Sigil Locations Flashcards
Civic Festhall
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
Greengage
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
Hall of Information
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
Hall of Records
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
Hall of Speakers
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
Tea Street Transit
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
Tower Sorcerous
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
Bottle and Jug
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
Fell’s Tatoos
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
Gatehouse
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
Gatehouse Night Market
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
Grease Pit
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)
-
Mortuary
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)
Parakk Pest
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
Sandstone Strip
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
The Slags
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.
Smoldering Corpse Bar
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
Armory
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
Barracks
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
Fortune’s Wheel
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.
Heart’s Fire
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
High Courts
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
Infinite Well
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
Prison
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