Sigil Locations Flashcards

1
Q

Civic Festhall

A

Ward: Clerc’s
Description: Giant ~1000ft tall building of varied architecture
Exhibits: Panoply of art and delights for the senses - gastronomic delights, scratch and sniff statues, sensory deprivation rooms, concert and lecture halls.
Sensoriums: semiprivate rooms where visitors can relive experiences left in sensory stones for a price, 10gp base. a secret demiplane has stones of unsperakable insights + dangerous experiences
Operator: Society of Sensation

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2
Q

Greengage

A

Ward: Clerc’s
Description: Cider shop across the street from the Civic Festhall popular with small folks (4ft tall ceilings. Menu updates daily and features ingredients from across the planes
Operator: chipper sprite named Clea Appleblossom

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3
Q

Hall of Information

A

Ward: Clerc’s
Description: De facto welcome center of Sigil - a gleaming blue-domed building surrounded by sedan chairs and touts. Public notices and odd jobs are posted outside. For more information, visitors can pay a fee to meet with an officer from the appropriate ministry.
Operator: Chief Bordon Mok, a no-nonsense, lawful good bariaur wanderer

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4
Q

Hall of Records

A

Ward: Clerc’s
Description: 6 stately, golden towers and a network of underground tunnels connecting them
Records: Documentation for all of Sigil. In theory, anyone with proper approval can request or look for a document, but the bureaucracy is so complicated it’s often quicker and easier to bribe a Taker
Vaults: Heavily guarded underground compound containing valuable tomes including the Secret History of Sigil, also a portal to Ysgard
Operator: Fated

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5
Q

Hall of Speakers

A

Ward: Clerc’s
Description: An orrery-like arrangement of rings and domed structures. Before it stands a large statue of a woman holding a globe on her shoulders - a Signer remnant called The Power of One
Speaker’s Podium: a spacious chamber where the Council of Speakers - made up of representatives from the factions - debate
Trianym: Public forum consisting of three cylindrical platforms with seating for scribes and spectators. Locals toss coins or trash at speakers based on their reception

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6
Q

Tea Street Transit

A

Ward: Clerc’s
Description: Onion-shaped cabs move people throughout the ward. The cabs are clean and comfortable with fantastical mounts pulling them. Cabbies are a reliable source of information.
Operator: Kyl Silkfoot, a crotchety, lawful neutral elf druid with a raspy voice, easily spotted by the nauseating cloud of tarweed cigar smoke that follows him

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7
Q

Tower Sorcerous

A

Ward: Clerc’s
Description: A spiny spire of unknown material, its surface shifting like a pool of oil. No visible doors or windows except 8 balconies. Incantifers pass through it as if it were water, leaving ripples
Operator: Incantifers

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8
Q

Bottle and Jug

A

Ward: Hive
Description: Rough bar - mass of steel, barbed wire, and black granite. In the back there’s a portal to a fighting pit hidden in the door to an out-of-order bathroom. See book for drinks list
Operators: Beatrice Bazlan, a flightless erinyes runs the bar. Gabel, a retired pit fiend judge (referred to as Your Honor) guards the fighting pit entrance. A bloodthirsty cyclops named Akra is the pit fighting champion

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9
Q

Fell’s Tatoos

A

Ward: Hive
Description: a modest, oblong shack down the street from the Smoldering Corpse Bar. A pearl lightning bolt above the door marks the entrance
Magic Tattoos: glow or shifting pattern included, magic tattoos in Tasha’s Cauldron 60gp for common, 600gp for uncommon, and 6,000gp for rare
Operator: Fall, a dabus shunned by the Lady of Pain for declaring himself a priest of Aoskar - a dead god of portals

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10
Q

Gatehouse

A

Ward: Hive
Description: A tiered ivory sanctuary resting on a hill at the end of Bedlam Run. Calming fountains cascade over its chalk-white balconies, which radiate from the central tower.
Houses of Rehabilitation: Bleakers restore creatures warped by demonic ichor, research and remove complex curses, and comfort those who have glimpsed otherworldly horrors
Operator: Bleak Cabal, Althax Darkfleece - a wise and compassionate bariaur wanderer academic from Bedlam is the resident expert on the negative effects of planar magic

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11
Q

Gatehouse Night Market

A

Ward: Hive
Description: Stalls unfurl from pocket dimensions at last light, their dealers lit by neon will-o’-wisps: devils pawning stolen souls to rule-bending angels, interplanar fences selling stolen modron parts, demodands advertising their liquified fellows as instant body-guards, etc

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12
Q

Grease Pit

A

Ward: Hive
Description: Planar street foods all sorts. Includes:
-Bog Standard: An un-fussy shack run by a court of bullywugs
-Humongous Fungus: Located in an an enormous toadstool and run by myconids
-Make It Snappy: Moving cart connected to an aquatic Demi plane where you can catch your meal
-Slim Pickens: Tin-roofed BBQ joint serves roadkill from inhospitable realms run by a buzzard
-Sugar and Spice: Candy shop co-owned by the faerie dragon Pancake and imp Qribbig
-The Vine: Vegetarian corner home to the Gentle Mug run by mustavel guardinals selling magic tea
-The Phlegethos Fires Spit: Hot (fiery and spicy) spit-roasted meats that taste like smug victory
-A Deva’s Delight: An idea cream shop with rotating flavors that embody the 6 lower levels of Mt. Celestia (peace, righteous respite, contentment, thoughtful reflection, compassion, community)
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13
Q

Mortuary

A

Ward: Hive
Description: Menacing stone structure with towers bearing low, gloomy domes with buttresses bristling with blades and windowless vaults clustered around the base
Hall of Vigils: Research area where Dusters study the dead, preparing them in accordance with proper funeral rites and sending them to their final resting place. This process often discovers the cause of death (along with how to kill more of their kind) which people try to break in and learn
Operator: Heralds of Dust, largely Undead (unintelligent ones for menial tasks)

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14
Q

Parakk Pest

A

Ward: Hive
Description: Rat catching family works out of a tiered shack with a giant rat skull atop its roof. Step in to deal with out of hand cranium rat swarms - though some say they actually serve the rats
Operator Githzerai exterminators called Parakks (meaning both “servant” and “master”) wearing bright pink skullcaps

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15
Q

Sandstone Strip

A

Ward: Hive
Description: Sliver of tightly clustered buildings next to the Clerc’s Ward where scoundrels and charlatans take care of their own and anyone else burned by administrative backlash form Sigil’s more powerful residents

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16
Q

The Slags

A

Ward: Hive
Description: An area that was wrecked after a portal to the front lines of the Blood War opened there for a few weeks. The invaders are long gone, but the destruction remains.

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17
Q

Smoldering Corpse Bar

A

Ward: Hive
Description: Wrought iron dive bar with fiery vents in the floor and banged up, blood-stained metal tables frequented by all sorts.
Ignus: A pyro wreaker who wanted to burn the Hive down and was turned into a living portal to the Fire plane as punishment. Now he hovers, ever-burning and incapacitated as the bar’s mascot
Settling Tabs: Barkis takes collateral if a patron can’t settle their tab. There’s a back room full of it.
Operator: Barkis a jaded chaotic neutral human veteran

18
Q

Armory

A

Ward: Lady’s
Description: Foreboding structure at the ward’s border with the Lower Ward, razorvine grown deliberately along its bladed balconies and lower walls, heavy metal gates barring its few windows, and a relief of a menacing horned skull hanging over the entrance - constantly belching smoke
Forge of Doom: a colossal forge dominates the first (and public) floor run part by fire-proof people beyond which are 4 heavily guarded chambers containing portals to the elemental planes
Operator: Doomguard; Aslan Ashfang, a lawful neutral eftreeti from the CIty of Brass emerges from the forges coals to do business

19
Q

Barracks

A

Ward: Lady’s
Description: A wide compound of cold granite fortress compound composed of four identical sections and the squat towers that join them, with a spiked, gray-slate roof and clasped stone hands over the entrance. The Barracks surround Parade Grounds where the Harmonium show their strength. Beyond the Grounds lie classrooms, living quarters, and archives. Open to all enthusiastic peace keepers, though all are interrogated and targeted for recruitment
Operator: Harmonium

20
Q

Fortune’s Wheel

A

Ward: Lady’s
Description: Extravagent casino
Dragon Bar: Reception area with a bar that has a carved red dragon head over it tended by a dead-eyed lawful neutral equinal guardinal named Brayson. Has a stage and stairs to guest rooms
Casino: table games of chance, slot machines, the titular Fortune’s Wheel, and an icy bar chipped from a magic glacier and tended by a warmhearted yeti named Phiwi.
Platinum Rooms: Secret demiplanar chambers where multiplanar high-rollers play for crazy stakes
Operator: Shemeshka, a vain and ambitious arcanaloth crime lord of multiversal renown.

21
Q

Heart’s Fire

A

Ward: Lady’s
Description: A luminous temple with a stained glass window and golden, wavy blades that hover above the building dedicated to gods of truth, light, and fire.
Operator: Mihar, a kind and merciful, lawful good horned-devil who has taken over from a deva named Ephemera called away on a divine errand

22
Q

High Courts

A

Ward: Lady’s
Description: A dignified edifice of flawless, white marble with towers that rise from bladed gates. Above the entrance hangs a triangular pediment with the faction’s words, “Knowledge is Power.”
Courts: Most legal matters here are settled by tribunal. Guilt and punishment are decided by single judges. The Grand Court judges the most serious issues (3 judges: a planetar, factol, and pit fiend)
Hall of Concordance: An embassy of law where contracts are forged under the eyes of inevitables. Kolyarut ratifies the contracts and maruts enforce them.
Operator: Fraternity of Order

23
Q

Infinite Well

A

Ward: Lady’s
Description: A temple to the Abyss that hovers over above a seemingly bottomless pit. Tarnished blades dripping with blood jut out like tree branches. The interior is a gloomy sanctuary of stained alters, menacing iron chandeliers, and sputtering black candles.
Operator: Abyssal cultists

24
Q

Prison

A

Ward: Lady’s
Description: A stone and metal tower with cells fan out from the center as the tower rises, with particularly dangerous criminals hanging in cells like inverted buttresses from the prison’s exterior. Cells are specialized to their inhabitants.
Operators: Mercykillers

25
Q

Bones of the Night

A

Ward: Lower
Description: A cavern complex home to the Lord of Bones, a collector of skulls from all sorts of creatures. For a fee ranging from 1gp for a skull that knew one valuable story to up to 10,000gp from the skull of a high priest of a dead god, he can question any of the skulls in his collection. Guarded by flame skulls and a stone golem.
Operator: Lord of Bones, Lothar the Old (human priest)

26
Q

The Ditch

A

Ward: Lower
Description: Sigil’s only body of water, a reeking morass where locals throw their refuse. Creatures cast into the water wash up on the shore hours later with all their physicals features smoothed over. Sometimes runs clear with River Oceanus waters.
Operator: No one officially, though the King of Rats - a shadow demon named Tattershade - and the Lord of Bones are influential figures in the area.

27
Q

Face of Gith

A

Ward: Lower
Description: A subdued, dim, and gloomy tavern marked by a faded, dispassionate githzerai face. Most conversations take place telepathically or in hushed tones. In the center of the room hovers an amorphous blob of primordial chaos from Limbo that patrons manipulate casually.
Operator: Ezmerath, a chaotic good githzerai uniter who is a secret member of Sha’sal Khou, a faction of githzerai and githyanki who wish to see their people united

28
Q

Great Foundry

A

Ward: Lower
Description: A sprawling complex of workshops, warehouses, storage yards, and furnaces. By day and night, the Foundry obscures the sky with smoke and steam. At the center is the Mithral Tower over ten stories tall full of furnaces.
Operator: Mind’s Eye

29
Q

Parted Veil

A

Ward: Lower
Description: A bookstore on Fogotten Lane near the Shattered Temple. Contains books on any subject imaginabl covering the walls, floors, and ceilings of the shop’s interior. Also sell the rights to scribe spells from his books or, for twice the cost, will write them as a scroll.
Operator: Kesto Brighteyes, a chaotic good Athar null gnome and his assistance, the gaunt-faced lawful good bodak, Sir Cleave.

30
Q

Shattered Tample

A

Ward: Lower
Description: Once a temple to Aoskar, a now-dead god of portals, this building’s skeletal pillars climb from the rubble surrounding the broken, domed structure on all sides. The Athar collect information on every faith in Sigil and house a staggering arsenal of magic items, weapons, and armor in case the gods or their servants overstep. A remarkable tree, the Luminous Arbor, grows within the temple’s central sanctuary with golden bark and ruby-red fruit. It gathers the magical energy captured when the Athar destroy magical divine items they consider a threat.
Operator: Athar

31
Q

Ubiquitous Wayfarer

A

Ward: Lower
Description: A reputable three-story tavern containing dozens of portals to other parts of Sigil and beyond. Very popular among adventurers and travelers.
Operator: a grey-haired lawful neutral human veteran named Riaen Blackbone (she/her)

32
Q

Bank of Abbathor Inc.

A

Ward: Market
Description: A multiversal bank dedicated to the Dwarvish god of greed. The palatial marble and gold building contains a massive statue of Abbathor in the main hall. Manned by imps, dwarves, and xorn, tellers move currency accords the multiverse and into extra-dimensional holding vaults.
Operator: A board of ancient dragons, mighty devils, and immortal merchants ensure the institution’s reach continues to widen

33
Q

Flame Pits

A

Ward: Market
Description: A planar bathhouse whose pools swirl with bubbling acid, molten lava, liquid shadow, and boiling mud. Beings of all kinds can get grooming catered to their physical forms.
Operator: Laril Zazzkos, a githzerai uniter - abrasive as a wiry brush, this eagle-eyed proprietress spends her days berating patrons failing to follow the “no running” rule or getting too close to the wrong bath. She is a rebel at heart and many of the tubs have false bottoms for harboring fugitives or smuggling contraband

34
Q

Gastrognome

A

Ward: Market
Description: An intimate, upscale eatery that looks like a giant metal olive. It caters to adventurous tastebuds, a three-course dinner might consist of a gravity-defying salad, a whispering shadowfell steak topped with bioluminescent blight, and a deceptively simple chocolate tart that carries the sweet taste of revenge
Operator: Calci Nugglebelly, a chaotic good gnomish mage and world-class chef who never cooks the same dish twice

35
Q

Great Bazaar

A

Ward: Market
Description: A vast plaza of shops where anything and everything can be found. Scents collide in the winding stalls: warns right-angled bread baked fresh by modron bakers, spotted mushrooms sold by winged Celestials. Vibrant produce dangles from the leafy awnings of living plant stalls and masterwork armors are forged from rare metals.
Operator: Free Leade mag

36
Q

Dead Nations

A

Ward: Undersigil
Description: Decrepit, mist-covered expanse of necropolises and tombs “inhabited” by ghouls, zombies, skeletons, etc.
Operator: The Silent King, a living mortal who is unable to rise from their throne, has total control over the undead populace

37
Q

Drowned Nations

A

Ward: Undersigil
Description: Sigil’s sewers converge on a flooded expanse of rank, lukewarm reservoirs, and the swampy tunnels that connect them with an enormous drain linked to the Elemental Plane of Water that is eternally clogged with planar refuse. It’s inhabited by aquatic folk and land dwellers who navigate by boat.
Operator: No one in particular, but people of power include: Grat the Glass-Jawed, a sahuagin baron who periodically attacks the Drowned Nations because it pollutes the EPoW and the abolish Abadoon who has his own realm and holds some of Sigil’s darkest secrets.

38
Q

The Loop

A

Ward: Undersigil
Description: A closed, circular tunnel connected to dozens of one-way, hidden portals throughout Undersigil. Initially, it looks no different from the surrounding tunnels except for the doom-laden messages scrawled on the walls. But then, one notices that the messages repeat. Not following the laws of time and space, one might spot their own backs or torchlight in the distance and seconds inside may equate to years outside. There are ways out but they are very, very difficult to find.
Operator: None, though some ancient Sigil denizens know how navigate the Loop.

39
Q

Nowhere

A

Ward: Undersigil
Description: A huddled welter of ramshackle tenements in the bowels of Sigil that is a doleful refuge for criminals and members of factions that have fallen apart who are no longer tolerated.
Operator: Many small factions, including: The Coterie of Cakes (Cakers), a destitute band of rosy-cheeked bullies who believe the universe is a great, multilayered cake; The Revolutionary League (Anarchists), a mishmash of misfits and outcasts who vow to dismantle society; The Undivided (Deniers), a group consisting of natives to Sigil who believe that those who pass through portals are destroyed and replaced by clones.

40
Q

Warrens of Though

A

Ward: Undersigil
Description: A maze of dripping catacombs beneath the Hive.
Operator: Us, also known as Many-as-One, the largest cranium rat collective in Sigil and collects and analyzes all the messages sent by squeakers across the city