too). The temples, especially
@H, SURE,
+H’ FAC+I@NS HAVE POWER,
MIND
SE++LING FOR tis MONEY
@F © GOLDEN L@RDS
INS+EAD
—TAREK INNAVIM@N
those found in The Lady's
Ward, stand as showy struc
tures of grandiose presenta-
tion and awe-inspiring
architecture. The priests of
these temples hold their own sort
of political power in the Cage,
similar to (but not nearly the
‘equal of) the golden lords.
Many are proxies of the powers
themselves, and the temples are their palatial homes as well
as monuments in honor of the deity they represent.
Intrigue plays a big part in the activities of the temples
of this ward. Each schemes to become greater than the
others. Even establishing a temple in The Lady's Ward is dif=
ficult, since every other temple there tries (0 stop it from
happening. Garnish, favors, and flattery need to be spread
thick and in the right places to be successful.
Once established, various churches and temples wage
wars of lies, deceit, politics, and even vandalism against
cach other, Holy relics are stolen or defaced, religious ritu-
als are sabotaged, and parishioners are accosted or threat-
ened. And don't be fooled into thinking that only temples
dedicated to evil powers conduct themselves in this way.
Neutral and even good priests are forced to stoop to these
tactics just to survive. One temple or another is always look-
ing for mercenaries or planewalkers to do some dirty deed to
an opposing faith or simply to help protect themselves from
their numerous enemies.
But when it comes to planewalkers, most look at tem-
ples with one thing in mind: getting wounds healed and
sicknesses cured. While there're obviously plenty of excep-
tions, most adventurers just aren't very pious. This outlook
fits in real well in the Cage. A few of the temples have
become more houses of healing than places of worship (if
they ever really were that to begin with). These places found
that the business of curing the sick and tending to wounds
can be extremely lucrative. The temples of Apollo,
Diancecht, Pelor, and even Frigga have expanded and grown
to a level of power and influence far exceeding the rank and
status of the powers they represent simply because they offer
healing.
‘The cost of healing fluctuates from day to day, based
‘on what somebody from the Market Ward might call the
“going market value.” On average, however, a body should
expect to pay around 100 gp per level of the spell that the
Priest has to use. Other charges might apply depending on
the situation,
LAW, JUS+ICE
AND INEVI+ABLE DOOM
Want to find the common folk in The Lady's Ward? Sadly,
the best place to look is around the Prison oF the Tower of
the Wyrm at execution time. Bashers come quite regularly
+104from the Lower Ward (and the rest of town) to watch justice
done by the Mercykillers,
‘The Law Houses are the City Barracks, the Prison, and
the City Court. Each has a small “community” of homes,
shops, and services that cater to those who work in these
places and those who visit. The demeanor of the residents is
the best guide to whether a body’s in a High House or a Law.
House locale. Even the servants of the High Houses dress
and smell better than a good number of the poor sods forced
to visit the City Court or the Prison, for example. Likewise,
the military atmosphere surrounding the City Barracks won't
be found around the High Houses (although security there is
just as tight)
The Law Houses have a distinctly different feel than
the rest of the comfortable and well-kept ward. Oh, it's not
that they're not well kept, it’s just that the militaristic feel of
the Law Houses arcas are grim where the other areas are ele~
gant, and harsh where the others are pristine.
Interestingly, the three “Law House factions” (the Fra-
temity of Order, the Harmonium, and the Mercykillers) don't
feel that they control or have a special attachment to the
ward by any means. The factions have much loftier goals
than that, and they're content to allow the knights of the
ward and the priests of the great temples to conduct their
litle struggles for supremacy. The Law Houses don’t gener-
ally involve themselves with High House dealings unless
they impact the factions’ works.
Likewise, the Doomguard (whose Armory is based at
the edge of The Lady's Ward) doesn't Feel any special aff
ation with it. In fact, many Doomguard hold a special dis-
taste for the ward and its inhabitants. The members of this
faction look upon the wealthy lords as foolish sods who
‘waste their money building empires that're destined 10
crumble.
ge
LIVING IN THE LADY'S WARD
[Although it’s easy to think that the ward comprises only the
igh Houses and the Law Houses, the folks who five in The
Lady's Ward separate the ward into six districts: the Court
District (surrounds the City Court), Firmground (the City Bar-
racks area), the Armory District (the blocks around the
‘Armory, also known as Entropy’s Gem), the Graytowers Dis-
trict (surrounds the Prison), the Temple District, and the vast
Nobles’ District.
‘While many of the residents of The Lady's Ward are
wealthy, many more are not. These folks work as servants in
the High Houses or operate the shops, restaurants, taverns,
and services that serve the knights of the ward, Plus, many
members of the Harmonium, Mercykillers, Fraternity of
Order, and the Doomguard live near the headquarters of
their factions (not all, by any means, but some do), and
they're certainly not all rich.
But who's fooling who? The Lady's Ward is for the
rich, That can't be denied, and nobody really argues the
eI
=
rs sich a ind
shake-ups within the
iene
hae eae
th
"newest import in the Market Ward
point. The streets here are safer (or more dangerous for
knights of the post), the buildings are better kept, and
body's got access to all the good things the planes have 10
offer—if a basher is of the right sort. The Hardheads
patrolling the streets of the ward can tell by sight (s0 they
‘say) who belongs in the ward and who doesn't, They escort
the “wrong sorts of people” right out of the Noble's District
if they don't arrest them outright. The other districts are
‘more open and forgiving, but the entire ward bears the chat=
acter ofthe stomping grounds of the elitist rich to one extent
or another.
The main streets here are wide and open. The narrow
alleys appear mote like normal streets in the rest of the Cage.
‘The wide streets aren't the reason that a body won't find
himself in a crowd here, though. Folks get where they're
doing and hurry inside. The Hardhead patrols are thick, and
ro one wants to be seragged for doing something they didn't
‘even realize was wrong. Why take the chance?
‘The wealthy spend much of their time attending formal
balls and elegant parties where they forge new alliances and
spar with their foes, all under a pretense of manners and
protocol. The rest of their time is spent shopping (here and
in the Market Ward), entertaining guests with grand ban-
quets or expensive amusements, and taking holidays to
eeother worlds through the well-guarded and well-regulated
portals of the ward.
The annual “holiday” called Grace is celebrated with a
huge masquerade ball held in the fantastically large Palace
of the Jester, Al the social elite~and those wanting to see or
be seen with them—attend this event. Over a thousand atten-
dees appear at the yearly gala, which is hosted by a differ-
ent family each year. Not surprisingly, each family attempts
to overshadow those that have come before them, so each
ball is larger and more lavish than the previous one.
+ THE LOWER WARD
Ifa body were to ask, “in which of the wards do the people
of Sigil live?” the correct answer would be, of course, all of
them. Nevertheless, about half the time, the answer's likely
to be “in the Lower Ward.” That’s probably for two reasons.
‘The first is simply that the other wards are known for some-
thing other than residences—the Lower Ward isn't. The
second is that, depending on the body answering the ques-
tion, the phrase “people of Sigil” might be significant. A typ-
ical Cager likely'll have the prideful opinion that
it's the common folk, not the factols, the
wealthy, or the warriors, who make up
the City of Doors. I's the common folk
who live in the Lower Ward.
The ward is divided up into some of the most
varied and interesting districts found in the Cage,
Sure, the air takes some getting used to, the streets are
dirty and dangerous, and folks here don’t always take
well to strangers—but at least it's not the Hive.
Plus, the border areas, like Swordhold or most of the
Shattered Temple district, ain't so bad. The air’s more breath-
able and the folks are reasonably friendly (still a little peery
of strangers, though).
THE CHAN+
If there's a ruling power in the Lower Ward, it’s the chant.
Rumors fly fast-even by Cager standards. What makes
gossip so powerful here is the fact that in a place like the
Lower Ward, where a body makes his living by the skill of
his hands and toil of his back, reputation is very important.
If folks think badly of a cutter's work, he's in a world of
trouble, because that’s all he’s got. He is his work. Speak
badly of either his character or his skill-it's the same thing,
While keeping a basher’s reputation on the top shelf is
important, keeping lanned to the chant on everyone else is,
Just as important. A body does business with those he can
trust—in or out of the Lower Ward. This makes a chant-
monger’s job even more important in this ward than else-
where. People gladly pay for the latest news. A
chant-monger’s soot to stay on his feet, though. Folks won't
give good jink to hear what the washwoman on the comer'll
tell them for free. Occasionally, information brokers down
I+ SMELLS aseunc
BU+ I+’S m
—WINGAR FINASH,
IN +#* LOWER WARD
oon their luck take to giving out screed as true chant, just 10
keep the jink flowing, They always find their reward on the
leafless tree quicker than most folks'd think.
THE GREA+ FOUNDRY
The Great Foundry and the area surrounding it probably
‘exemplifies the Lower Ward in most basher's minds. Here,
the air is thick with fumes and smoke and the streets, build-
ings, and even the people are covered in soot, sweat, and
rime. It is a place of real work.
‘The Foundry itself is surrounded by an entire district
that bears its name. The narrow, twisting, cobbled streets of
this area provide homes for smaller forges and smithies, as
well a5 support facilities, shops, and services for the folks
who work and live here. A body won't find anything fancy,
just simple, well-made staples and such to fill the basic
needs. And there're plenty of taverns on Alehouse Row to
‘quench the thirsts of the hard-working souls of the district.
‘Course, since the Great Foundry provides the Believ-
crs of the Source with their factional headquarters, the place
isn't without its intrigues
and conflicts. At least
three different times in
the last two years, some-
fone has managed to sabotage
the works in the
Foundry itself. This
‘was accomplished in
such a way that
workers were killed or injured and production ground to a
hhalt. Other factions, particularly the Dustmen and the Bleak-
ers, were blamed but nothing could be proven. Some folks
looked with a peery eye at the Anarchists as well.
Because of these mysterious attacks, security is high
Watchful guards keep visitors out and glance suspiciously
even at the workmen themselves. The Godsmen high-ups
tried to quell paranoia by reminding the faction members
that this sort of thing is just part of the grand scheme, fur-
ther honing each of them to perfection. While this tactic
achieved some success, tie high-ups also managed to attract
a few peery cyes themselves.
Delegates and representatives from other factions and
Sroups look clearly out of place coming to the Grea
Foundry—unless they've the brains to dress down a bit. The
spies always know how to dress properly, but the smart sp
strive for other assignments since infiltrating the Great
Foundry usually involves a lot of hard labor as part of the
cover. With the heightened security, the spies’ jobs have
‘become more difficult and the risks they take much greater.
‘The Godsmen in the Great Foundry and the people of
the Foundry District maintain a narrow outlook on life. They
cat, sleep, and breathe craftwork and the products thereof (in
some ways, very literally). Two types of bashers live in the
Foundry District: the workmen and the artisans. Now, while
HERE,
HOME
A FIEFLING
+24many'd say the workmen are indeed artists themselves, they
sladly distinguish themselves from the artisans. The major-
ity of workmen portray themselves as hardworking, straight-
forward cutters who value difficult labor, skilled work, and
honesty. Mostly, the artisans are a secretive lot who spend
their time studying (and hoarding) arcane and obscure craft-
ing skills. They keep to themselves out of paranoia as well
as arrogance. They produce some of the finest crafted goods
body's ever likely to lay eyes on, though.
THE SHA++ERED TEMPLE
DIS#+RIC+
This area of the Lower Ward is quiet, serene, and-
to some visitorsa little spooky. The remnants
‘Sigantic temple dominate the district, This Shattered Temple,
the headquarters of the Athar faction, is surrounded mostly
by other ruins, although a few homes and a random shop or
tavern stand in its shadows. Once a body stands a stone’s
throw away, the tightly packed edifices normal to a Sigil
street resume. A careful eye notices that blocks and beams
from the old temple went to raising the walls of a number of
these buildings.
‘This area has now and again found itself haunted by
spirits of the angry dead. Ghosts and hauntings rarely pose a
problem in Sigil and on the Outer Planes, but here, long-dead
memories of the past remain strong enough to conjure up
poltergeists, apparitions, and other spectral vapors. These
forces cause Fear among the residents and sometimes real
damage to local buildings. "Course, the Athar won't let an
outside priest near the area to exorcise the spooks, Their own
priests ofthe Great Unknown can handle it just fine, they say.
iccording
THE GARIANIS FAMILY
In the Lower Ward's Central District, which stretches from
the Mortuary (in the Hive) and New Market and down to
Gear Run (almost to the Shattered Temple District, but not
quite—which means it’s not so central), the Garianis family
hholds sway. Now, these folks aren't golden lords like those
found in The Lady's Ward, and they're not entirely a real
family like some king and queen with their royal brood.
Instead, they're a group of folks organized by their families
‘under the actual Garianis clan to watch over the folks of the
Central District and their interests. In exchange, the people
give them money. Are they criminals? In the eyes of the Har-
rmonium and the Guvners, yes. In the eyes of the folks of the
Lower Ward, no. In fact, those they protect see them as
heroes. Most gladly “donate” the protection money.
‘The Garianis family owns a number of taverns and
businesses in their district outright. Starting another busi-
ness, or even patronizing a direct competitor, in their area
isn't a good idea, The family is powerful, pervasive, and,
well..vindictive. Don't cross them, though, and they can be
protective, nurturing, generous, and even kind.
Friar Muriov Garianis (PI/d- human/P12 [Hades] /Free
League/LE) is the unchallenged leader of the family. As a
young man, he left the family to work at a temple to Hades
that revered the god's aspect as the power of wealth. He
eventually abandoned that life and returned to his destiny.
His numerous children all work in the family business in
various ways. This powerful group has existed for many
generations, its leadership passing down the ages through
the most successful Garianis offspring.
‘There's no love lost between the Garianis and the city’s
authorities, The Family avoids them with a great deal of gar-
nish (a tactic more successful than the high-ups of the Har-
monium and the Fraternity of Order want anyone to know),
fa well-honed system of subterfuge, good representation in
the City Court (the best that money can buy), and most
important, the cooperation of the people in their district
When the Hardheads can scrag a family member and make
the changes stick, the Guvners are usually particularly severe
ng the punishment. Strangely enough, the family’s
belief in their own sort of justice makes the Mercykillers
fairly sympathetic to their goals, and unlike their allies they
don’t condemn the Garianis, Additionally, the family's
obtained clandestine support from both the Free League and
the Revolutionary League, just because of their opposit
their mutual enemy, the Harmonium,
@+HER NEIGHBORHOODS
AND DIS+RIC+S
Butied up against the Foundry District is Little Bytopia, @
squat full of gnomes and like-minded bashers who do their
honest day's work, collect their honest day's pay, and go
home without bothering anybody. Folks here like things the
way they are, so don’t go stirring up trouble. They don’t
abide it
Gurineraag is a small neighborhood near Little Byto-
pia, though the residents rarely mix. Gurineraag means
“dwarven mountain” in some Prime dwarf tongue, and it's
probably someone's idea of irony. Though populated mainly
by dwarves, this neighborhood reflects nothing of the
grandeur of a dwarven mountain. The real dark, however, is
that the squat is really a sort of “front.” for the neighbor-
hood extends down into UnderSigil to caverns of surprising
clegance and majesty. The dwarves don't show their true
dwellings to just anyone, though, and newcomers (even
dwarf newcomers) see only the simple houses above the
street level.
The unpopular neighborhood of Hellgate is situated
around three neighboring portals to Baator. Chant has it that
a single baatezu controls this neighborhood (a pit fiend
Whose name is said to be Mirshaz, though others claim it to
be Fesneut). More likely, Hellgate holds a number of camps
and strings of alliances all vying, for power. The baatezu
[and the mortals who like to live near them) can't ever seem
to curb their love for politics and power struggles. I's worth
+enoting as well that more than one baatezu expert has
expressed serious doubt that any pit fiends have taken up
permanent residence in the Cage.
Situated not far from Heligate but closer 10 the Great
Foundry and the Shattered Temple is Gear Street, a modron
squat, This incongruous slice of Mechanus right in the middle
of the Cage catches some berks off guard, with modrons tot~
tering from case to case, thicker than any other kind of folk.
It's a welcome neighborhood, though, for in it a body can find
all sorts of clockwork do-dads and well-made mechanisms,
Better yet, while the modrons won't be cheated or haggled,
‘they won't bob a basher, either. They've got their own seeu-
rity here, making it a safe litle spot. Those with chaotic out-
looks should plan on avoiding the area, though—they just ©
won't fit in (and not fitting in is a crime to a modron..).
S@ME HIS+t@RY
Chant has it that long ago, the Lower Ward was called the
Prime Ward. Newcomers settled here. That is, such folks were |”
herded here by the Sodkillers or the Incanterium,
ant factions that didn’t want primes wanderinig
around the city and getting in the way of their business. The
Clueless lived here, at least until they figured out how to sur-
vive in the rest of the burg—which means of course that they
weren't clueless any more. At that time, the ward took up
about half of the area the Lower Ward does now, and a good
deal of the area that currently comprises the Hive Ward.
Well, the restrictions placed upon the inhabitants of
the Prime Ward caused what's now remembered as the Clue-
less Rebellion, While the name's got a humorous ring to
there was nothing funny about what happened. See, the
inhabitants of the ward discovered that the ward's doorways
and arches had a proclivity toward portals leading to the
Lower Planes. In defiance, the Clueless began activating
these portals as often as possible, letting whatever they
could into the Cage. Intelligent fiends knew better than to
cause a lot of trouble in Sigil, but the Clueless also let in vast
numbers of mindless monsters (and a lot of dangerous fumes
and ill climatic effects). Beasts and horrors from the dark
planes ravaged the Prime Ward and the surrounding, wards
until (it’s said) the Lady herself took action. Many of the
monsters disappeared, presumably into the Mazes but per-
hhaps just back to the Lower Planes, The dabus did what they
could to reverse the most terrible of the conditions, but
‘much of the fumes and gloom remain today. The rebellious
offenders were punished (got los, but the restriction on
Clueless movement through the city was lifted.
‘The preponderance of lower-planar gates caused the
area to become known as the Lower Ward, Initially all but
abandoned after the Clueless Rebellion, the area was slow
recover as folks gradually moved back to the area. When the
Great Foundry was built in the center of the ward, itreinvig-
crated the area and encouraged bashers willing to put up with
the conditions to set up their cases and their businesses here.
“Course, a few leatherheads out there still believe the
Shadow-Sorcelled Key lies hidden somewhere in what was
once the Prime Ward. This gate key, the stories go, was
Instrumental in the rebellion. Somehow, it can supposedly
‘open all of the lower-planar portals in the ward at the same
time. A frightening prospect, but probably just so much
screed, Still...
LIVING IN +HE LOWER WARD
Well, by most standards, life isn’t great in the Lower Ward,
Dut there are certainly a lot of worse places in the multi-
verse—and a good many of them are right here in Sigil. The
inhabitants persevere through hardship and overcome the
harsh conditions of their home with dignity and sometimes
even good-natured attitudes,
Once a body's gotten used to the fumes and the stench
produced by the forges, the portals to the Lower Planes, and
een't seem so bad, When the
frequented by numerous
jobs or on the various tasks
make up an urban life. A washwoman might have a few
moments to stop and wigwag about the latest chant with her
neighbors, and a vendor might stroll by selling some dry
crusty bread (kept in a covered basket to keep the soot and
grime off), but most folks are on their way to or from some~
where
The natural gathering pl
Jes where a body can rest
throat with something
es are the taverns and eater
rough and rarely pretty to look at, these Lower Ward estab:
lishments are filled with music, laughter, and up-front
matter-of-fact talk
Even in their homes, the inhabitants of this ward make
rmeal- and rest-time a communal, open affair. Many times,
multiple families share meals. The food they eat is rarely
a fair deal here than in The Lady's
rd, or the Hive. Since cutters live om
fe apt to deal straight so that others
more likely to rec
Ward, the Market
their reputa
will do so with
‘Course, if this all seems a litle 100 rosy a picture of a
place known for its nasty air and portals to the Nether
Planes, a body can always look at neighborhoods like Hell
darker the ward—the
sket, and the like
gate or som
Styx Oarsman,
The influence of th+ THE CLERK’S WARD #
“IF wards was people, the Clerk's Ward’d be a real soddin’
pain in the neck. Probily a modron.” So says Unger Fanax,
‘an Indep tout. Not everyone shares this sentiment. Its, how-
ever, worthwhile to note that most folks think of mazelike
offices, long lines, and stacks of forms to fill out when they
consider the Clerk’s Ward,
Ifa chaos-loving cutter thought he was free from the
strictures of law and order when he left The Lady's Ward, he
Just doesn’t understand Sigil. Looking for order? Never mind
the Harmonium in the City Barracks or the Guyners in their
Courts; just visit the Clerk's Ward (and fill out the proper
forms).
Stil, the comparisons of the two wards are obvious.
The Cletk’s Ward doesn’t have the finery of The Lady's Ward,
but it is just as clean, if not moreso. Hardhead soldiers keep
the streets well patrolled. The orderly and well-kept build-
ings bear similarities to their neighbors. I's been said that
the main difference between the Clerk’s Ward and The Lady's
‘Ward Is that if @ body finds the power behind the scenes in
the latte, in the former he'll find the scenes themselves.
That is to say, the obvious political power of the City
‘of Doors lies in the Cletk’s Ward. Bashers come here when
they want permission to do something, whether it's to put up
a new building, start a new tout service, or bring a herd of
Bytopian sheep into the Market Ward for sale,
‘The bureaucracy of Sigil loves to hand out
licenses, and the Clerk's Ward is
where a sod stands in
line to obtain one,
‘That skinny berk
behind the counter
might prave nothing
2 trained warrior,
but that clerk has
the power to take
away the warrior’ right
to carry a sword, buy goods, ot even walk the streets of Sigil
at night If he wants, so the mighty hero's wise to treat him
well. It just goes to show, a cutter can't judge a basher's
worth by looking at him. Appearances, more than anything
else, can be deceiving in the City of Doors
‘More than just a place to apply for licenses and pay
taxes, the Clerk's Ward houses the main legislative body in
‘Sigil-the Hall of Speakers. These bloods make the laws and.
regulations, so they're to be respected. Nevertheless, that
doesn’t change how much power is really in the hands of the
petty officials in Sigil. The administrators, the clerk supervi-
sors, and the application officers all but hold a Cager’s life
in their hands. Because of that, most are as corrupt as
is round, living far beyond their means on garnish alone,
Eee tHE CIVIC FES+HALL
moment's work ‘1S. 4¥ ISLAND ®* C@L@R
‘on a batlefield to IN & SEA & DRAB
—LILA FISSINA+HICUS,
4 BARIAUR SENSA+E
Jink is the goal in the Market Ward, i's said, but in the
Clerk’s Ward it’s the means toward the goal.
THREE HALLS
The Hall of Speakers, the Hall of Records, and the Hall of
Information constitute the main bastions of bureaucracy in
the Clerk's Ward. Spaced evenly on the white granite-paved
Rook Street, these three complexes are the backbone of
Sigil’s day-to-day government.
A surrounding region of appropriate shops, services,
taverns, and inns surrounds each of these Halls. For example,
the area around the Hall of Information boasts some of the
best bookshops in the Cage. Cutters interested in history, par-
ticularly the city’s history, should definitely pay this district a
Visit. The Hall of Speakers has fine inns for visiting dignitaries
‘and important bloods who wish to speak before the Council
‘Scribes and criers can also be found in abundance on the sur-
rounding streets. The Hall of Records supports a number of
Dbusy clerks and accountants In the nearby businesses,
THE ADMINIS+RA+@RS"
AND WORKERS’ DIS+RIC+S
Living conditions vary considerably between these two
major districts in the Clerk's Ward. While the Administrators’
District has many luxuries, the Workers’ District provides
few amenities. Both, however, maintain a clean yet drab
appearance. The differences are much more evident to those
folks living here, as opposed to visitors.
In the Workers’ District, there’s said to be
a group of young dissidents plotting an uprising
against the authorities of the ward. Rumors
abound that the Revolutionary League supports
these young firebrands, but this is untrue. In fact, the
Doomguard backs them in their plots and efforts. This
faction wants to see the Clerk’s Ward brought down
in flames, for they hate its pristine order.
‘The dissidents themselves want to ereate an egali-
tarian government that maintains equal treatment
for all citizens. They consider violence to be an aceept-
‘able means to achieve this goal. Although they've taken no
action as yet, their plans are wide reaching and incredibly
destructive (probably due to the Doomguard influence}
THE FES+HALL DIS+RIC+
A body doesn't have to be a Sensate to appreciate the strik-
ing difference between the Festhall District and the rest of the
Clerk’s Ward. Among the bright colors and wild music of the
Civie Festhall, cutters find members of the Society of Sensa-
on attempting to garner as many experiences as they can,
The Hardhead guards patrol this area heavily, watch-
ing closely for any Sensate activities that might get out of
hhand and overly disturb or endanger the tranquillity of the
+16Clerk’s Ward and its people. Fact is, the Harmonium’s
attempting to use legal charinels to convince the Sensates to
move the Civic Festhall to another ward-like pethaps the
Hive. They claim that the Festhall so clearly fails to fit in
with the rest of the ward that it should be relocated.
Little chance exists for Hardhead success in this matter.
‘The Society of Sensation points out that the presence of the
Hall of Speakers often creates and encourages as much of @
disturbance as the Civic Festhall. Protests, debates, and
arguments frequently spill into the surrounding streets
(Some start out there and never even reach the actual Hall).
LIF+LE ARCADIA
Although the Harmonium maintains its strength in The Lady's
Ward, 2 good many of its member live in @ small neighbor-
hood that folks have taken to calling Little Arcadia, The
inhabitants make this a safe, if slightly bland, place to tive.
‘Armed militia, high walls, and strict local laws (like harsh cur-
fews) help to protect and regulate the area. Unfortunately,
they also keep out what the locals eall “undesirables,” which
amounts to some hefly discrimination and prejudice.
Still the streets are quiet and peaceful, the buildings
are clean and pleasant looking fagain, one might be tempted
to use the word “bland”), and there's litle for a body to
fear-assuming the residents let him in.
Ifa berk’s wandering the Cage looking to see celestals
(the ones that every tout tells a body are in taverns drinking
with fiends aren't as easy to come upon as the touts claim,
in reality), Little Arcadia’s not a bad place to ty. Aasimon
who come to the City of Doors with intentions of staying
awhile often look for some litle piece of ome, and few
places in the Cage remind a body of the Upper Planes. Devas,
fuardinals, agathion, and others can be seen mixing freely
with the locals, though many tend to keep to a spot called
the Silver Spire, a tower used as a meeting place and inn for
celestials. Nobody really knows what goes on inside, because
{as one disgruntled bariaur who was tumed away put i)"
ya ain't got a pair o” feathered wings on your back, don’t
come knockin:" Only celestial beings can enter. Apparently
even most aasimar are politely turned away at the gate.
One more thing a bright basher'l note about Little
Arcadia: I'S not a safe case for tiflings and full-blooded
fiends. Those who somchow find their way into this neigh-
borhood for more than a brief visit never come back out
Fiends and tieflings usually just disappear, never to be seen
again, Chant is a rogue asuras with a powerfully enchanted
magical spear murders any creature with lower-planar ori-
igins. ‘Course, its not as if any blood in Little Arcadia’s,
trying too hard to catch him,
THE SANDS+@NE DIS+RIC+
The Sandstone District stands in sharp contrast to Little
Arcadia, for it provides a home for many tieflings and even
fa few true fiends, Where Little Arcadia is restrictive, the
Sandstone District is open and free in regard to who can live
here. ‘Course, this also means that a few knights of the post
and less desirable types call kip here as well.
In particular, a wizard called Tyrashyk of the Broken
Wand (PI/é human/N13/Fated/NE) lives in the district. He's
rumored to capture Sods in the umbra of night to sacrifice to
some dark god of magic. Though Harmonium patrols only
rarely wander into this area, the Hardheads have tried more
than once to catch the spellslinger on his nefarious errands
in the dim hours, but to no avail. Tyrashyk denies the chant,
of course, and nobody can prove him wrong.
There's also a tiefling soothsayer named Chumbrai
(PI/2 tiefling/P4 [Shekinester|/Society of Sensation/N),
known throughout the neighborhood, the ward, and even all
of Sigil as a particularly canny source of clairvoyant infor-
mation. Chant is, some of the city’s high-ups (administra-
tors, crime bosses, golden lords, and even factols) come to
‘ask Chumbrai questions about the ultimate dark: the future.
DAUGH+ERS @F +HE LIGH+
The Daughters of the Light is a loose confederation of
people unified witha single cause. Now. it might sound that
the group qualifies as a sect or a faction wanna-be, but that
aint the case, The Daughters of the Light exists only to put
an end to the Revolutionary League. This pan-factional
{group has no official endorsement from any faction it sup-
pons itself
Why the Anarci
own literature goes somet
Well, the Daughters of the Light's
ng, like this:
‘Deep in the shadows, a group of evil conspira~
tors lurks, plotting to overthrow your way of life,
‘your governments and organizations, your family,
These fiends lie, cheat, steal, and even murder to
reach their goal, and that goal consists of nothing
less than the complete subversion of all you hold
dear. This group of criminals has a name: the Revo-
lutionary League,
“They infiltrate groups, governments, and even
families. They manipulate events through guile and
subterfuge. Their agents are everywhere but never vis~
ible. The Revolutionary League 's powerful, thetr ten
tacles reaching everywhere, Thetr agents are canny
and cunning, yet subversive. Many of the leaders that
‘you trust, the friends and coworkers that you associ-
ate with, and even the family members that you love
are Revolutionary League agents
‘These self-proclaimed Anarchists preach free~
dom but want only destruction and the dissolution of
soctety. Those among you who value your homes, your
families, and your way of life will help us oppose
these lying, thieving murderers at all costs. If they
win, we all lose.”
oeThis organization was created to increase awareness of
the Anarchists’ activities with the hope that the “light of
truth” would expose and dispel their shadowy operations.
They also raise money by collecting from concemed (often-
terrified) donors. This money goes toward printing more
anti-League pamphlets. It also supports the reporting serv-
ice. Concerned Cagers who suspect Anarchist activities are
instructed by the Daughter's literature to report to them. The
Daughters of the Light then investigates the report more
closely, eventually turning over any leads and evidence to
the Harmonium, the Fraternity of Order, and the Mercykillers
(chant has it that they actually turn over this information to
all of the factions, just to be safe).
‘The Daughters of the Light is based in the Clerk’s Ward
and uses an old butcher shop as its headquarters. Don't be
fooled by the name-members of both sexes are involved,
although the group was started by a small group of con-
ccerned mothers. While still small in size, the organization
has managed to stir up a lot of paranoia, distrust, and out-
right fear in Sigil. While most folks had heard of the Revo-
lutionary League before the Daughters came along, they'd
never had the Anarchist’s bad qualities laid bare before
them. ‘Course, not everything that the Daughters of the Light
claims about the faction is true.
A body still might be asking herself, why the Anan
chists? Couldn't a group have started up with an anti-Signer
‘outlook, or to oppose the Guvners, or any of the other fac-
tions? Despite the fact that the Daughters claim no faction
relationship (many of the members belong to factions, but
none are above the mamer rank), the answer is “yes.” The
Daughters don’t look at the Revolutionary League as a fac-
tion to be ranked among the others but rather as an evil
group of subversive agents and destructive murderers.
Nevertheless, some of the
other factions are fright-
B@RING? ‘ened rather than
H@®W CAN yeu FIND ened by its
such FINELY FUNED success
ano WELL-@®RGANIZED meee
BUREAUCRACY BORING? erat
—CHINDARNES BEDON, he lish
GUVNER CLERK
proves successful,
other faction mem-
bers wonder, what will stop it or
some new group from turning on us?
Is also rumored that the Daughters of the
Light exists as an Anarchist front spreading misin-
formation and false leads (as well as stirring up general
Interest about the faction). Such is the nature of conspiracy
theories; once a body begins to lose his trust, he soon Finds
‘that he can’t even trust those who convinced him to lose his
trust in the first place.
QUALITY AND-PRICE OF GooDs:
5 5 ca RE pice
A DUNGEON MAS+ER'S
Ree,
though row. upon tow of small clerks’ offices. anc
accounting firms are common. The streets range
nam Si ide ene at SE
bout all are clean and faitly safe.
NPCS: Administrative, sometimes bookish,
‘and work here. These folks work with numbers
pa eile viiank they're bet
most Cagers. A few are qui wea
Many Clerk's ard rae ave
business approach to life, but someti
‘wil loosen their to s
‘facts regarding the day-to-day grind
money to whom, who just applied for a
and information of that nature.
The Clerk's Ward's populace co
bariaur, and some githzerai and tiflings: 0
“found here fess frequenty, while pl
fiends, slaadi, and their like stay aw
here, and what can be found
although there are ra i
smal eno
Harmon
LIVING IN +HE CLERK’S WARD
Quality of life in the Clerk's Ward depends greatly on who a
body is and where exactly she lives. Administrators in the
Halls of Records and Information, officials from the Hall of
Speakers, and high-ranking employees or business owners in
the rest of the ward live very well. The lowly clerks, scribes,
and other simple folk live no better than folks in the Hive
although the Clerk's Ward is quite a bit safer.
Folks here mind their own business and prefer not to get
involved. Helping some berk, or even talking to him, will prob-
ably just lead to more work, or worse yet, the attentions of the
hhigh-ups. “Leave well enough alone, it's not my problem,”
crosses through these folks’ brain-boxes almost continually.
In general, the Clerk's Ward is not the place to come
looking for a good meal and fine entertainment. (The Fes-
thall District ranks highly in both areas, though.) This is a
quiet, drab ward for quiet, drab people. But maybe because
Of the lack of the other two luxuries, maybe because of some
of the other aspects of the ward, a body'll find plenty of
ood bub here..
18++ THE GUILDHALL WARD #
Some folks can’t tell where the Guildhall Ward starts and the
Market Ward ends. “In’t ital just the same?" they ask. Well,
not really.
Although the ward derives its name from the guilds
that once dominated the area, most of those have faded
away, Now, the Guildhall Ward exists as a sort of domain of
the middle class, Many of the merchants from the Market
Ward-those not wealthy enough to live on Copperman Way
bbut not forced to live in their shop or sleep next to their
ccart-live in the Guildhall Ward. Likewise, this ward houses
‘many who perform services rather than just sell goods:
crafismen, cobblers, tinkers, talors, leatherworkers, smiths,
seribes, guides, masons, carpenters...and the list goes on.
GYMNASIUM DIS+RIC+
Not surprisingly, Ciphers constitute most of the population
in this area. Most members of the faction live very close to
their headquarters—and who can blame them, since they
have free access to the luxuries of the Great Gymnasium!
Surrounding this elegant structure are businesses that cater
to the factioneers and others who come to relax or work out
in the Gymnasium, Beyond that stretches a mainly residen-
tial area, I's generally an active, pleasant neighborhood.
“Course, the members of the Transcendent Order aren't
‘without their problems. The latest chant reveals the exis-
tence of a murderer or group of murderers that preys only
‘on Ciphers, I's taken the Harmonium awhile to come to that
conclusion, but they're sure of it now. (The investigative arm
of the Hardhead faction isn’t their strongest one, and~in
their defense-it’s difficult to investigate a crime where the
only similarity is the personal philosophy of the victims.)
Because of this, the Transcendent Order has its own (illegal)
patrols watching the district. Since the Ciphers tend toward
Jumping to conclusions and going on gut instinct rather
than investigating clues or questioning suspects, these
patrols have created a great deal of contfict on the streets of
the Gymnasium district. Wrongful “arrests” and misguided
vigilante attacks are commonplace now, and the real author-
ities don't have the manpower to stop them.
Worse, the murders continue. All concerned assume
that more than one killer is involved since the methods and
style of the murders vary so widely. Some folks theorize that
the murderers use spells, while others claim that the killers
hhave natural magical powers, like flends or cetestials. Still
others say that the victims themselves are part of a spel,
unwilling participants in some foul ritual or sacrifice to an
evil god.
@+HER AREAS
In at least one respect, the Guildhall Ward is less cosmopol-
itan than the other wards of Sigil. A number of neighbor-
hoods are devoted to members of one particular race or
background, There is no “official ordinance” requiring this
segregation. Rather, it arose from folks wanting familiar
faces and familiar surroundings in the unfamiliar maze that
is the City of Doors.
One of the larger racial neighborhoods (or “squats” i
the githyanki community known as Gitriban, or sometimes
Githariban, The architecture here is distinctly githyanki~
that is, baroque and orate. Some folks are surprised by the
number of githyanki in the Cage. Most igure that the bash-
cers stick to the Astral, especially when there'e so many
sithzerat about ready 0 put them in the dead-book. Well,
While there're frequent skirmishes here and in the githzerai
Hive neighborhood of Darkwell Court, and the githyanki
really have to watch their step and move about the City of
Doors in numbers, the chant is that most of those found in
Gitban are actually rogues who've fled the Astra, never to
return, These outcasts and pariahs aren't talking when it
comes to the whys and wherefores of their exile, but plenty
lof berks like (0 guess.
The elf community of Sigil lives in an area without a
real name, although some leatherheads laughingly refer to it
as the Forest. See, the elves who choose to live in the Cage
aren't ike most elves. Most of those folks could never stand
to be cooped up in a grimy, dreary, lifeless city like Sigil.
Those who can don’t notice the conditions. Thus, their
neighborhood is indistinguishable from any other part of
Sigil, except that i's full of elves. I's @ small squat—a stret
really, called Ritman Street by some, Long Lane by others.
‘The squat of Ghundarhavel-a neighborhood inhabited
almost entirely by bariaur—is known to the locals by its real
name (which means “home without grass” in their native
tongue), Those who don't live here call it Hoof Park. This
little community's taverns and eateries cater to bariaur tastes
and accommodations. Shops carry bariaur clothing, armor,
shoes. gtooming tools, and other unique items. I's a pleasant
enough place (as Cayer neighborhoods go), but the inhabi-
tants are surprisingly unwelcoming to those of other races.
Bordering Ghundashavel near the Clerk's Ward lies @
squat called Curly-Foot. Curly-Foot provides a. home away
from home to a fair number of halflings, While most
halflings have a surprising adaptability (not unlike humans),
they still prefer to live in familiar teritory. Talun Underfoot
(Pr/g.halfing/F3/Transcendent OrderING), a wealthy half=
ling from a world called Oerth, had a few tons of real
Ocrthian soil brought in (at tremendous expense). complete
with sod. He then commissioned an actual burrow to be built
(ug?) for him inthe artificial hil that was created. It stands
in the center of Curly-Foot
‘A fest years back, a tout new to the business sent a
{group of Clueless halflings to find a case in Curly-Foot
Unfortunately, these halflings were from a prime world
called Athas. When the halllings from Athas attempted to
cat the residents of Curly-Foot, it took virtually every local
warrior to expel them from the neighborhood.
+194GUILDHALL WARD HIS+@RY
The Guildhall Ward once held the reigns of power in the
Cage, While it still retains some vitality and importance (that
{s to say. it’s not the slum that the Hive is), it has long since
lost its grand qualities.
In days s0 long ago that most books don't even men-
tion them, centuries before the Great Upheaval, the guilds of
Sigil were powerful cabals of well-organized men and
women. Back then, the numerous and splintered factions
constantly and openly fought with each other, often result-
ing in warfare and chaos on the streets. In these dangerous
days, the guilds were bastions of order, safety, and peace. A
basher not part of the constant factional conflicts found pro-
tection and stability with the guilds
‘Some of the more powerful guilds included the Stone-
workers, the Freemen (carpenters, masons, and roofers), the
Leatherworkers, the Alchemists, and the Planewalkers. The
Planewalkers were a guild of mercenaries willing to travel
anywhere for the right price. (The guild's name became the
name for all types of planar adventurers over time.)
‘Afier the Great Upheaval, when the factions were sta-
bilized by edict of the Lady, the guilds fell on hard times.
The people of Sigil clung to one faction or another, and the
consolidated, more-powerful-than-ever factions saw the
guilds as unnecessary threats, Many of the new or newly
organized factions forbade their members 10 hold guild
membership. Most of the major guilds fell apart soon after,
leaving only a few of the more “innocuous” ones—the
Innkeepers, the Touts, and so on. The Alchemist guild went
into hiding, and the Planewalker’s Guild left Sigil and relo-
cated to Ysgard, on the Infinite Staircase. Most say that
they disbanded soon afterward.
The Secret Society of Alchemy still exists today, and
although the factions hardly notice the guilds anymore, it
still chooses to remain hidden, These bashers maintain their
expertise in magical study, herbology, and magical item
construction. Some of them are wizards, while others are
merely learned scholars. Although most folks don’t even
know that they exist, chant is that the Alchemists dabble in
forbidden and dark magic, keeping obscure secrets and long-
forgotten rituals that produce spells unlike any cast by con-
temporary wizards.
LIVING IN +HE
GUILDHALL WARD
‘The Guildhall Ward possesses less of a unique atmosphere all,
its own than the other wards of Sigil. I's @ mishmash of cul-
tures and races, each attempting to keep its own identity,
Somehiow, it all fits together without creating the chaos and
disorder of the Hive.
The Guildhall Ward celebrates a holiday four times
ceach year called Harmony. This huge festival's origins and
even meaning have been lost in the mists of time, but the
A DUNGEON MAS+ER's VIEW
@F +HE GUILDHALL WARD —
BUILDINGS ANO Stacers: The buildings of this ward ap
“range from tiny wooden kips to vast stone complexes. The
types of buildings and streets vary greatly from neigh--
borhood to neighborhood.
NPCs: The people of the Guildhall Ward
common middle-class folk, at least by Sigi’s standards.
‘They've often got a smattering of information pertaining
to both the upper classes and the lower but are unfamil-
{ar with the ways of the extreme of either end. Guildhall
folk often have a good feel for history and many gray-
beards call kip here, particularly those with knowledge of
the planes This quiet ward also boasts the highest per-
centage of resident wizards in all of i
No one race is found more predominantly than the
others, though the mixture here is the opposite of the
Heer ag ae al dango FM Bae ie
Guildhall Ward, a body's more likely to see a celestial
than a fiend).
QUALITY AND PRICE OF GooDs: This ward is known
‘more for services (tailoring, shoemaking, carpentry,
‘masonry, and similar crafts) than for goods. Since
Guildhall Ward must compete with the nearby
Ward, prices are low, but so are quality and selection.
Locanion of AUTHoKMES: An old etm
among many of the old guild headquarters, esrees aS at
outpost for the Harmonium,
residents of the ward continue to celebrate it with great
enthusiasm. Parties, parades, and revelries occur over a
three-day period at the end of each third month. At night,
bashers throw colored powders into torches and lamps, caus-
ing them to burn with red, green, or blue flames. The number
of lights causes the Guildhall Ward to shine more brightly
than any other place in the Cage at that time. Folks from all
over Sigil come to celebrate the parties of Harmony, which
means authorities and cross-traders both are out in full
force
+ THE MARKE+ WARD
‘As the name implies, the Market Ward holds the key to com-
‘merce in the Cage. Shops, Warehouses, markets, and bazaars
make up most of the ward. Merchants and their employees
live here as well—and it’s not too hard to find an establish-
‘ment in which a body can obtain something to eat or a
decent kip to sleep in, either. ‘Course, with all the things to
be bought in the ward, a berk won't have a difficult time
finding a moneylender to extend her a big, fat loan—with a
big, fat interest rate and the bruisers to back the ‘lender up
at collection time,
+20%Merchants of the Market Ward range from wealthy and
powerful bloods who own rows of warehouses and transport
vast amounts of goods from plane to plane to simple street
peddlers with rickety wooden carts that hold all their wares.
Some items are imported from the remotest quarters of the
multiverse, and some are made by craftsmen right here in
the Cage,
Even with Harmonium patrols watching over the
streets and shops of the ward, there’s just too much money
exchanging hands to expect the cutpurses, cony-catchers,
‘muggers, and pickpockets to be far away. The establisl
shopkeepers have minders to help protect them against
thieves, while the simpler dealers have only their own wits
and skills © protect them.
‘And the cross-trade doesn't stop there, Many of the
criminals are organized into elaborate network
authorities root
networks
in not the thievis
real punishment and actually supply a surprising per
centage of the vendors. If a body's been bobbed in the City
fof Doors and he wants his stuff back, the best place to look
in the Market Ward are, of course, the markets and what a
body can buy there.
he Food that Cagers eat comes through the Market
point, Even if a cutter doesn’t buy his food
-s are that the local vendor in his ward or the
that he bought the food from dealt with a
vendor.
Almost any sort of foodstuff can be found here, but the
are sold first-come, first-serve (usu-
ind only when available (in season). A
few examples more interesting kinds of food and
drink are presented below.®", Y®U CAN FIND
Arborean wine: This
extremely expensive wine (130
Ap per bottle from most
sources) is made from giant
rapes that grow on the plane for
which i's named. Actual giants
pick and erush the grapes, thus
raising the price. For those unaceus-
tomed to its potency, this wine intoxi-
cates anyone drinking it twice as quickly and as
completely as most other wine
Byropian cheese: This cheese comes in three types
blue, red, and white. Made from goat’s milk, these unique
cheeses have a flavor unlike any other. Each costs about 1
ap per pound, with the price of the blue cheese often exceed
ing twice that during the night (at night, the blue cheese
slows in the dark and gains a much tangier, spicier flavor,
Fire frit: Shipped directly from the Elemental Plane of
Fire, these delicacies burn with a soft flame while fresh. Ifa
body douses the flame only right before eating, their taste
‘exceeds virally any other fruit. Left extinguished, they spoil
in just a few minutes. Vendors Keep them in special contain
crs and serve them with tongs. They're tempting, but
beeware—this frit is uterly deadly to all but the most fire=
stant beings. Each costs 2 sp.
CLO+HING
Everybody needs clothing-the Harmonium’s pushed laws
through the Council of Speakers requiring it, in fact. The
Market Ward features shop after shop with clothing and
cloth, as well as leather goods, furs, shoes, hats, jewelry, and
riscellaneous accessories.
Chilfoot boots: Developed by a halfling cobbler right here
in Sigil, these useful leather boots seem useless—even detri-
rmental-on first glance. Somehow, they harbor an unnatural
cold conjured from some icy waste. Basically, any herk who
puts them on gets very cold feet. The boots are too uncomfort-
able to wear for much longer than half an hour normally.
However, if wor in areas of great heat, that same berk
can walk over red-hot surfaces and even through flames with=
‘out any harm coming to him=or at leat to his feet. While the
wearer's not fireproof by any means, he can safely resist any
damage normally incurred by touching hot surfaces with his
feet [such as in Khalas on Gehenna). These boots cost 130 gp
for more (depending on where a body buys them).
Fishskin suit: This suit stitched from ichythian hides
allows a cutter to swim through water smoothly and quickly.
It comes complete with webbed gloves and fins for the fee
increasing a body's swimming speed by 50%. A tailor-made
suit with accessories costs 225 gp.
Living cloak: Chant is, this thing comes from the Prime
somewhere. While it looks like a normal, thick fur cloak, i's
actually alive, When wor, the cloak clutches tightly {not
painfully oF restrictively} around the wearer. Coupled with
ANY+HING HERE
IN +e MARKE+ WARD
Te QUES+ION IS,
WHY W®ULD YOU Ever NEED
some or +HIS STUFF?
—ENKILL® +He SLY
the “creature's” own body heat, this cloak
is about the warmest piece of
clothing in the multiverse—at
least, that’s what the vendors
say. They charge 60 gp for
the cloaks, and only a few
‘merchants in the ward know
where to procure them,
Solanian shoes: On Solania (a layer of
‘Mount Celestia), these climbers’ shoes allow a blood to scale
even vertical inclines safely and without fear. Elsewhere in
the multiverse they aid a climber by adding $9 to his chance
to scale any surface. Market Ward vendors won't let these
useful items go for less than 300 gp.
Zadisband: This simple novelty item looks like a regu-
lar leather headband or armband, but it has a unique feature:
It continually hums a soft, melodic tune. While most bash-
ers grow tired of the humming eventually, they make won-
derful-if often-recycled—gifis. Each costs 8 sp.
EQUIPMEN+
Often, planewalkers make the Cage their base of operations.
To do their jobs (which can vary greatly), planewalkers need
equipment. Beyond all the normal things that adventurers
need, Sig's Market Ward offers the following rarer items lin
addition to many, many others}.
Bytopian bottle: By utilizing some law of nature on the
plane of Bytopia, the gnomes who live there are able to
‘make bottles that can store two different liquids without the
liquids ever mixing. They come in all shapes and sizes but
generally cost around 15 gp. They are widely available,
Celestian rope: The spiders found on Mount Celestia
are metallic things of gold and silver (and can themselves be
purchased for 2 gp each in the Market Ward). They spin a
gossamer silk that’s virtually transparent and very strong.
This silk has a variety of uses, one of which is to make
strong and lightweight rope. Vendors usually charge about 1
4p per foot for this rope, which has the strength of a normal
chain and is almost invisible.
CClearsteel shield: Clearstee is @ mineral found only on
Acheron. There, they use it to make (what else?) weapons and
armor. While the weapons are simply novelties, many a blood
has seen the practical need for a transparent shield. These
shields are availabe from many armorers in the Cage and cost
‘ovice ay much as shields made from more common metals.
iter chain: Lengths of chain from the Baatorian city
of Jangling Hiter are the finest in the multiverse, bar none.
Durable, rust-fee, and lightweight, this chain puts others to
shame, Each foot of chain costs 10 gp and weighs 1 pound.
‘Mandorian stone: In the Grand Bazaar, careful shop-
pers can find a small cart owned by a shor, stout woman
named Finn. Finn sells polished stones of all types, a few
made into pieces of jewelry or set into ornate boxes. She also
sells something she calls Mandorian stones, although she
+224won't reveal their source. These grayish-blue rocks come in
‘one, two, and five pound sizes. When struck sharply, these
stones become immovable in space, able to support up 10
100 times their own weight. Striking them again negates the
effect, in which case they seem like normal stones until
struck again.
‘There's a tea-house garden in the Guildhall Ward
where the steps up to a secluded loft consist only of Man-
dorian stones. Canny bashers take soft, careful steps up
those stairs
Asa strange side effect, these stones give off an eerie
‘moaning sound when wet. No one knows why.
Voidmarks: Vendors selling these claim that they come
from the plane of Vacuum—hence the name. However, more
than one graybeard has taken the time to investigate and
prove this to be false. Voidmarks come from the portion of
the Outlands known as Tir na Og, where they just call them
‘marker bits,
‘These chalklike sticks can be used to make invisible
‘marks on things. The marks made by the chalk can only be
‘seen through special dark lenses or magical means that nor
mally reveal invisible objects. Cross-trading bloods use
voidmarks to indicate future targets to their comrades by
surreptitiously marking their clothes. Shopkeepers use them
to. mark prices or secret notes on their merchandise.
Planewalkers use them to mark paths through the wilder-
ness, mazes, or whatnot
If a body buys a stick or two, he shouldn't forget to
buy the lens to sce them. A stick costs 8 sp, while the 3-inch
by J-inch handheld lens costs § gp (and it’s not good for
anything but seeing voidmarks).
Water-torch: Using a process developed in Limbo by
the githzerai, woodcrafters in Sigil have developed a way to
treat wood so that it will burn even when wet. In fact, the
‘wood bums even when submersed in water. Unfortunately,
the treatment process requires some rare chemical mixtures
‘and about six months, so each water-torch costs 8 gp.
LIVING CREA+URES
In certain parts of the Market Ward, a body can’t even hear
her own bone-box rattle due to the screeching, braying,
roaring, and chittering of the animals for sale. It might sur-
prise some folks that a metropolitan city like the Cage offers
a livestock area, but it’s true, Merchants herd animals into
the city through a portal, sell them, and then the new owner
herds them right back out again through his own portal.
Although prospective buyers can find virtually any
kind of beast (even some rather deadly monsters} for sale in
the Market Ward, those presented below are some of the
more interesting specimens.
Astral streaker: These birds hail from the Astral Plane.
‘They're intelligent and have excellent homing instincts,
making them wonderful messengers. Small bits of paper or
cloth can be tied to their legs. If treated well, they become
fiercely loyal. Each sells for about 3 gp—they'te fairly
‘common around Sigil
Trained ethyk: Dragged from its home on the plane of |
Bytopia, this lemurlike creature has the ability to alter the
‘moods of other creatures. Unfortunately, an ethyk always
alters it for the worse, making others more aggressive and
contrary. In the wild, the ethyk uses this ability to encour-
age predators to become aggressive toward other prey, for
the object of the ethyk’s powers never directs its aggression
toward the ethyk itself (handy, that). Some Folks like to have
these beasts around, for trained ethyks can be made to
increase the aggression in others, directed away from both
cethyk and master. In the debate-heated confines of the Hall
of Speakers, for example, it’s handy to deflect an opponent's
ire at another-which is exactly why they're not allowed in
that building.
In any event, most trainers sell ethyks for around 150
gp. These beasts understand simple one-word commands but
only accept them from someone that they've been around
for at least a week. Afler a few months of additional train
ing, they can be taught simple tasks such as retrieving small
items, tying knots, warning of intruders, and so on.
MISCELLANE@US
Jewelry? Yes sit. Transport? No problem. Musical instru-
ments? OF course, The Market Ward can fill any need that a
body has—no matter how varied or strange.
Boatorian lute: First off, any leatherhead knows that
the baatezu aren't known for their music. Nevertheless, an
observant cutter found a box of interesting instruments
called Baatorian lutes as she went through the cart of a
peddler who'd gone to the dead-book. A member of the
Fated, she was processing his belongings for tax purposes
before the Dustmen carted it all away. In any event, it
‘seems that these lutes were originally crafted by an erinyes
(this determined through some careful research and a
legend lore spell) and sold as extras. They have no special
powers per se, but they produce sounds unlike any previ-
ously heard by mortal ears. The Fated sold the lutes to a
merchant in the Grand Bazaar, so they are once again
available to the public. The curiosity value has forced the
price to rise considerably. No one will let one go for less
than 450 gp.
Githyanki jewelry: The githyanki produce gold and
silver gem-studded jewelry of all sorts: necklaces, earrings,
bracelets, and everything else. Not only are they omate and
wonderfully crafted, but they also possess an interesting
property, Whenever the wearer’s name is spoken wi
mile, the jewelry tingles. Apparently, each piece is somehow
psionically attuned so that it mentally “reads” the name of
the wearer and then scans the surrounding area. While not
terribly useful, this intriguing power jacks the price of the
jewelry (usually worth from 500 to 5,000 gp for the material
‘and craftsmanship alone) up 500 percent
+23eJandor’s Music Boxes: Not a thing, really, but a place,
Jandor’s has a wide variety of musical boxes. These elegant
devices bear the precision of something from Mechanus and.
the beauty of an art object from Elysium. Each is different,
but all of them seem to be a steal at 80 gp. The thing is,
nobody knows the dark of where they come from or who
makes them—and Jandor (the owner) is keeping his bone-
box locked. The real dark? Jandor's a polymorphed nalfesh-
nee, and the boxes each contain the essence of a tanar'ri
warrior ready to materialize and pounce when Jandor gives
the word. The moral? Let the buyer beware.
HIGH WEIRDNESS
Sig's the self-proclaimed center of the multiverse (what
place ain't?) Because of its unique position and easy access
to virtually everywhere else, 2 body exploring the Market
Ward can stumble upon some very strange things. Some of
this odd, miscellaneous stu is magical. while some is just
weird or rare, A few examples of such high weirdness are
presented below. (The DM is encouraged to throw a strange
or wondrous find the PCs’ way once in a while-if they've
really looked hard.)
Clockwork pets: More than likey, these things origi-
nated on Mechanus or the gate-town of Automata. These
iron contraptions are designed to resemble normal domesti-
cated animals—dogs, cats, birds, and even fish. Clockwork
pets function in every way that a normal trained animal
‘would, except that they don’t need to eat or sleep. None of
them seem capable of combat, either.
Most clockwork pets seem created for aesthetic value,
as they are incredibly beautiful. Many produce wonderful
music by “singing.” Depending on the materials used in con-
struction, clockwork pets cost anywhere from 1,000 to 8,000
&p. Favored among the golden lords of Sigil, they're only
‘obtained in an upscale clockmaker’s shop called Divinities
‘Memory erystal: A vendor who worked out of Giereht's
eweleraft once sold these crystals. (At the time he said he
was a fiend of Girreht’s, but now that he's gone the githz-
rai claims to have no memory of him.) He apparently had
an entire box of them, but no one knows for sure if he man-
aged to sell them all
These memory crystals are a little like thought
recorders (see below}, but instead of being able to store the
image of a thought, the small, finger-sized erystals can store
a memory. The memory is preserved in exact deal (and is
completely accurate—it's what really happened, from the
recorder’ point of view) and can be “replayed” by anyone
holding the crystal. The memory will never be more than ten
minutes long, but once stored in a crystal it lasts forever.
‘A monastic deva visiting from Elysium reportedly rat-
tled her bone-box about the erystals being from an order of
psionicists sequestered deep within that plane. They call the
crystals Fir-annads, Another source, however, claims that
the erystals come from Pandemonium and are used by fiends,
Fg: 5
A DUNGEON MAS#ER’S VIEW |
@F +HE MARKE+ WARD —
BUILDINGS AND Steers: Though visitors might see strets
filled with rows of shops of every imaginable type, the
typical architectural archetype in this ward tends to open
markets filled with stalls, stands, carts; and brim-
ring over with product. Although the streets are safe
‘against physical harm, smart bashers Keep a peery eye out
for pickpock i
NPCs: Merchants, Period. The Market Ward is. a
00d place to introduce the vast range of Cager mer-
‘chants, from haughty import kings to lowly peddlers and _
everyone in between. Although most like to chat over'a
purchase, folks here are more interested in money and
produets than information. Nevertheless, many of the
traveling merchants in this ward carry with them news of
other planes and worlds. fag
Since everybody needs to buy something sometime,
‘every type of basher in the multiverse can be found here
at some point. Some folks come to Sigil for no other
reason than (0 shop the Great Bazaar for its incredible
selection and availabilty of goods. 3
QUALITY AND PRICE OF Goobs: Obviously, in a place
like the Market Ward, quality and price can vary consid=
erably. Those who want to pay less can either ange
bargains or seitle for less-durable, lower-quality- 7
cchandise (but sometimes a body doesn't need anything —
better). On the other hand, those willing t0 pay a bit more
can find an “improved” or “advanced” version of virtually
any item. Overall, prices of common items are slightly
‘ower than average due to the great availability, but bar-
- gain-hunters should remember that a body gets what he
oF Auroars: The Fee Leagi
och icra
Hardheads still maintain a garison on Copperman Way.
to trap the fleeting memories of barmy petitioners, which are
then used to torment the poor sods. This mysterious source
says the crystals have no name. Obviously, the crystals are
similar to, or perhaps related to, the recorders found in the
Sensoriums of the Civic Festhall. I's said the Sensates'll buy
up any of these crystals they find, if for no other reason than
to keep the recorders unique.
‘Thought recorder: Andar Colis found one of these in a
stall in the Grand Bazaar, under a stack of ceramic plates com-
memorating the inauguration of some long-dead prime king
and a box of lute strings. A few others have surfaced in Sigil,
‘but no one has any idea where they came from originally.
A thought recorder is a flat copper plate about six
inches to a side. If pressed to a basher’s temple for five min-
tutes (or more), the image of what he was thinking about
+eappears slowly on the plate. This image remains perma-
rently, or until a new image is placed upon it. The image
never reveals more than what the user imagines, even if
‘what the berk thinks is wrong, untrue, or unrealistic,
THE GRAND BAZAAR FROM
+HE INDEP’S VIEW
“sure, the Grand Bazaar is a great place to pick up some
trinkets, buy some food and bub, and try on a new hat.
However, i's also the ‘headquarters’ of the Free League.
How's that work? Not too well, if the Free League was an
official sort of faction with offices, applications, and the
rest of that screed, But we Indeps aren't like that, so it all
‘works just Fine,” So says Kalo Seth, an outspoken Indep
who works in the Grand Bazaar and loves it. Kalo’s a stuc-
cessful artist who sketches caricatures of folks in the plaza
of the Bazaar.
His less-successful friend Joma isn’t quite as enam-
cored of the place. “It'd be nice to have someplace to go 10
fet away from the crowds, like the other factions,” he says.
Chesfur, a bariaur smith, adds, “Oh, 'm always telling
Peeping Jomatt (that’s what we call him around here) that he
should just quit complaining. The Indeps aren't even a fac-
tion. If he wants some fancy headquarters and a bunch of
berks behind desks telling him what to do, he should join the
Guvners.”
“There's just no place else to be,” Kalo states. “I's good
for business and it’s a good place to be free of the strictures
of the rest of the Cage.”
LIVING IN #HE MARKE+ WARD
For the most part, only the folks who work in this ward
choose to live here fulltime. Other eutters who come here to
do business stay in the various inns on a temporary basis.
‘The general feel here is one of self-sufficiency. “Watch your
own back, berk,” remains a commonly heard catchphrase
In the neighborhoods of the rich merchant “kings,” a
body might think he was in The Lady's Ward. Walking down
Copperman Way, a cutter sees well-kept and well-guarded
manors, wide newly paved streets, and ample-bellied mer-
cchants riding in sedan chairs carried by muscular soldier-
slaves. Much of the rest of the ward, where the business is
done, is a crowded cacophony of peddlers, hawkers, con-
sumers, sightseers, and beggars, not to mention Hardhead
patrols, entertainments that entice shoppers to come to one
store ot another, and the frequent arguments that break out
when haggling escalates out of hand. And that doesn't even
begin to include the livestock and other animals for sale,
which are actually more pungent than loud. Yet folks in the
Market Ward live as well as work here. Many shopkeepers
live right in their stores (or above, or behind... and peddlers
and vendors live in tiny hovels set up close to the markets
and bazaars
Although the Market Ward doesn't have several well-
defined districts like the other wards, the Warchouse District
is a distinct area with rows upon rows of storchouses.
Guards maintain a constant vigil, though (as usual) most are
not immune to a little garish.
If anything rules the Market Ward, it's jink. Forget the
Harmonium, the Council of Speakers, or even the Lady her-
self, Money is the real power here. Everything is for sale.
Everything. Not just goods, but information, loyalty, justice,
public opinion, reputation—even religion. If a body likes
‘money, this is the place to be. Folks who don't twig to such
Jevel of commercialism should complete their business and
move out fast.
+ THE HIVE WARD +
Firahar's book on the Hive Ward describes it as a cooking
recipe: “Cram thousands of cross-traders, numerous fiends,
and a variety of monsters into a small, rundown area. Sprin-
ile liberally with impoverished sods and diseased beggars. Top
‘olf with some of the barmiest berks in the multiverse. Serve.”
He doesn’t paint a preity picture, but it ain't inaccu-
rate, either. The Hive is the slum of Sigil, though newcomers
often jokingly point out that its hard to tell. ‘Course, after
they've spent some time in the Hive Ward, then they're able
to tell.
‘The Hive is everything had about Sigil, but doubly so.
Infested with thieves, cutthroats, fiends, and creatures most
folks'd label monsters (orcs, trolls, goblins, khaasta, reaves,
‘mephits, and much worse), the Hive's a dangerous area.
Garbage liters the street, and rats and other vermin nibble on
‘corpses before the Dustmen can arrive to cart them away to the
Mortuary. I's a grim, dismal place of pain, fear, and poverty.
THE DEAD DIS+RIC+
It’s no secret that the Dustmen run the Mortuary in the Hive.
‘They're a fairly quiet faction, rarely causing trouble for
others (though the chant says that they might have some-
thing to do with the problems the Godsmen are having). The
real dark is that they quietly run the entire Hive Ward.
‘The Dead District (the area around the Mortuary) is
probably the cleanest and safest place in the Hive, The
streets have better lighting, and folks walk them with litle
fear. Course, it being next to their headquarters, i's not sur-
prising that the district's thick with Dustmen. However, the
poor sods who live here know that “the eyes of the Dead
‘watch everything in the Hive.” The Dustmen faction directly
or indirectly controls much of what occurs in the ward.
Some say that they even gain a percentage of all money
‘made, legally or illegally, in the Hive.
‘The dark grows deeper. The rumored reason why they
exert such control over the Hive, which they've actually:
done for centuries, is twofold, Firs, to raise funds to support
1 dire master plan, Factol Skall, itis said, desires to convert
+254THE NICES+ +HING
B@DY can SAY
everyone in the
AB@U+ +H HIVE Coren
IS THAT +HE DECAYING thinking
B@DIES DON’+ ines
suasion
LAY sous +HE SHREE+S — Susi
+28 LONG ae
—RETH@LIEN, And the easiest
GIFHZERAL Way to convert sods by
force is to put them in
the dead-book itself. Second, if there's going to be a “mass
conversion,” his forces need a staging ground, and the Hive is
conveniently free of most Harmonium patrols and nosy Fated
tax collectors—even the dabus usually steer clear of the slum,
‘The visible result of all this is that wise bloods living,
in the Hive quietly toss a litte jink in the cart when the
Dustmen corpse collectors come by. It's either that, or sud-
denly discover that there's room for one more on that cart
tomorrow. The inhabitants of the Hive have all heard that a
secret order of Dead assassins exists to punish those who
won't cooperate with the faction or who actively counter
their plans. No one seems to know anything more about
these shadowy killers, however.
THE CHA@S DIS#RIC+
‘The Xaositects have their headquarters in the Hive, too, Do
they know about the Dead’s supposed plans? Maybe. Maybe
not. Who can tell? And even if they did, would they care?
The slum called the Hive, as opposed to the entire ward
surrounding it, functions as the Xaositects’ headquarters—as
‘much as they have one, It’s also known as the Chaos District.
Visitors to this neighborhood should be ready for anything.
Anything, The Chaos District is a jumble of falling-down,
buildings, hastily raised hovels, and winding streets (some
which go seemingly nowhere) filled with cacophonous
sounds, smells, and sights. No one building serves the faction
as a base. Rather, the Xaositects just hang out in the neigh-
bborhood, so it’s the place folks go if they want to find them.
THE MADH@USE DIS+RIC+
Only the Bleakers seem to take any initiative to make the
Hive a better place. The Bleak Cabal runs a number of soup
kitchens and shelters for those who have nowhere else to go.
‘Their headquarters, the Madhouse, takes in those barmies
‘who just couldn't handle their lives any more, There's a cer-
tain appropriateness to the fact that in Sigil, when a body
hhas sunk to the utter bottom and has no where else to turn,
she can always look to the Madmen for solace,
‘The district around the Madhouse is wide and open~
unlike most of the Hive. A body's likely to encounter a
umber of ragged urchins, crippled beggars, and wretchedly
poor sods here, hoping to garner help from the Bleakers. The
screams and wails of madness from the Madhouse itself set
the mood on edge in the district, but the barmies, at least
are all safe inside.
Chant has it that the Bleakers built a number of under-
ground entrances to the catacombs below the city. Some say
that the Madhouse is full, and now they throw the inmates
into the deep warrens below, while others say that the Bleak
cers have it in their heads that there's something. important
down there to find. Other versions of the chant say that it
was the barmies inside who dug down and out, and now
their keepers follow the madmen down there to bring them
bback. Whatever the case, rumors abound of search parties
exploring the reaches under the Madhouse.
THE DI+CH
The Ditch is a hideous trench ripped through Sigil like a
giant scar, dividing the Hive from the Lower Ward. Some
‘maps put the Ditch in the Lower Ward, but it really fits in
the Hive~it’s a water-filled gouge filled with trash, offal, and
dead bodies. Certainly sounds like it belongs in the Hive.
Despite the horrible and clogged waters, the Ditch holds a
number of portals and thus many bashers use it as transport
to other planes or gate-towns.
Occasionally, a special portal to the River Oceanus opens
to fill the Ditch and purge its foulness with pure, sparkling
Water. When this happens, folks on both sides drop whatever
they're doing to bathe in and drink the refreshing water. A few
berks claim that they've developed systems for predicting
When this occurs, and one barmy’s even sure enough of his
formula to propose that a scheduled official holiday be
declared so that people are ready for the deluge. The real dark
is that the dabus have access to the Oceanus portal and its key.
‘They purposely open the portal repeatedly, letting in the rivers
water. Their motives are beyond understanding, let alone pre-
diction, so the berks with the systems are spouting screed.
THE SLAGS
‘The Slags are a small, isolated area of the Hive Ward that lies
in ruin. Chant has it that a Blood War battle spilled over into
gil once, and the devastation it caused resulted in the
Slags. There’re still quite a few fiends scattered throughout
the area, so it's an easy story to believe—and some bashers
claim that the portal which let the battle in is due to open
up again. Soon,
‘Many horrible tales come out of the Slags, but none is
‘more frightening than that of the self-proclaimed King of
the Slags. This being (reports conflict as to whether he is a
nycaloth, a nalfeshnee. or an obese tiefling) reportedly
demands tribute from anyone it comes upon as it wanders
the Slags. The tribute is in the form of virtue—the King
‘demands that its “subjects” perform some evil act far it. This
could mean striking a friend, stealing food from the poor,
‘maligning some good power, or even worse. The King of the
+26Slags possesses a great deal of might to back up its demands,
and it’s also got a lot of evil thugs and minders that follow
it in the shadows, ready to strike when it calls for them.
Creatures not tolerated in other areas of Sigil call kip
in the Slags. Monstrous humanoids most often found in
Acheron—orcs, goblins, hobgoblins, and the like-live in
nomadic camps that move around the ruined wasteland. A
lower-planar native like a night hag, hordling, or gehreleth
is as likely to share the street with a body as @ human or
boariaur. Now, such creatures are occasionally found in other
areas of Sigil, but in the Slags they act as if they own the
place. It may be that they're no more common in the Slags
than anywhere else, but the lack of normal or upstanding
folk in comparison makes it seem like there're more of ’em.
@+HER AREAS
Darkwell Court's ominous name serves to scare off cross-
traders and undesirables more than anything else. The
neighborhood's inhabitants, a large community of githzerai,
live in the Hive because it’s isolated, not because they'te
poor. The githzerai have made this area uniquely their own.
Gone are the sweeping gables and iron spikes found on most
Sigil buildings. Here, the walls are smooth, the roofs are flat
(sloped a little so that water doesn't collect), and the archi-
tecture is plain. By some standards, the place is drab and
‘unimaginative. By other standards—githzerai standards:
alittle slice of home. An ancient githzerai woman named
Divin Anesh (P1/2 githzerai/M10/Athar/LN) living in the
Court's said to be the high-up. Apparently, nobody makes a
move in the neighborhood without her, and all githzerai in
the city pay their respects (o her (or at least they should).
Surprisingly close to Darkwell Court is Khaasta Row.
Creatively named, a number of Khaasta have taken up resi-
dence on this short street. Since most folks don't twig 10
these lizard-men (some cutters have a problem with raiding
and kidnapping), they hole up in this tiny slum and keep
mostly to themselves.
"A bunch of primes from the world of Athas have set-
ted a small section of the Hive that they call New Tyr. Most
of these bashers possess rough qualities and excel in fighting
and survival skills. Most don’t like githzerai or githyanki,
cither, so canny members of either race stay far away.
Refugees from a dying prime-material world called
Ranais settled in the Lower Ward centuries ago. but the
neighborhood, called Goatswood, has since shifted into the
Hive with the ever-changing borders and definitions of the
two wards, These folks are fairly good natured as well as
long-suffering, making the squat a friendly one—partic
by Hive standards.
LIVING IN +HE HIVE WARD
Might makes right in the Hive. Personal power and tough-
ness overshadow all else—politics, jink, information, or even
St :
A DUNGE@N MAS+ER'S VIEW
@F +HE HIVE WARD - S
unoiies ano STREETS: This is the ultimate slum. The
buildings here have either collapsed or are well
‘way to niin, Various kips have been cobbled together, but
no one puts real_effort into a Hive buil ecause
4 tabody cares and because everyone knows if wont A
Jong anyway. Thetrets run down narrow a F
jus alleyways and shadowed spots for
angs, muggers, and worse to wait in-ambul :
‘NPCS: The poor and the criminally inelined call kip.»
in the Hive, but usually not by choice. Not everyone in.
the Hive i a criminal, but is safer to not give the bene=
fit of the doubt. Folks here focus their eriergics ofsur~
vival, 50 if a basher wants information about something
other than the general goings-on inthe Hive, fe should
ook elsewhere. :
‘The Hive is one of the few places in Sigil where
humans aren’t the major segment of the population.
| There'e still alot of humans in the Hive, but when a body
adds together all the githzerai, tieflings, bariaur, half-
elves, humanoids, fiends, and monstrous races, they seem
"insignificant. A player character's not likely to rum across
“a celestial in the ward unless it's on some mercy mission.
QUALITY AND PRICE OF Goons: Low and tow. ai
little for sale here but junk scavenged or stolen from
‘others by those desperate fora few coins.
Location oF AuTHoRMEs: The Harmonium mai
tains two small bastions on either side of this sprawl
‘ward, one in Ragpicker's Square (which is ly in.
the Lower Ward) and the other near the junction of Pride.
paths, with mm
Nhs,
and Stump street, just within the unofficial borders of thie
ward. Truth be told, however, the nly authority in the
Hive isa body's own might. & t
re :
belief. But like anything else, toughness is a commodity. A
basher can buy the right weapon, trade for the best spells. or
hhire out his trained sword-arm. Might is the currency that
people trade in here—in fact, bloods looking for the best
‘mercenaries or the strongest guards come to the Hive,
With might comes two other important components to
success in the Hive, A good head on a cutter’s shoulders is
‘one, and a good healthy dose of fear is the other. Nowhere
in the Cage do the Clueless last a shorter length of time than
here. Ironically, a lot of portals to the Prime Material Plane
are located in these slums. Canny bashers learn quickly
‘what's what and who's who in the Hive. This information is
cone of the keys for survival in Sigil’s slum.
But fear? Powerful bloods don't fear anything. right?
Wrong. Folks who live in the Hive know that somewhere
maybe just behind that crumbling wall over there—lurks
something more powerful than them. Knowing where not (0
+e* Y@U +HINK
fo, when to run, and who not to
disturb may have been learned out
Fear, but most bloods maintain that
such knowledge ranks right up
there with knowing their own name in
importance. The Hive weeds out traits
like overconfidence and bluster through
something akin to natural selection,
DANGERE!
SIGIL’S 4 DIR+Y,
DISGUS+ING,
BURG,
MY ADVICE wei BE
+8 +RY +@ AVOID
UNDERSIGIL
UnderSigil’s very existence begs the
question: What's Sigil made out of that
berks can dig down into it? Well, some
sgraybeards have (seriously) devoted
their lives to researching the answer
to that very question, and they came
up with this:
[No one knows.
Day-to-day life in the Hive remains rather ** ALL C®S+S. Any dwarf can tell that it's not
dreary. Most of the sods living here spend their —TARSHE£WA Stone. It looks a litle like stone, though, and
time simply trying to remain alive-looking for LONGREACH _ 3 thoutas hard. While a basher needs a
food, procuring jink, and fending off enemies,
‘The lucky few hang on to their jobs as best they can, while
the others operate as scavengers in an urban wilderness, Few
bashers stop 10 wigwag, on the street. No one looks for
beauty or grandeur—luxury here is a full belly
The Hivers socialize behind closed doors in dimly lit
and poorly ventilated taverns where the bub is cheap and
the mood is dark. Even the tougthest bashers from outside the
Hive find such places rough. The night's entertainment could
proffer a fight to the death or merely some hawdy tales, but
a body never knows.
‘With the recent talk of a “babble fever,” though, many
Hive residents keep their distance from their fellows for fear
of contagion. Babble fever is the name given by locals to a
plague making its way through the Hive. Bashers say that
the disease renders a sod into a blathering idiot who can't
shut his bone-box before it sends him on a winding, painful
path (0 the dead-book. It’s not a good way to die by
anyone's reckoning, even~it's said~by the Dustmen,
The Hardheads patrol the Hive occasionally, but a
body's actually more likely to find a group of Mercykillers
‘hunting criminals here. “We see eye to eye with people in the
Hive,” one Red Death member relates, “because they under-
stand that if you do wrong, you pay. No courts, no argu-
‘ments, just punishment. Justice.” Nevertheless, only a fool ar
a barmy would really expect justice in the Hive-even the
‘Mereykiller patrols are rare. Survival of the fittest remains
the closest thing to justice most folks see. So really, the
cross-traders and other criminals have no fear of “getting,
seragged.” In fact, in the Hive, most folks don’t think in
terms of criminals and laws. A body does what he needs to
do in order to get by. Any hesitation comes from the thought
of retribution from the berk he’s bobbed, not the law that
‘may catch up with him later.
Stil, joy is not unknown in the Hive, and neither is
laughter. Cagers are a tough lot, and the Hivers are the
toughest.
+ UNDERSIGIL #
First off, nobody calls it UnderSigil. That's such a Prime
name. Folks just refer to it as “down below.” “the cata-
combs,” “the Realm Below,” or even “the labyrinths” (but
never the Mazes-they're something else, berk). ‘Course,
pick, a shovel, and a good strong back 10
carve his way through it, unlike stone it's not good for
building, shaping, or anything else. Once broken from the
main mass, the chippings become crumbly and brittle like
bits of a dry rice cake. That's why folks have ta ship stone,
‘wood, and other materials through the portals to build any-
if in Sigil. Whatever material comprises the torus itself,
it's useless for making anything but dust.
So when folks refer to the dirt streets in a particular
district or the soil on their boots from walking around the
Hive, they’re talking about the dust that comes in through
the constantly opening portals, the detritus of long-since
crumbled buildings, and the cast-off grime from the beings
that have lived in Sigil since who-knows-when. The Cage
doesn't have dirt or soil in the earthy, plant-a-tree-and-
watch-it-grow sense. Not unless it’s been shipped in at great
expense, that is.
In any event, the labyrinthine catacombs that run
under the streets and buildings of the City of Doors provide
Cagers with an endless mystery to discuss over meals or a
flagon of ale. See, some bashers think that the catacombs
aren't really down there at all. Can't be, they claim, because
there's no “down there” for them to accupy. These folks
believe the entrances to the catacombs are really keyless
portals and the tunnels and chambers actually exist on some
other plane=not unlike the demiplanes where the Lady
makes her Mazes. As corroborating evidence, these chant-
mongers offer up the fact that whenever a body digs down
real far, instead of reaching, the outside of the ring of Sigil,
hhe just disappears. Sure enough, this seems to be the case.
No one’s ever tunneled all the way to the outside—not even
close,
In fact, ask a graybeard and he can’t even tell how thick
the torus really i, not with any grain of surety. No one knows
that little Fact either, though it sure seems like an easy enough
question. (For a place that people have lived in for millenni
Sigil still presents a surprising number of mysteries)
Most folks don't twig to the whole other-plane expla-
nation of the catacombs. IF it looks simple enough, they say,
don't muddy the waters. In Sigil as well as on the planes,
‘when something doesn't need a strange theory, don't attach
‘one to it. But if that’s so and the tunnels and passages are
nothing more than what they seem, then where exactly do
the dabus so, and why can’t a cutter follow?
oeFor a cold glass of cheap bub, Rhemmy the Fet-cher tells folks about his excursions below the streets of Sigil.
The canny ones know not to believe everything he says, but as his bone-box rattles on and on, a body begins
to picture what's going on beneath his feet, There's a Sigil that no one knows about and that no one eees—a
secret city below the City in the Center of Everything.
“C'mon, e'mon. Don’ be shy," Rhemmy says, his breath thick with a briny bub-stench, waving over anyone
who will listen. | walk over. “Gome folks'll tell ya | do nothin’ but epout off screed. But jus’ for today—not
later, but jus’ today—ll ive ya the real chant. The true and complete tale of ol! Rhemmy’s adventures in the
down below.
“lesatruth. | weren't no eword-ewingin’ hero, No. Nope. Not me. They call me the Fetcher, an’ that’s
because | fetch things for folks. You tell o' Rhemmy whatcha need, and I'll fetch it. ee? Get it? Anyhow, one
day thie here berk tells me he's got somethin’ for me to fetch for him. It fell down a hole, he says. One of
them narrow sewer holes inna street—you know. Well, | knew. And thie wasn't just any old thing. This berk
wants of Rhemmy to fetch a magic watchacallit...wand. Fell down the sewer when he was scrappin' wit’
somebody” Rhemmy reaches for the glass in front: of him and drains It, looking at me. As | order another
from the barkeep, he continues.
“Anyhow, | found a way down there, under the street. It was a ways away from where that wand fell, 601
had to do some wanderin' to tumble to how to reach there. Whew. Such a stink. Rate, too. Lots of 'em—but |
had with mea lantern and a good stout blade, 60 | wasn't too worrled. Most of the critters ran from me.
“Now, I'm a good fetcher. Let me tell ya that right off so nobody gets the wrong idea. But | ain't had a
lot of experience wandering around in tunnels in the dark. Ive heard there some prime bashers what do it all
tthe time, but not here in the Cage, right? So, | ain't ashamed to eay that ol’ Rhemmy got a bit turned
around, Somehow | ended up going down real deep, figuring them tunnels would start headin’ up again any
minute. Eventually, the lantern runs outa oll, and there | am, who knows where, inna dark.”
Rhemmy goes on for a while about the horrors of being alone in the dark. Yes, well, anyone who's been to
Pandemonium knows what darkness and horror really are. Eventually, he gete back on track.
“There were thinge down there, see? Monsters like | ain't never heard tell of before or since wit’ mouths
and arms and sewage-covered tentacles. Little things scurried through the tunnels and scurried through my
mind. I thought Id gone barmy. Yet, where it was drier, there was folks livin’ down there. Called themselves
darkers and they lived without light. Some were thieves and murderers, but some were alright. They helped o!
Rhemmy find hie way out—three days | was down in there and s'true, when | came up | was in a completely
different ward than where I went down. Never did find that magical whatzits,
“Course, now, don't be thinkin’ bad of Rhemmy, ‘cause that were the only thing | ain't never been able to
fetch. If you got somethin’ you want fetched...”
Having learned all | could from Rhemmy, | wander out of the tavern. Yet | can't help but look down, and
wonder what lies under my feet.
—Faragoh Naell, narrator
Most people assume that the dabus live somewhere, They
certainly vanish down into the tunnels once they're done
With their work, and a body’d assume that means they're
THE DABUS WARRENS
‘When folks refer to the Dabus Warrens, they're talkin,
the mysterious places where the dabus go below Sigil's
streets, not the tunnels they use to travel there. The distine-
tion is important, because a body can walk down into the
tunnels. They make up most of the known area down below.
However, nobody follows the dabus into their own cases,
Their little hidey-holes, cathedrals, plazas, or whatever they
fare remain inaccessible to nondabus~if they exist at all
going home, or going back to their headquarters, or their
base, or whatever it is that they have. And if they weren't
going somewhere secret, why won't they let folks follow
them?
Of course, as always, folks have different theories. As
said before, Cagers like talking about UnderSigil, so there's
lots of chant (and screed) to be heard about it. Maybe the
+294dabus disappear through hidden portals in the catacombs
that lead to their secret, otherplanar homes. Maybe they pra-
tect their warrens with powerful magic so that only they can
find their way. Maybe they go down into the catacombs to
the hidden sanctuary of the Lady herself, and it's her will
that keeps other berks out.
Its all just speculation when it comes to the dark of
these bashers. I’s true though that explorers in the tunnels
under the city often suddenly come upon a dabus on its way
back up or as it comes down. Following always leads into
the blinds, but it sure makes a body wonder.
TRAVELING UNDERGROUND
Now, why folks would want to go into the Realm Below is
their problem. Some bashers like to poke around in strange
places while others might have a need forced upon them by
circumstance {if a Mereykiller’s quarry goes down below,
then the cutters probably going to follow].
A bashers first step to exploring the catacombs under
Sigil entails figuring out how to get there. Fact is, it's not
too difficult. There're more entrances than a body might
think. The easiest entrance, although not the most pleasant,
lies through the sewers. Explorers willing to wade through
the muck and sewage don't have to wander too far (a few
hours is usually enough) before they come upon a mysteri-
fous passage or even a door leading away from the drainage
tunnels and into the labyrinths. These passages usually ead
down prety fasta good indication that a body’s entering.
the catacombs.
RA+S
‘Course, a cutter wandering around in the sewers has a good
chance of running into other unpleasantness beyond just
dirty water and filth, Like any sewer, Sigil’s drainage system
is @ home for rats and other foul vermin. In the Cage, how-
cver, a pack of rats might be able to warp a sod’s mind as
casily as swarm over him with vicious little bites. That’s
because Cager rats sometimes turn out to be cranium rats,
which are much, much more dangerous than normal rats
[even the big ones that grow as large as dogs)
Folks who've wandered through the sewers and
‘through the labyrinths tel chilling tales of tiny underground
kingdoms ruled by vast networks of cranium rats. No one
knaws much about them, but sometimes whispers circulate
about four different groups of the creatures called the Four
Great Minds. These groups war with each other and work at
cross purposes, sometimes utilizing mind-shackled slaves to
attack or thwart the others,
Sewer rats in Sigil have big, bipedal cousins known as
wererats. They also travel through the sewers, but they have
their own warrenlike tunnels as well. (And here's a warning
to those who might enter their kips-wererats love nasty,
deadly litte traps, usually involving terribly sharp spikes,
blades, and poison.) Chant has it that most live in and
around the Ditch (many tiny passages extend from the sides
of the Ditch into the Realm Below) under the thumb of a
shadow fiend named Tattershade. They can be found else-
where, though, and are known to kidnap children and help-
less sods, dragging them down below with hopes of ransom,
If that doesn’t work, the victim usually becomes a meal—so
either way, the wererats win.
DEAD AND DARKERS
Slipping through an old crypt is another way into the
labyrinths. To many, this path is even more distasteful than
traveling into the sewers. Crypts aren’t all that common in
the Cage, since most folks don't bury their dead here. The
Dustmen cart them away, or else the Dead take the dead
through a portal and bury them someplace nice. Some
people like to keep their dead nearby, though (who knows
why?) and so they dig down below their cases and put them
in shut-up rooms below the streets. Sometimes the diggers
run into the catacombs already in place and a new connec-
tion is made, Sometimes, though, things in the catacombs
dig their way up into the crypt. I's a little-known fact that
ghouls live below the streets in certain wards (the Hive and
the Lower Ward have the worst infestations). I's an even
lesser-known fact that these ghouls aren't the undead kind.
‘These poor, raving souls that look, smell, and fight like
ghouls are really living sods who've developed a taste for
corpse flesh,
Ghouls aren't the only worry for a basher who defiles
some deader’s crypt. Lots of the places are cursed, sending
tomb raiders (or just those passing through) to the dead-
book in the most horrible manner. Peery berks put traps and
wards on their tombs as well, and of course, some are said
to be haunted by deaders who just don't want to leave,
Lucky bloods find entrances to the labyrinths that
aren't so dangerous. For example, the Twelve Factols,
tavern in The Lady's Ward, offers access to the catacombs.
‘The Gurineraag neighborhood in the Lower Ward is rumored
to have numerous entrances to UnderSigil. Many ruined
buildings, particularly those found in the Hive, act as fronts
for entrances into the catacombs (like the Bones of the Night,
by the Ditch). Folks called darkers sometimes maintain these
street-level egresses. Darkers live in the Realm Below by
choice. Criminals, madmen, or just folks with nawhere else
to live, these people have adapted completely to an under-
{ground lifestyle, coming up only at night to scavenge, steal,
‘or sometimes just to spy on those living “the old way.” as
they put it. Some never come up, living out their entire lives
belowground,
Darkers hate intruders from above. Those with a crim-
inal bent fear retribution from authorities. (In fact, their
fears carry a certain amount of validity, since the Harmo-
nium has been known to ruthlessly purge underground areas
suspected of harboring criminals.) Others just resent and fear
+304folks who can live “up there.” Their communities usually
comprise only a few dozen souls, but some of the largest
hold hundreds of indi
rious sets of laws, codes, and manners, and have even devel
oped their own cant. ‘Course, even among these ou
there are outcasts-some of whom have become monsters
duals. Darkers keep their own myst
that prey upon the datkers themselves.
The Realm Below essentially exists as @ network of inter:
connected tunnels and chambers. Because Sigil ain't what a
body might call “natural,” there are no native caverns or
anything like them. Everything was put there for a reason by
somebody, although the reason and the somebody might
both be long gone and completely forgotten
The upper levels include the sewers, crypts, and
dungeons directly underneath the streets and buildings
above. (Supposedly, a lot of the High Houses in The Lady's
Ward harbor deep and extensive dungeons underneath them
to hold prisoners, slaves, and Lady
ddabus tunnels, wererat passages, and narrow vermin warrens
connect them all and extend downyrard. The darkers live
in lower areas branching off
nows-what-else.) The
from these pas-
sages, in
tunnels of their own making or in old, forgotten avenues
created for long-lost purposes.
Would-be adventurers, treasure seekers, and monster
slayers should keep in mind that hundreds of miles of under
ground tunnels (and connected chambers) fill the Realm
Below, and most of them are empty. Those going down just to
wander and see what there is to see quickly grow bored. Cut
ters are better off with a destination or a goal in mind.
The tunnels usually don't grow much wider than 10
es found more often.
ry bad, and unless @
feet across, with much narrower passa
There's never any light, ventilation is,
body's poking around the sewer or nearby passages, every
hing is very dry. The dust-choked air filling most tunnels
decreases visibility, even for
ight—it makes for difficult breathing, too. Most folks find
that down below they can only exert themselves to a degree
about half of normal before they need to rest
nose who brought magical
Collapsing passages offer another danger. For what
ever reason, Sigi’s not always perfectly stable (graybeards
claim it's got something to do with all the portals). “Cag
quakes
These events present a deadly threat to the catacomb
dwellers. During a “quake, falling debris inflicts 344 hp
damage upon anyone in the affected underground area
(saving throws versus breath weapon reduce
damage by half, secure shelter reduces
damage by half or to nothing with
a successful saving throw)
Thankfully, such events
are rare and usually
quite localized
occasionally shake things up on the street level.The rat hadn't returned for months-is that what bothered him so? No, no,
thee The more onc de his sal elon et,
tnt thug rd gram vot veh lst os wok
OW IT BEGINS iesrie icin con mn: ta
Feat tem ond gt
Suddenly, the itch became a dozen white-hot nails searing his brain, The old
barmy cried out and shut his eves against the pain, but with the fire came secrets. He
remembered then what was about to happen out there, in the forgotten city beyond his
cell. If was time.
‘You must set me free! It is happening again!” he
screamed, smashing his stained fists
against the stone walls of his
dark hole
‘again
and
again.
Do you
hear me? I am
the Chosen One! It—
is—happening-again!™
+ BACKGR@®UND +
Some berks kick around Sigil practically their whole miserable lives, tossing the
chant, ducking the Harmonium, and maybe getting the sweet end of a deal now and
again. But they just live day to day, their sights set om litle else but a bit of jink or
a bite to eat. They never seem to rise above what they are, never try to chase a dream
And make it real—that is, if they bother to dream at all
And then there're bloods like Duke Rowan Darkwood, factol of the Fated,
+S +1ME Almost from the first moment he set foot in the Cage, Darkwood knew what he
aa wanted. His goal was simple, really: total control of Sigil. He looked around and saw
RaWAR that the factols held the titan’s share of the power in the city, so he set out to became
DARKW@@D one. It didn’t take him long; fact is, he replaced Emma Oakwright as the leader of the
Fated so fast that most folks whispered of skullduggery. Truth is, he just pored
through dusty tomes until he found a few skeletons lurking in Oakwright’s closet. But
Darkwood didn’t care what the chant said about him. He knew how to grab power,
but more importantly, he knew how to keep it. He could wield it like a scalpel or a
club, whichever got the job done better,
‘Course, command of a faction didn’t make him master of the Cage. The Duke
hhad a dozen or more other factols to contend with, not to mention a few leaderless
factions—and a small thing known as the Lady of Pain. The Lady he'd save "til last,
since he considered her an unknown entity, a wild card. Oh, he knew that one day
he'd stand against her, that they alone would fight the final battle for the heart of
Sigil, but he also knew that he wasn't ready yet, So he set his underlings to digging,
up the dark of the Lady, in hopes of finding something to use against her. And then
he turned his attention to foes more easily understood~and defeated.
+324See, Darkwood had
taken pains to position the Fated
asa primarily neutral faction: friend
to none and enemy to none, with a slight alle
sgiance here and there. But he couldn't disguise his ambi-
tions, and before long he found an cager enemy in Erin
Montgomery, factol of the Society of Sensation and high-up at
the Hall of Speakers, The Duke envied her control over the poli
tics of the Cage and lusted openly for her position. ‘Course, a
‘cutter like Erin wasn't without her own resources, which were more than
enough to give Darkwood a run for his jink
‘Another problem surfaced before long, too: the Harmonium. it seems the self-styled patrol~
‘men of Sigil had a slight problem with the Fated’s whole “take whatever we can get” attitude. Plenty
of Hardheads saw Darkwood’s faction members 2s thieves—or at best, thieves in the making, It didn’t
help that bands of Hardheads'd taken it upon themselves to rid the Cage of freethinking Indeps, either; the
Fated and the Free League were alles, at least as much as two neutral factions could be. The Duke knew
that when he Finally made his move to seize the city, the Harmoniun'd be sure to oppose him, which'd likely
draw the Mercykillers against him as wel. His only option: divide and conquer.
DIVIDED THEY FALL
Taming the Red Death proved easy. All the Duke had to do was win the heart of their 19-year-old facto
a somewhat barmy (and romantically gullible} tiefling named Alisohn Nilesia. Darkwood promised her
everything-love, a grand wedding, and a place at his side when he ruled Sigil-in exchange for the sup
port of her faction when the shoe finally dropped. Now, a body might wonder why the Mercykillers'd
follow a tiefling’s lead, but Nilesia'd gained a large number of fiercely loyal factioneers, what with her
intense focus on justice and her harsh sentencing “reforms” that sent criminals to the leafless tree by the
hundreds.
Darkwood’s got a plan to keep the Harmonium and the Sensates distracted, too. First, he'l slip word
to the Hardheads that the Doomguard'te preparing to start a war in the streets of Sigil, a war they'll wage
with illegal and dangerous items they've been stockpiling at the Armory. As a story, it ain't half bad,
given that the Doomguard did practically the very same thing about 600 years ago (just after the Great
Upheaval, when all the surviving factions were struggling for direction). At the same time, the Duke'll
warn the Doomguard that the Hardheads are about to raid the Armory and seize the city’s cache of
weapons for their own personal crusades. After that, i'd be simpler to make peace between a balor and
4 pit fiend than between those two factions.
What's more, the Doomguard and the Sensates're natural opponents as well. The Sinkers relish the
decay of the multiverse, while the Sensates live for experiencing all the cosmos has to offer. Normally,
that wouldn't be enough to go to war over-not even in Sigilbut with a violent berk like Pentar in charge
Of the Doomguard, who knows what might happen? Darkwood figures that once the Sinkers're all wound
up over the Harmonium, it won't take much to get them to run riot over at the Civic Festhall as well.
‘Course, the Duke realizes that the Doomguard won't fight well if they're stretched to0 thin, so he’s
arranged to give them a litte help. Through the canny placement of spies and chant-mongers, he'll per-
suade cell leaders of the Revolutionary League to join the Doomguard and end the oppression of the Har-
‘monium once and for all. It won't be a tough sell, afterall, not with the Anarchists sworn to destroy all
factions. The Sensates, t00, will burn in the flames of revolutionan incidental casualty, perhaps, but a
welcome one neverthe
‘Now, Darkwood's no addle-cove. He knows that his plan won't bring about the total annihilation
Of the Harmonium or the Sensates. But the two factions will be far too busy fending off the Sinkers and
the Anarchists to offer much resistance to his bid for power.
+334L@VE AND DEA+H
Does Rowan Darkwood truly adore Factol Nilesia, or is his
declaration of love just a ploy to exploit the young tiefling?
The topic’s kept many bone-boxes in the Cage rattling for
some time now. Nilesia herself
wholeheartedly believes I
that her suitor has nothing,
but the best intentions,
and she'll scrag any berk
‘who she hears whispering,
otherwise. The Fated don’t
know what to make of the
relationship, but most
figure that, at worst, i's a
marriage of convenience, a
chance for two separate
groups to unite and enjoy greater
power.
Sadly, neither’s the case. Darkwood feels nothing for
Nilesia but contempt, and he plans to ensure that their union
lasts only as long as is necessary for him to gain control of
the Mercykillers. Fact is, he confided his ambitions in the
young girl and led her to believe that they would rule Sigil
together. All he would need from her is support from the Red
Death. The tiefling agreed to his terms, under one condition:
that he marry her. This he promised to do, in a lavish but pri-
vate ceremony. And soon after the wedding, Nilesia will
inform her most loyal troops that they should follow Dark-
wood's word as if it were her own.
Unfortunately for the bride-to-be, the Duke's just
biding his time. As soon as Nilesia's top bashers swear loy
alty to him, he plans to kidnap the factol and sell her into
fiendish slavery on the Lower Planes—a fitting end, given
that she so enjoyed doing the very same thing to many a
sles prisoner.
Meanwhile, Rowan has convinced the faction’s
second-in-command, a noble paladin known as Arwyl
Swan's Son, to step up his movement to roll back Nilesia’s
stringent and unpopular sentencing guidelines. The Duke's
told Arwyl that he’s doing it for the good of Sigil, and that
hhe wants to keep their little project a secret from his beloved
for nove. He also backs Arwyl's plan to release unjustly jailed
sods from the Prison.
“Course, his “good deed” ain't the act of charity it
seems, Darkwood’s done his research, as always. He's found
a dozen or so prisoners-seasoned murderers, all—who're
known to have strong grievances against certain high-ups in
Sigil. The Duke plans to quietly slip these killers out along
with the rest of the freed prisoners, then sit back and wait,
for them to fulfill their vows of vengeance. With any luck,
the berks'll put enough high-ups in the dead-book to sow
even more chaos and confusion. Why, they might even kill
off a few cutters who would've otherwise stood in Dark-
waod's way!
ust KNOW
+Hat+ ROWAN’S GO+
S@ME+HING SPECIAL
PLANNED
AFTER ous WEDDING!
—ALIS@HN NILESIA
At LAS+, +HE LADY
Darkwood suspects that once tensions erupt between the
Doomguard, the Harmonium, the Revolutionary League, and
the Sensates, other factions will join the fray, fighting for or
against their favorite sides. And that suits him just fine-a
disturbance on that scale is sure to draw out the Lady
Of Pain. Not even the most ale-soaked Cager
would purposefully set out to attract the
Lady's eye, but the Duke’s just a prime, after
FoR all. Sure, he's spent a few years in Sigil, but
he's never really moved beyond
viewing the Lady as an obstacle to
be overcome, a foe to be vanquished,
Darkwood believes that his plan will
force the Lady to appear on the streets of the Cage, at
which time he'l confront her-and blast her into oblivion,
Mere arrogance or full-blown stupidity? It’s hard 10
tell. But the Duke figures that he has (or rather, will have) an
ace up his sleeve. One of his many chant-diggers found a
reference in an old book to a formidable spelslinger who,
ons ago, challenged the Lady of Pain—and nearly defeated
her. Apparently, the Lady couldn't destroy him, and only
managed to ensnare the usurper’s spirit in an impervious
gem that she cast out of Sigil, some say to the Lower Planes.
Over time, this legendary jewel came to be known as the
Labyrinth Stone, for it was said to house a psychic maze
through which the wizard’s spirit would forever wander. The
book went on to note that another mage, Shekelor, left Sigil
about 10,000 years ago on a public quest to find the gem, a
mission that ended in his hideous death.
That kind of news'd turn most folks away, but it gave
Darkwood an idea: obtain the Stone himself and use its
power against the Lady. After all, if she could have stain the
‘mage, she would have, right? Thus, she must be vulnerable
to the blood’s awesome magic. If he could only release the
wizard’s spirit in Sigil, the Duke might at last command
power enough to bring down his greatest foe.
So Darkwood’s had his diggers studying the problem
for years~practically since the first day he became factol of
the Fated. They've read every word ever written about the
Lady, listened to every tale-spinner who claimed to know a
piece of the puzzle, and sent bands of adventurers to comb
every patch of dirt that might hide the prize. But it seemed
as futile as trying to climb the Spire.
Until they found the gem.
T® +HE MAZES
Shortly before the adventure begins for the player charac-
ters, Rowan Darkwood finally gets his hands on the gem
containing the ancient spirit. Bashers in his employ stum-
bled across it while exploring a recently opened passage in
the fourth layer of Pandemonium, rumored to have been cre-
ated by the thrashing of a dying god. The Duke realizes that
+344itis, indeed, an
object of immense power,
but he’s not sure what kind
‘or how to tap it
His top graybeards aren't much
help, so Darkwood spends many a day
simply concentrating on the gem. trying to
contact the wizard within, While he doesn’t
‘exactly succeed, his mind fills with strange, fleeting images:
something about ancient magic, a trap set but never sprung.
the destruction of the Lady, and the twisting of Sigil itself
The Duke also gleans the method by which he can destroy the
gem, thus providing the prisoner with an exit from the maze
But he senses resistance from within the Labyrinth Stone. Has
the old spelislinger been trapped for so long that the idea of
freedom terrifies him? No matter—Darkwood’s determined to
set him loose and steal his power.
FAC+@LS?
At long last, he can set
his plans in motion: peeling
the Harmonium and the
Doomuard, setting the fac
tions at each other's throats,
marrying and kidnapping
Nilesia, and gaining the confi
dence of Arwyl Swan's Son.
These tasks accomplished, the
Duke finally prepares to destroy the
ebony gem and release its prisoner.
He looks Forward to a face-to-face
confrontation with the Lady. Unfortu
nately for him, she’s not the type to float
‘down the street and challenge him to a
dluel—she simply tosses the pest into the
Mazes, without the precious Stone. It stays
behind in Sig
‘Course, Darkwood always expected to face the
Mazes someday. Truth is, he’s almost glad it hap-
pened, as it seems to confirm that the Lady does fear the
release of the wizard’s spirit. But he’s prepared.
THE FA+E @F +HE FACTOLS
The Duke ain't the only sod thrown into the Mazes. Other
factols share his fate, See, the Lady of Pain decides, finally,
that enough’s enough. The faction high-ups've held the reins
of the City of Doors for a good long while,
and more blood's been spilled in their
cC@me DOWN names than in most anything
WI+H PLAGUE, BERK, __ “ise (except the fiends’ Blood
SURE AS my NAME’S paved course). I's time for
SENBAR Is ita coincidence that
=A CHAN+-M@NGER _ th Lady stars whisking away the
nameo YUIN factols just as Darkwood manipu-
lates the Cage fo the brink of war, or does
the latter event lead directly to the purge? It
doesn’t really matter, All that’s important is that most of the
factols will be gone by the time the PCs start adventuring in
Act I
This f
most of the factions keep the disappearances quiet~it's not
the kind of news that helps build morale. Second, those who
ddo know about the vanishings tend to blame the faction ten
sions that seem to be swelling rapidly in the Cage, Are the
high-ups falling vietim to assassination plots and other
skullduggery? Have they withdrawn from Sigil to hold a
secret conclave of leaders? Are they simply in hiding from
emboldened enemies? The chant’s sme
but no one really has the dark of it,
Actually, in some cases, the chant’s not far from the
mark. Factol Nilesia—who's been sold to fiends by Dark:
wood-is spared exile to the Mazes, and a few others either
's not public knowledge, though. First of all,
ed all over town,
+354leave the Cage on their own or fall 10 more mundane attacks.
That could be why the Lady doesn’t imprison them in her
desolate labyrinths: She knows that they'll play no part in
the brewing war.
For details on the fate of each factol, see “The Fac-
tions,” below.
THE @LDES+ BARMY
Shonly after he came to Sigil, Parkwood realized he would
eventually find himself in conflict with the Lady. He
Jearned that she consigned her rivals to the Mazes, and so
he hired a prime mage to construct and cast a carefully,
worded wish spell. (Why a prime? Because Rowan knew no
planar wizard would accept the contract knowing it
involved the Lady of Pai
Darkwood ended up in the Lady's Mazes, the magic of the
spell would lead him unerringly to the correct portal out of
the Maze and back to Sigil,
Upon finding himselTin @ Maze, Darkwood calls on the
‘magic and finds the doorway out. But the Lady's will cannot
be so easily thwarted. The sod appears in the halls of the
Gatehouse, the asylum run by the Bleak Cabal—500 years in
the past. (Why that location? Well, it ain't called the Gate~
house for nothing, berk, The chant’s long sai that the struc~
ture has some mysterious link to the Lady's Mazes)
Naturally the Duke’s disheveled and disoriented trom
his harrowing jaunt. He begins to roam the halls, looking for
a way out. A few Bleakers notice him—his confused manner,
his odd clothes. The wanderer starts to rant about how he's,
the factol of the Fated and must return to lead fis troops in,
battle against his enemies, [The leatherhead doesn’t realize
ret that he's traveled back in time)
Wel, a body can guess what happens next. After al,
the Bleakers have never heard of anyone named Rowan
Dark wood, there’s no war in the City of Doors at present,
and the Fated already have a factol. So they lock the sod in,
a cell and begin a treatment program of hetbs, deprivation,
and cleansing madness. The “barmy” spends the next 500
‘years in his dark, dreary chamber, slowly growing more and
Why doesn’t he die? Blame his own careful planning.
See, before Darkwood ever set foot in Sigil he traveled the
Outer Planes, and on Acheron he fell in with a band of Pro-
longers—bloods dedicated to extending their lives through
‘magical and other means. Drawing upon their vast repository
of knowledge, the Duke managed to give himself the natural
life span of an arcane. Thus, the berk unknowingly hought
himself five centuries of torment in a cold, dingy cell
The Duke can't escape by using the wish again: its
‘magic has been expended. To symbolize the shedding of his
old life, the Bleakers took all his possessions and gave him a
new and suitably meaningless name, as well: Gifad. So