CLERK’S WARD
Torment
The proprietor of this establishment, the succubus Fall-From-Grace (“Grace” to her friends) runs this brothel that caters to intellectual rather than carnal desires and employs aspiring Sensates. For a fee, the conversational courtesans will engage a customer on various stimulating subjects, or just sit and listen. The staff includes Dolora, a construct that is almost indistinguishable from a human; Ecco, a human who is the world’s best listener, probably because she’s mute; Vivian, an aasmiar with a penchant for beauty tips; Yves, a dryad who is a wonderful storyteller; Juliette, an elf who dispenses excellent relationship advice, probably because she never follows it herself; Kesai-Serris, a lammasu well versed in various schools of philosophy; Kimasxi “Adder-Tongue”, a tiefling with an acerbic wit who specializes in taking people down a peg; Marissa, a medusa who operates in a magically darkened room from behind a screen and who deals in secret and lost lore; Nenny Nine-Eyes, a yuan-ti who deals in gossip; and Irsu, an androsphinx with a deep love of riddles and puzzles.
S&O p.30; ItC p.63
Society of Sensation Headquarters
A 1,000 foot tall building that houses a variety of sensory delights. Complex includes the Northumber, and outdoor amphitheater that holds contests and duel; Elloweth Theater, an intimate theater renowned as Sigil’s preeminent venue; Ren Hall, a massive concert hall; and the Sensoriums, semiprivate rooms where use sensory stones to relive others’ experiences.
S&O p.31; ItC p.63
A cider house across the street from the Civic Festhall popular with gnomes, halflings and other small creatures that can comfortably fit under its 4.5 feet tall ceilings. Current proprietor Clea Appleblossom, a sprite, inherited the place from the previous owner, Marda Farambler. The Greengage is renowned for serving Sheela’s Gold, a cider fermented from apples harvested from the orchards of goddess Sheela Peryroyl.
ItC p.63
The brainchild of human artificer Grundlethum Blackdagger, the Automatic Scribe is a contraption that can automatically author a document of any kind, from a contract sale to a love sonnet.
S&O p.31; ItC pp.66-70
A blue-domed building that serves as Sigil’s de facto welcome center overseen by machiavellian director, bauriar Bordon Mok. A force of Mercykiller guards patrol the main lobby to keep the peace and prevent outbursts from the patrons of the Hall, who are understandably frustrated with trying to navigate its bureaucracy. A directory of offices and the steps to obtain information are found in In the Cage.
S&O p33; ItC p.71
The Fated Headquarters
A campus of six towers where all public records are kept. Giving one of the Takers a garnish (bribe) is much faster than navigating the bureaucracy involved in having records pulled. The most valuable records are kept in the subterranean vaults.
S&O p.33; ItC p.72
Formerly the headquarters of the defunct Sign of One faction, a massive iron statue of a woman heaving a world on her shoulders, The Power of One, stands outside this forum of public debate. The Council of Speakers debate in the Speaker’s Podium (each ascendant faction has at least one Speaker), while the public is invited to debate in the Trianym, a block away.
In the Cage p.72
The most famous author in Sigil resides in her fenced compound not far from the Civic Festhall, along with her entourage, bodyguards, and scribes. Jeena is famous for her true-life adventure books, as well as In Darkest Sigil, an expose of the horrible conditions in the Hive.
ItC p.74
A garishly colored stucco building of non-linear architecture, the Lazz is an artists collective dedicated to the avant-gard and the absurd.
S&O p.33; ItC p.74
A company offering transit through the Clerk’s Ward by way of their onion-shaped cabs drawn by fantastic mounts.
ItC p.77
A nondescript red brick building on Hull Road with a bronze sign over the door. Portly, red bearded human Utadas Tensar runs Sigil's most successful and best known employment agency.
S&O p.33
Incanterium Headquarters
A spiny spire with no windows or doors, its surface resembles a rippling puddle of oil, which members of the Incantarium can step through without resistance. The building and the minor faction had disappeared from Sigil, and has just recently reappeared.
ItC p.78
A block away from the Hall of Speakers, female human Sura Ekness runs the Trianym as an open forum for public debate. Three speakers are allowed at a time to debate preselected topics.
ItC p.79
Known affectionately as Triona, this 200 ft tall statue of a rearing, three-eyed horse (one ruby, one emerald, one amber) serves as a portal to Elysium, Mount Celestia, and Toril. Alternately, those who know the command word and have the appropriate key can stand on the base and cast Plane Shift without the need for material components.
ItC p.106
The best known of the various charity kitchens in the Hive, this establishment provides three free meals a day to all comers. Operated by Allesha Sheevis, a human woman with a shaved head and a prominent nose ring. Allesha's altruism and her rejection of the Fated inspired Jeremo the Natterer, known as the Lady’s Jester, to found the Ring Givers, allegedly named after Allesha's signature septum piercing. Allesha was also a primary source for Jeena Ealy's In Darkest Sigil.
S&O p.35; ItC p.107
The Hive's most popular and most notorious watering hole. Black granite walls, barred windows, and wicked spires give the impression of a fortress. The proprietor, wingless erinyes Beatrice Bazlan, won the place from its previous owner, Barl Hoxun, by besting him in the secret fighting pit run out of the back of the establishment. Beatrice offers an array of rare spirits unavailable at any other tavern in Sigil.
S&O p.36
A tattoo parlor near the Smoldering Corpse Bar run by Fell, a dabus that fell out of the graces of the Lady of Pain for declaring himself a priest of Aoskar, but was for some reason spared. Offers the magical tattoos from Tasha's.
S&O p.36; ItC p. 110
Bleak Cabal Headquarters
Located atop a hill at the end of Bedlam Run, the new Gatehouse is an ivory tower that overlooks the Hive. The interior of this tower is primarily taken up by the House of Rehabilitation, a free-to-all hospital specializing in relief of curses and planar afflictions, run by bariaur wanderer Althax Darkfleece.
S&O p. 36; ItC p.111
The Gatehouse Night Market is Sigil’s black market, operating out of the old Gatehouse location, an arched tower with what looks like bat wings jutting out the top, just on the edge of the Slags. The Night Market offers goods from a variety of fences. The closest thing to a proprietor would be the Retzz, a tiefling master forger and counterfeiter who has operated out of the Night Market for longer than any of the other “businesses” there. Example prices for Retzz’s work are listed in In the Cage.
S&O p.37
An alley full of street food vendors offers a variety of foods from across the planes. A few notable examples are detailed on the page noted above.
ItC p.111
Human stablemaster Bismen Yscoppel runs this stable on Black Boot Walk, where he deals in discount mounts of questionable quality from across the planes.
ItC p.113
This district or neighborhood (nobody really knows its boundaries) was formerly the headquarters of the now-defunct Xaositect faction. There is nothing to mark the location’s historical significance, but the Hands of Havoc faction, which absorbed the Xaositects, maintain the Chaosmen’s tradition of burning purple torches outside their affiliated warehouses throughout the Hive Ward
S&O p.37; ItC p.113
Heralds of Dust Headquarters
Situated between Blackshade Lane and Ragpicker’s Square, the Mortuary is a series of black, buttressed domes with menacing spikes, interspersed with windowless vaults, all surrounded by a fence of various skulls on pikes. Crematory smoke rises constantly from its chimneys, and the scent of embalming fluid is thick in the air. Also houses the Hall of Vigils, in which Dusters study the effects and causes of death across various species, as well as maintaining an ever-growing repository of burial rites across the planes.
S&O p.38
Sigil’s most well-known exterminators, Parakk Pest operates out of a tiered shack with a giant rat skull atop its roof. When Sigil’s cranium rat population becomes a burden in a specific location, Parakk Pest works to reduce the number of rodents and restore balance. Some swear the dark of it is that Parakk Pest is actually in league with the Us, the collective hivemind of Undersigil’s cranium rat hordes.
S&O p.38
A strip of tightly clustered buildings that separate the Hive from the Clerk’s Ward, named for its granular, red cobblestone streets.
ItC p.115
A massive stone wall a block long and twenty feet high, covered with graffiti. For those in the know, it also contains a cipher for understanding Darkscratch, Sigil’s hobo code, used throughout the city.
S&O p.38; ItC pp.115-119
A devastated section of the Hive, leveled when a portal to the front lines of the Blood War opened unexpectedly long ago. Now an ashen heap, the frequent earthquakes in the area make rebuilding all but impossible. Brave souls of questionable intelligence scour the Slags for hidden caches of infernal and diabolical loot leftover from the time when the Blood War raged in the streets of Sigil. The Slags are also the home of Kadyx, a predatory creature believed to live beneath the rubble and rumored to be a weapon developed by one side of the Blood War for use against the other. See In the Cage for more info on Kadyx.
S&O p.38
Human proprietor Barkis runs this dive bar of wrought-iron, where angels and devils hoist glasses together after hours. Barkis will allow patrons to settle their tabs in pawn, and the bar’s storage room is filled to the brim with assorted junk, and perhaps a few hidden treasures. The bar’s namesake is Ignus, a comatose Wreaker sentenced to eternal entombment in perpetual flames, hovering above the taproom.
ItC pp.121-125
A three story building of granite block, iron-barred windows, and reinforced doors, the it looks more like a gulag than a hospital. Better than free, this infirmary promises pay to those who seek medical care here. Offering free beds, free meals, and payment in gold upon discharge, the desperate or despondent can submit to the services of head physician Ridnir Tetch. Shunning magical healing and herbalism for experimental surgery, the Weary Spirit is less about alleviating pain and injury than studying it. This was the only provider of medical care until the Bleak Cabal opened the House of Rehabilitation out of the new Gatehouse, and Ridnir Tetch is still salty about the suddenly altruistic Bleakers cutting into his market share.
S&O p.41; ItC p.32
A foreboding stronghold on the border of the Lower Ward with razorvine climbing the walls of the lower floors. This first floor, open to the public, holds the massive Forge of Doom, where Azer, fire elemental, and chain devil smiths work alongside dwarves, making a public spectacle of forging weapons for the Doomguard. Efreeti salesman Aslan Ashfang lives in the forge’s furnace and emerges to make deals with interested parties looking for specific weapons. Beyond the Forge lie the chambers of the Doom Lords, four high ranking Doomguard lieutenants who each guard a portal to one of the four inner planes of the Elemental Chaos.
S&O p.42; ItC p.32 & 34
A massive, austere granite structure that stretches a full city block, this fortified encampment is the headquarters of the Harmonium, Sigil’s defacto constabulary and militia. A massive gateway with two clasped stone hands leads to the parade grounds within, where the Harmonium constantly run drills and put on military displays for the public. Doubling as a recruitment center, the Harmonium strongarms passers-by into joining the faction. There are few businesses nearby, as merchants grew tired of the Harmonium’s constant patrols and exacting standards.
aka, the Palace of the Jester
ItC p.40
These sprawling palatial grounds in the heart of the Lady’s Ward are most famous (or notorious) for the fact that the Lady of Pain does not, in fact, reside there. Sparsely populated by the richest and most elite of Sigil, the Court of Pain gets its nickname from its most famous resident, the Lady’s Jester, Jeremo the Natterer. Jeremo has his fingers on the pulse of Sigil’s politics, and his uncanny ability to predict where portals will appear lend credence to his claim that he has personal ties to the Lady of Pain. Inspired by the altruism of Allesha Sheevis of Allesha’s Pantry (which is in the Hive Ward) and the shocking revelations of Jeena Ealy’s In Darkest Sigil, Jeremo founded the Ring Givers, a minor but quickly ascending faction that promotes charity and altruism. The name is assumed to pay homage to Allesha’s signature nosering.
S&O p.42; ItC pp. 36-39
An upscale inn, tavern, and casino run by Shemeshka, a yugoloth crime lord of an interplanar crime syndicate who always wears her hair up in a razorvine headdress. The common room is the Dragon Bar, named for the animated dragon head mounted above the mirror behind the bar that watches over the place and entertains patrons with stories of its life on the prime. The bulk of the structure is taken up by the massive casino, the center of which is a three-tiered roulette wheel, the establishment’s namesake. The most exclusive part of the establishment are the demiplanar Platinum Rooms, where the highest of high rollers gamble with stakes much more valuable than money.
ItC p.39
Near the Armory, this elegant tavern serves fare from the Upper Planes, mostly to a clientele from the Upper Planes. The doorman, a bauriar named Goldenmane who looks to also have leonin heritage, keeps the peace between the lawful and chaotic celestials who patronize the establishment, as well as the rare fiend who wanders in looking to cause mischief or trouble.
S&O p. 43
An ornate stained-glass temple topped with hovering golden waves that mimic flames, this temple is devoted to the gods of fire, truth, and light… all of them, across the planes. The juicy gossip surrounding this place is that the last high priest, a deva named Ephemera, was recently called away on divine errand, and as her successor she selected Mihr, a reformed, lawful good horned devil.
S&O p.43; ItC pp.34-36 (as “The City Courts”)
A tri-towered structure of pure white marble, the High Courts are the most bustling area of all Sigil. Businesses catering to the accused surround the towered structure, and advocates swarm like ants throughout the area, looking to pick up clients. The most famous - or infamous - of these is the tiefling “Sly” Nye, who boasts to have never lost a case. One tower houses the lower courts, where petty offenses are prosecuted. Another houses the Grand Court, where the most serious cases are heard by one of three Grand Judges (detailed in S&O). Finally, the third tower is the Hall of Concordance, where the inevitables, led by Kolyarut, oversees and ratifies contracts of any significant importance.
S&O p.45; ItC p.43 (as “Temple of the Abyss”)
A simple black stone house of worship adorned with the silver spikes that seem to adorn every structure in Sigil, what makes this temple of the Abyss noteworthy is its namesake, the seemingly bottomless pit it hovers above. Cambion high priest Nostheroth of the Umber Scales proselytizes to the masses behind an almost-convincing smile, with his entourage of demons in tow. At antipeak, the Bells of Baphomet ring out as the faithful enact sacred rituals, often leading to sacrifices, some still clinging to life, being found impaled on the silver spikes of the temple’s exterior.
S&O p.45; ItC p.41
An oppressive tower of gray stone and metal rising above the architecture of the Lady’s Ward, the Prison resembles an immense mace poised to strike down on the city at any moment. Here the Mercykillers are charged with meting out punishment to Sigil’s convicted, and their prison is engineered to hold prisoners from across the planes. This includes the use of Shifter’s Manacles, cuffs that prevent the wearer from planeshifting or teleporting. Attempting to do either while wearing Shifter’s Manacles causes the magic to fail and deals 1d10 force damage. In addition, the wearer must succeed a Constitution saving throw against a DC of 10 plus the damage taken or be stunned for a number of rounds equal to the damage taken. In the evening, as the light wanes and the clock advances toward antipeak, searchlights blaze out into the surrounding quarter seeking escapees, but the only thing that escapes the Prison’s walls are the occasional wail of one of its inhabitants. Sigil and the Outlands outlines the various Wardens that operate within the Prison.
ItC p.44
One of the only temples in Sigil dedicated to a singular power, this temple is rumored to hold a portal to Mount Celestia, the first level of the plane of Arborea. The high priest is the erinyes Mad Moll, an impostor who unwittingly worked her way up the ranks and now finds herself running the show.
ItC p.44
This sharp spire standing not far from the Prison, resembling a spear counterpart to the prison’s mace, serves a dual purpose. It acts as Sigil gaol, where criminals whose crimes do not warrant a prison sentence repay their debt to society, and also as the den of the Mercykillers’ mascot, the Wyrm, a massive Wyvern that occasionally perches atop the tower. The most notorious criminals convicted of the most heinous crimes are executed by being fed to the Wyrm, a rare event that is usually declared a public holiday so that all who wish may attend the spectacle.
ItC p.45
Located near the High Courts, off on a side street, lies this armorsmithy run by Traban, a dwarven smith who emigrated from Krynn over a century ago. Traban is assisted at the forge by his son Trabanson, his great-grandson Tarholtson, and an adopted ogre named Coal-chewer. Traban’s grandson Tarholt works as a traveling salesman, wandering Sigil and the Outlands soliciting orders and seeking a suitable place for his grandfather to retire.
ItC p.32
An underground restaurant beneath Dossy Street, divided into the Entrance Hall, the Kitchen, the Storm Hall (where creatures from and associated with Ysgard gather, the Deep Hall, and the Twelve Factols Hall (holding small statues of the twelve Factols of the time when these halls were carved. Beyond the Deep Hall and Twelve Factols Hall lie several underground storerooms that eventually lead to the catacombs beneath Sigil, where rumor has it a doorway to the realm of the dabus can be found. A person delving deep enough might unwittingly find themselves in Undersigil.
ItC pp.56-59
The Lower Ward, Sigil's working class district, is home to a wide variety of alehouses, known affectionately by the locals as "bubkips". These are briefly outlined on the pages noted above. A handful of better known established are described below.
ItC p.48
A tavern in the shadows of the Armory (which is in the Lady's Ward), the Black Sails exterior incorporates the front of an ancient galleon.
S&O p.47; ItC p.48
A subterranean repository of skulls located on the banks of the Ditch, maintained by human priest Lothar the Old, known as the Master of Bones. For a negotiated fee, Lothar will consult one of his many collected skulls using Speak With Dead to obtain the requested information. Lothar also purchases skulls that can provide significant information. Beneath the Bones of the Night, a tunnel leads to Undersigil.
S&O p.47; ItC p.49
Sigil's only body of water, this stinking, polluted river marks the border between the Lower Ward and the Hive. Rumors persist that the Ditch is a tributary of the River Styx, and of the Ditch Beast, a sea serpent that surfaces from the Ditch near antipeak.
S&O p.48
A dim, subdued tavern frequented by githzerai, it's most notable feature is that this oblong building is shaped from a single slab of adamantine.
ItC p.50
A pawn shop near the Infinite Well (a temple of the Abyss in the Lady's Ward). The proprietors are cambion Marisha the Fox and her human husband Pincher the Exile, but the real draw is Crookshank, the minotaur bouncer.
ItC p.51
The most upscale establishment in the Lower Ward, this tavern caters to elves and those with elven tastes. A bright yellow-green building, regularly scrubbed to remove soot and ash, with a large central courtyard where grow the tallest trees in Sigil. Actually operates as a mill, producing their own flour for elven breads and pastries
S&O p.48; ItC p.50
Mind's Eye Headquarters
The heart of the Lower Ward and the heartbeat of industry in Sigil. Its heavily guarded iron main gates stand taller than other buildings in the Lower Ward, and the Mithral Tower, a metalworks ten stories tall, bathes the Lower Ward in colorful light that cuts through the smog that belches from the Great Foundry's many smokestacks.
ItC p.51
An almost fully automated shop of artifice, this clockwork establishment is more of a guildhouse of like-minded tinkerers. Guildmaster Saddam Hasan Ibn Arvalas, a human artificer of Zakhara (Al-Qadim), presides over the establishment. Employs a variety of gnomes, dwarves, and modrons. The modrons refuse to sell their inventions, but will give them willingly to lawful creatures who express an interest, thereby indebting the receiver to the modrons.
ItC p.55
A little known, easily forgettable sanitarium run by Housemaster Bereth, appointed by the Mind's Eye. Holds numerous portals within.
S&O p.50
A bookstore on Forgotten Lane near the Shattered Temple, run by gnome Kesto Brighteyes, with an interior made entirely of books. Kesto's friendly bodak assistant, Sir Cleave, often terrifies the customers he tries to help. Has spells for sale, either transcribing them into a wizard's spell book or scribing them as a spell scroll.
S&O p.48; ItC p.50
A series of subterranean tunnels under the banks of the Ditch where Tattershade, the shadow fiend King of the Rats, issues orders to his mischief of wererat followers.
S&O p.50; ItC p.55
Athar Headquarters
A ruined temple to the dead god Aoskar, the Keeper of Gateways, lies at the heart of a razed district and houses the headquarters of the Athar. Holds a portal to the Astral. The Luminous Arbor, a shining bronze-barked tree bearing ruby-red fruits, grows within the temple's central sanctuary.
ItC p.55
A private social organization exclusive to mages, containing a trove of compiled information on the planes, their various gods and powers, and the fiends. Use of the library by guests costs 1,000gp per day. Entrance to the Society is guarded by doorman Gamnesto the Foul, a kelubar demodand.
S&O p.50; ItC p.57
A tavern that serves as something of a central hub of Sigil, there are over two dozen portals that connect the Ubiquitous Wayfarer to the other wards of Sigil and many other planes.
S&O p.52
Named for a dwarven god of greed and acquisition, the Bank of Abbathor is one of the largest financial institutions in the multiverse, with branches on several planes and Prime worlds. The ultra-wealthy in Sigil and beyond store a measure of their fortune in the vaults that lie beneath the bank, or more precisely in the demiplanes that the doorways to the various empty vaults are secret portals to. As the main branch of the Bank of Abbathor, the Sigil location is also home to the Horde of Directors, a group of ancient dragons, mighty devils, and immortal merchants that runs the institution.
ItC p.90
Those who lack the credit to qualify for a loan at the Bank of Abbathor., can pay a visit to F. Moskin Faz, proprietor of the Bronze Bezants, Sigil’s best known lendinghouse.
ItC pp.91-94
At the heart of the Market Ward, near the Great Bazaar, Chirper’s is Sigil’s largest inn. With its massive dining room with three crystal Exhibition Spheres holding exotic creatures from across the planes, private dining rooms to let, complimentary Skull Museum, outdoor Dancing Plaza, and 100-seat Seawind Theater, this is Sigil’s best known tourist trap.
ItC p.95
Resident alchemist/herbalist Ensin brews potions with cheap ingredients and shortcut techniques, offering a variety of inexpensive potions of relatively underwhelming effect. Descriptions and prices are specified in In the Cage.
S&O p.53
A bathouse for the extraplanar, offering tubs of acid, lava, and shadow to name a few. Run by the githzerai matron Laril Zakkos and staffed by a crew of hardworking mephits, the Flame Pits also offer a variety of spa services custom tailored for the non-humanoid. The establishment also acts as a safehouse for rebels and misfits, whom Laril has a soft spot for, and contains a passage to Undersigil.
S&O p.53
Resembling a giant metal olive, operated by gnomish proprietor Celci Nugglebelly, the Gastrognome is renowned as Sigil’s most adventurous eatery.
S&O pp.53-54; ItC p.96
The chief attraction of the Market Ward, the Great Bazaar’s shops, stalls, and tables offer shoppers anything they could ever hope to (legally) purchase. At the center of the Great Bazaar’s open plaza stands the Debtor’s Pole, where notices are posted identifying individuals who have outstanding unpaid debts, and sometimes offering rewards for information about or capture of the debtor in question. The Great Bazaar is also one of the last remaining places in Sigil where the once prominent Free League maintains a strong visible presence, operating and overseeing the market and enforcing their strong sense of fairness.
S&O p.54; ItC p.96
A luxurious, opulent building of gold-veined marble walls, plush carpets, and onyx chandeliers, the Great Gymnasium is a shrine to both physical fitness and meditative rest. Visitors, allowed only during narrow and frequently changing visiting hours, must check all weapons and magic items at the door, and spellcasting is strictly forbidden in all but a few designated areas. This lends to the Great Gymnasium’s reputation as neutral ground, and many important agreements and contracts have been negotiated within.
Imel's Happy Tongue is one of Sigil's nicest eateries, a cozy and well-recommended place on Risvold street in the Market Ward. The proprietor is none other than Imel himself, of course, an aged and balding human with a perpetual smile and quite the belly; he and his staff work tirelessly to make sure that every cutter eating at the restaurant leaves happy and content. The restaurant is renowned for its cheeses of the planes.
S&O p.54
Septon modron Enoll Eva is the dean of this prestigious academy of planar learning. Courses include study in portal theory, practical effects of interplanar travel, multiversal philosophy, and mathematical/magical interrelatedness.
S&O p.54
A circle of archmages monitor the flow of the Weave throughout the multiverse from this cylindrical tower topped with a five-forked chrome spire. The spire acts as an antenna tuned into the weave, which the PEC uses in their attempts to maintain balance, monitor threats, and save threatened worlds. Famous mages from across the multiverse can be found here at varying times, but the PEC has a dedicated permanent staff that sees to the day to day activities of the Cooperative.
ItC p.97 (sort of?)
A shop specializing in weapons and armor crafted from Baatorian Green Steel imported from Avernus, the first of the Nine Hells. Heavy armor crafted from green steel has its strength requirement lowered by 2, and bludgeoning, slashing, and piercing damage taken by the wearer is reduced by 2. Green steel weapons use the next larger damage die.
Uncaged
Elderly female tiefling Aluvius Ruskin (“Lu” to her friends) took over this business from her mentor, Tivvum, years ago and now operates this shop of antiques and curiosities. A five story tower with the establishment’s name carved in stone winding up the outside of the structure, Tivvum’s acts as a bit of a landmark in the Market Ward. The first two floors hold mostly junk, but the upper floors contain wonders that defy the imagination. Given Lu’s nearsightedness and clumsy nature, patrons often hear her coming before they see her.
ItC p.97
Brilliant and egotistical female human artificer Xanist invents and sells contraptions that are more useful and larger in scale than those found at the Hands of Time (in the Lower Ward) but more portable than Grundlethrum’s Automatic Scribe (in the Clerk’s Ward). Xanist works on contract, takes her time, and can be insufferable.
ItC p.99
The iron door of this small business bears the inscription “Mourn not for death, but for birth.” But proprietor Mhasha Zakk, who has run this taxidermy shop for decades, is surprisingly cheerful, most likely because she does what she loves. A devotee of the Heralds of Dust, Mhasha will stuff literally any corpse. She also pays well for exotic specimens to stuff.
S&O p.56
A sprawling necropolis beneath the streets of Sigil, the Dead Nations are ruled by the Silent King, who reign over the undead hordes of ghouls, skeletons, and zombies from his seat on the throne that he can vacate only in death.
S&O p.56
A society of kuo-toa, troglodytes, sahuagin, catoblepas, and desperate land-dwellers has sprung up in Sigil’s sewers, where sewage is jettisoned into the elemental plane of water. Somewhat ruled by Grat the Glass-Jawed, a shark-riding sahuagin baron who has replaced his teeth with precious gems, and Abadoom, a reclusive aboleth.
S&O p.56
A closed, circular tunnel connected to dozens of hidden one-way portals (in, never out) where the laws of time and space are bent and nearly broken.
S&O p.57
The last refuge of the truly outcast, this long-forgotten quarter of derelict tenements was built over by the dabus long ago. The worst of the worst criminal elements in Sigil congregate in Nowhere, as do an assortment of declining or defunct factions noted in Sigil and the Outlands. This includes the Revolutionary League, no longer recognized as a faction and now declared a terrorist organization but very much alive and still operating beneath Sigil.
S&O p.57
Beneath the Hive can be found the Us, the largest cranium rat collective in Sigil and possibly the multiverse. Also known reverently as the Many-as-One by the wererat thralls, the Us develops an ever-greater understanding of Sigil’s secrets. The motives and ambitions of the Us are utterly alien.