Post by Dia on Oct 12, 2008 16:54:44 GMT -5
Sigil, called the City of Doors and the Cage, is the city located (presumedly) atop the infinite Spire in the center of the Outlands. It is ruled over by the Lady of Pain, a frighteningly powerful and mysterious figure capable of controlling the city's portals and preventing Powers from entering the city.
The city is said to be the fulcrum point for all of the planes, and as a result whoever can control the city controls the multiverse. This is why the city up until recently has been run by competing factions. Each faction believed that if it controlled Sigil, the Center of All, it would be able to control everything there is. As a result, the Lady of Pain kept the Factions (and many other power brokers in the city) in balance.
Sigil is shaped like a torus, or a tire, curved both longitudinally and latitudinally but open along the inner circle so that the other side of the city is visible in the "sky." It is utterly dependent on the portals for all trade, air, water, and resources. The city is often cramped, though at the Lady's whim streets and buildings will occasionally shift, appear, and disappear. The air is often polluted, and acid rain is a problem in the city again because of the lack of easy air flow. Sigil does not recieve any true sunlight, so without special assistance plants are difficult to grow. Razorvine is a notable exception to this rule as it can be found growing at tremendous rates throughout the city. The city is tended to by the dabus, who repair buildings and trim the razor vine.
There is no 'outside' of Sigil and it is sealed against teleportation, planar spells, or any other work arounds to enter the city including epic magic. It's portals or nothing. While it is said to be atop the Spire (and some claim to see it hovering there on a clear day), there has never been a successful attempt to climb into Sigil from below. In a simular fashion no one - or almost no one - has ever returned from jumping out of the 'side' of Sigil. The side of Sigil appears to lead nowhere, and those foolish souls who jump may fall forever, become erased from existence, or end up in an entirely random plane.
The Wards
Market Ward
The cool wind that blows over the smooth, perfect, empty streets of The Lady's Ward is broken by the gigantic, tidal crowds of the Market Ward. A great cacophony of merchants shouting the value and rarity of their wares, street performers dancing nonsensically about, and police patrols standing uneasily at the edge of the crowd, just within The Lady's Ward, are common. The wooden bowls of said performers pass constantly from hand to hand, sometimes full of coins, usually not. The white tents, stands, carts, warehouses, carpets, and all manner of other places from which things to be bought could be displayed take up all of the space the ward has to offer, that isn't already occupied by one of the millions of cutters looking to buy said wares everyday.
The Market Ward's streets are alive with people day and night - as some of it's shops are open at any hour of the dismal Sigilian day. The air in the ward is particularly thin, and dust hangs perpetually in the air, as it never has much of a chance to settle under the constantly trampling herds of feet.
The Market Ward is the smallest - though most densely populated - of Sigil's six wards, and hasn't much to see along the lines of factional buildings, or anything unrelated to Sigil's economy. Its lack of factional buildings doesn't mean it lacks factions, though. See, the Market Ward is home to one of Sigil's three unrepresented Factions, the Indeps - a loosely connected web of free thinkers. The Indeps run quite a bit of the ward's business, especially in the ward's famed Great Bazaar, and keep the place a haven for the city's free thinkers and factionally independent cutters.
Places of note and interest in the Market Ward include it's various eateries, which cater to tastes from all over the planes - namely Chirper's, a lovely little building featuring exhibits of exotic birds and animals from all over the multiverse. Famed advertiser Harys Hatchis, who 'could sell a megaphone to a dabus' calls a small building on the edge of the ward kip, though he isn't often in. While he is rather elusive, his barmy advertisements can be seen winging, crawling, exploding, and shouting themselves out all across the Cage.
The Lady's Ward (never just "Lady's Ward," because this is the Lady of Pain we're talking about) is Sigil's wealthiest district, the home of the obscenely rich and powerful. These so-called Golden Lords are movers and shakers across the multiverse, able to buy and sell entire worlds and species.
The Lady's Ward is also Sigil's center of law and order, home of the City Barracks, City Courts, and City Prison. In a way, it's the antithesis of the impoverished, lawless Hive Ward.
It's a place of broad, clean, well-patrolled streets, mansions, palaces, monuments, and cathedrals. The architecture of The Lady's ward is grand and splendid enough to give the great capitals of the planes (like Yetsirah and Malsheem) a run for their money.
The Lower Ward is the home of Sigil's working class. It is hard to breathe there, polluted as it is from the smoke of industry and smoke from the many portals to the Lower Planes found in this part of the City of Doors. Smog, acid rain, and respiratory diseases are common.
Long before the Great Upheaval, the ward was known as the Prime Ward, as the Sodkillers and Incanterium would force natives of the Prime Material Plane to inhabit the ghettos of this district. A heavily scarred hero used an artifact known as the Shadow-Sorcelled Key to open all the portals to the Lower Planes at once, filling the ward with fiends of all sorts. The ward was devastated, but it was never again used as a Prime ghetto. Its name was changed to reflect the nature of its portals since that incident.
This ward is the home of the Great Foundry, Shattered Temple, and some count the Armory as part of this ward as well.
The Hive Ward, often simply called the Hive, is the poorest of Sigil's six wards, a slum so terrible that in many areas it makes the Lower Planes look good. The muddy, unpaved streets and alleys are choked with garbage, offal, treacherous portals to the Paraelemental Plane of Ooze, wretched homeless people, cripples, corpses, drug addicts, muggers, criminal gangs, prostitutes, and ramshackle impromptu housing built wherever there is room. Sigil's police fear to enter the Hive. In one of the worst areas is the Gatehouse, where the Bleak Cabal need only look out their narrow, barred windows to prove the multiverse is mad. The Slags are a region ruined and tainted by evil due to an incursion by the Blood War, and living weapons of the tanar'ri still lurk among the ruins.
It's not all that bad, however. The Chaos District, where Xaositects congregate, is full of bohemians and artists reveling in the cheap rent and freedom from restrictions. The neighborhood around the city Mortuary is compatively peaceful and clean, albeit a bit dead. Darkwell Court is well protected by xenophobic githzerai, and New Tyr is patrolled by tested warriors native to the desert world of Athas. If there is justice in the Hive Ward, its inhabitants have to provide it themselves.
The Clerk's Ward (known in prehistoric Sigil as the Ward of Masks) is Sigil's center of government and bureaucracy, full of bean-counters, red tape, politicians, advocates, special interest groups, criminals, jink-launderers, off-duty Harmonium, civil servants, librarians, and patient, boring types. It's the home of the Hall of Speakers and the Hall of Records.The Clerk's Ward has another side, too: it's where the Civic Festhall is. Their neighborhood is filled with Sensates, artists, painters, restaurants, opera houses, museums, and brothels.
Guildhall Ward
While the upper class lives in The Lady's Ward, the lower class in the Lower Ward, and the destitute class in the Hive Ward, the Guildhall Ward is the part of Sigil where the middle class makes its home. It's filled with hundreds of ethnic neighborhoods, each attempting to preserve its culture in Sigil's hubbub.
Long ago, before the Great Upheaval, the Guildhall Ward was home to Sigil's guilds - the Freemen, Leatherworkers, Alchemists, and Planewalkers. After the factions were stabilized at just fifteen, they made it their business to drive the guilds out of business.
Most of the merchants in the Market Ward live in the Guildhall Ward. In addition, the Guildhall Ward is filled with such professions that can't be physically sold - solicitors, doctors, schools of philosophy. In the center of the whole thing is the Great Gymnasium, the ward's main attraction, a giant building built around three grand public baths. A soothing building of marble and gold, the Gymnasium is home of the Ward's only faction, the Transcendant Order - who seek unity of mind and body. The Ciphers run about the Ward and the Gymnasium, training themselves to the vigors of balance between action and though, performing the duty of their faction.
Since the Faction War, Sigil's guilds have begun to return, filling the void left by the fleeing factions. How long they'll be able to remain in a city where philosophy and power are one, however, is questionable.