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==Places of Interest== [[file:2e Sigil Fanart.jpg|thumb|A pointier take on Sigil's torus.]] [[file:sigil DMG 5e.jpg|thumb|The "infinitely tall" Spire got a lot shorter in 5e.]] ===The Armory=== The place where most of the weapons of the city are stored and made. The [[Doomguard]] run the place, because the use of weapons propagates entropy. The building is some 600' by 800', with the barbed construction around it reaching to almost 500'. The main building holds the storage for weapons and warmachines, the forge to make new ones, workshops to replaced damaged goods and the offices to buy and sell. The four corners hold square towers with smaller forges at the center, but there's more to them than that. The dark is that each of the towers has a portal to each of the Doomguard's four citadels in the [[Energy Planes|Negative Energy Planes]]: one portal per citadel. During the [[Faction War]] the place was messed up pretty bad, and [[Vecna]]'s romp in the city all-out leveled the place. <gallery> armory FM.jpg armory map FM.jpg </gallery> ===The Brothel of Slaking Intellectual Lusts=== Located in the Clerk's Ward, this is a brothel with a difference; rather than selling sexual intercourse, it specializes in selling various forms of intellectual stimulation; people come here to inspire their minds and enjoy mental pleasures. It was founded and at least initially run by Fall-From-Grace, a redeemed [[succubus]] who belongs to the [[Society of Sensation]]. Known prostitutes of this brothel include: * Dolorra, a sapient clockwork construct in the shape of a beautiful woman, who specializes in games of skill (chess, etc) and debate. * Ecco, whose precise role is unclear; the Nameless One needed to help her recover her stolen voice to learn secrets leading him to Ravel Puzzlewell. * Juliette, another prostitute whose precise role is unclear; the Nameless One got caught up in her boredom-induced machinations with her boyfriend, Montague. <s> They may or may not have committed joint suicide and been immortalized in a play afterwards.</s> * Kesai-Serris, a [[planetouched]] and/or [[changeling]] born from the union of a [[cambion]] and a powerful night [[hag]] named Ravel Puzzlewell. * Kimasxi Adder-Tongue, a [[tiefling]] "intellectual dominatrix", who scours those who patronize her with ruthlessly brutal insults and taunts. * Marissa, a [[medusa]], who hides her deadly eyes behind a veil and who stirs the mind by asking her patrons to describe the things they can see. * Nenny Nine-Eyes, whose specialty is showering people with positivity and optimism. * Vivian, who specializes in scents, using various perfumes, incenses, scented lotions and other odor-sources to stimulate her patrons. * Yves the Tale-Chaser, who will trade one of the many stories she has heard in exchange for a story told to her by her patron. This is an area of somewhat dubious canon - it was first featured in [[Planescape: Torment]] but, its owner has been name-dropped in post-2e sourcebooks and it's implied it does exist. Plus, it's too cool an idea to pass up. ===The City Barracks=== Sigil doesn't have a standing army. But to be fair it doesn't really need one. Between the mix of volatile elements within the city, some of the very powerful people living there and the [[Lady of Pain]] herself, Sigil is more than capable of defending itself. But for everyday law enforcement a base of operations is needed, so the [[Harmonium]] has set up kip in the barracks. The barracks are a square, squat building 360' on all sides and 60' tall, despite having only three floors. Most of the space is taken up by the large central courtyard used for drills and exercises. The building itself consists of four towers 60' in all directions, with four long hallways connecting them. The lower floor holds dormitories for the lower ranks (segregated by gender) and various classrooms in which The Law is taught, as well as training rooms, the mess hall, library and two auditoriums. The upper floor holds more classrooms, the records rooms, the quarters for officers as well as the quarters of Factol Sarin, his wife and their nine kids. <gallery> barracks FM.jpg barracks map FM.jpg </gallery> ===The City Court=== The City Court is where all legal matters are settled. Many a criminal is hauled in front of the court to stand trial and be sentenced, often without a good end for the suspect. Most crimes are solved with the payment of a fine or in one of the lesser courts, and only the most spectacular or heinous cases (rare) and appeals (even rarer) are held in the opulent grand courtroom. Being such a center of law, it's obvious that the courthouse is also the base of operations of the [[Fraternity of Order]]. The main building is an L shape of a rough 100' by 150', with a tower of 40' on all sides besides it. The main building is two stories containing the grand courtroom, record rooms, a few smaller courts as well as lesser buildings and workrooms and dormitories for aides. The tower contains several additional smaller courtrooms and support, as well as offices for the faction. <gallery> court FM.jpg court map FM.jpg </gallery> ===The Civic Festhall=== Despite what your experience with [[Forgotten Realms|other settings]] might tell you and what the reputation of the [[Society of Sensation]] might be, the Sensorium is not one of ''those'' kinds of festhalls you keep reading about in AD&D. A cylindrical tower that's a good 1000 feet tall including all the spikes sticking out of it standing on grounds some 1000' by 750', the front of the Civic Festhall carries a somewhat ghoulish decoration displaying stylished eyes, noses, ears, mouths and hands to celebrate all the senses. The tower itself is made of the most wonder, opulent, intense and interesting materials: touching the walls made of varied types of stone and unique kinds of wood is encouraged. Half of the main tower's ground floor is a series of quarters for the factions as well as classrooms and lecture halls. Part of the grounds housing a number of theatres for all sorts of shows. The other half of the ground floor is taken up by the Sensoriums: the libraries of the senses. There's two of them: one for Faction-only use and one for public access. Each take up a quarter of the full surface of the building, going up well over 20 floors. Here people can relive the experiences of others, sharing their senses to experience something in a way you could otherwise only experience yourself. Experiencing something here costs 10 gold for the basic package, and the place is always full despite being open 24/7. If you've got something new to offer that the Sensates don't have already you can expect to receive 500 gold to pass on this experience. Recording it merely makes a copy of your memory and can take anything from 1 hour to 1 day, depending on the complexity of the memory. The remainder half of the tower is filled with rooms where one can experience just about anything, from the smells to sights and tastes and more wonderful things still. The places is filled with taverns, museums, craftsmen and other services and diversions that one can barely imagine. At the center of the ground floor, accessible to only a few Sensates, is the faction's greatest secret: a series of portals leading to just about all of the [[Outer Planes]] and [[Inner Planes]], granting the Sensates unmatched maneuverability across the multiverse. <gallery> civic festhall FM.jpg civic festhall map FM.jpg civic festhall map FM 2.jpg civic festhall map FM 3.jpg </gallery> ===The Gatehouse=== The Gatehouse is an almshouse, insane asylum, orphanage, and soup kitchen all in one, as well as the headquarters of the [[Bleak Cabal]]. The building and grounds cover a semicircle some 800' wide and 3 stories tall. The left wing holds the almshouse on all three stories, with the right wing holding the insane asylum on the first two floors and the orphanage on the third. There are two other wings to the back: one sticking out at 90 degrees from the main building and one at 45 degrees towards the right. The first is the wing for the mad Bleakers who are under the effect of the Grim Retreat, while the other one holds a the criminally insane. After the [[Faction War]] the Bleakers disbanded but continued their work here, because who else is going to run the soup kitchens? <gallery> gatehouse FM.jpg gatehouse map FM.jpg </gallery> ===The Great Foundry=== Headquarters of the [[Believers of the Source]], the Godsmen run the place in part to generate revenue, and in part to build character. The place makes all sorts of metal objects and tools for the people of Sigil on a working-class budget. The compound is some 700' at its widest point, with the main foundry reading about 200' into the sky, belching out its dark fumes. Several towers stand together to melt metal and make it into bards, sheets, wires and use molds. About half the compound is taken up by a storage and processing yard, bringing in rough materials and transporting finished products. As with any old-timey steel foundries the place is a horror for your health, and frequent healings are advised if you spend a lot of time in the area. Problem is that if you work in the place you probably can't afford the healing to not die of several kinds of lung disease. <gallery> great foundry FM.jpg great foundry map FM.jpg </gallery> ===The Great Gymnasium=== The people of a dirty city like Sigil will want to get clean now and then, and the Great Gymnasium is a great place to do so. A 160' by 100' building, the Gymnasum can be used for all sorts of physical activity to master one's self, as befitting for the [[Transcendent Order]]. The main attraction of the large exercise field lay a trio of pools: one cold, one warm and one hot. Around the pools is plenty of space of all sorts of physical exercise, from fighting to athletics. Around three of the walls lay a large number of roomes used for steam baths, massages, more private baths but also rooms for the arts: painting, sculpting, dancing and music are all practiced here for their ability to perfect the self. The second floor houses a wide and narrow meditation chamber for those looking for peace and quiet to contemplate. The third floor is faction members only and houses the Cadence of the Planes chamber: a sensory deprivation room filled with a levitation field and magic to keep the place dark and quiet. Here a Cipher can come into contact with the Cadence of the Planes, the rhythm of the planes which connects them all. The Gymnasium does not hold any offices for the Ciphers: many of them have their own places to stay and Factol Rhys lives wherever she ends up. <gallery> great gymnasium FM.jpg great gymnasium map FM.jpg </gallery> ===The Hall of Records=== The closest thing Sigil has to a city hall, the Hall of Records provides all sorts of civil services... for a price. Citizens are going to pay out the nose for the services provided here, both in official prices and below the table bribes. The Hall stands in a campus some 1000' wide containing six buildings: halls for property and census records, the faction hall and faction dormitory, a special academy for training promising Takers. The central building is a monstrous 30 story tower, 240' at the base and tapering up to a rough 200' at the top. In the aftermath of the [[Faction War]] the place was raided by the people of Sigil and almost all records was lost, freeing a lot of people of their debts and loans. <gallery> hall of records FM.jpg hall of records map FM.jpg </gallery> ===The Hall of Speakers=== The great debate hall of Sigil, the Hall of Speakers is where policy for the city is debated and voted for. An oval building some 800' long and 400' wide decorated with a spire almost as tall as the building is wide, the Hall of Speakers is both a public building where the law gets made and also the headquarters of the [[Sign of One]]. The most notable room here is the Speaker's Podium, where people of all kinds can plead their cases in order to get something done. Getting onto the list of speakers is difficult, and getting onto and keeping your enemies off of it is a battle in and of itself. On the far end of the Speaker's Podium is the tomb of Rilith, the founder of the Sign of One. Quite a few Signers are here at all times, concentrating on the urn of ashes because they believe that without them doing this it'll vanish, and with it the faction itself. Despite being the headquarters of the Sign of One there are few guards posted around and one even has a decent shot at getting to the Factol's personal quarters, but given the nature of the Signers there's not a lot to steal here. <gallery> hall of speakers FM.jpg hall of speakers map FM.jpg </gallery> ===The Mortuary=== Where the dead go after they die. The [[Dustmen]] have set up shop here, and set out to collect the bodies in Sigil and bring them here. The main building is a hemisphere of some 200' wide, with a motley assortment of towers connected to the main building via tunnels and corridors. The place has vaults to inter the dead, and also has portals various [[Prime Material]] planes and to [[Arcadia]], [[Mechanus]], [[Acheron]], [[Ysgard]], [[Limbo]] and [[Pandemonium]] (aka the six planes on the Whatever Neutral axis that aren't the [[Outlands]]); all destinations being near notable burial sites. The second floor is where a lot of the work gets done, and both Factol Skall and his right-hand man have their offices here. Near the top are portals to the [[Elemental Planes]], and in some of the larger towers there are laboratories and storage rooms. At all times the Mortuary is filled with the Dead and [[undead]] alike, with some of the more sensitive areas being guarded by powerful creatures such as [[zombie|juju zombies]]. The Mortuary is also known for being the first level in [[Planescape: Torment]]. <gallery> mortuary FM.jpg mortuary map FM.jpg </gallery> ===The Prison=== The prison is not a nice place, and especially so since Factol Nilesia of the [[Mercykillers]] took charge. The prison looks a lot like the Barracks, except larger: being 1100' wide on all sides and nine stories tall, with most of the room being reserved for the cells of inmates. The entrance holds the rooms of the high-ups: Factol Nilesia and her retinue have their rooms here. The central courtyard is part drill field and exercise grounds, and holds a massive set of gallows used for the daily hangings that prisoners are forced to watch as part of being let out to air. The cells are dark, damp and cold with little room for prisoners to move around: they're occasionally called to the dreaded cellars to perform work... or get tortured, maimed or executed in accordance to their sentencing. Its maximum capacity is 24000, but with the many executions and disappearances it's never quite full. <gallery> prison FM.jpg prison map FM.jpg Sigil prison Dragon 370.jpg </gallery> ===The Shattered Temple=== The old temple of [[Aoskar]], the god of doors, portals, and planeswalkers who got his shit kicked in by the [[Lady of Pain]]. The ruins are believed to be cursed or still hold the ire of Her Serenity, and most folks will avoid the place. Whatever the case might be, the ruins are the headquarters of the [[Athar]]. The place's not much to look at being a 70' wide square with some of the old pillars going up to 100', but the Athar make do. In the center of the temple stands the Bois Verdurous. The Athar Factol can by touching the tree cast any divine spell he wants, and the fruit from the tree can provide the single casting of a spell on the move. But only the Athar Factol can do it: anyone else trying it will have their magic items drained of their power and take [[d12]] damage per turn. <gallery> shattered temple FM.jpg shattered temple map FM.jpg bois verdurous FM.jpg </gallery> ===New Tyr=== An example of the... ''confusing'' state of planar travel between [[Dark Sun]] and the [[Great Wheel]], New Tyr is a ghetto found in the Hive Ward made up entirely of Athasian migrants. It's mentioned in the adventure [[Faction War]].
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