DND 5E Dungeons & Dragons Planescape Sigil and The Outlands Scan

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SIGIL ANI)

THE ()UTTANDS

&
Cnrorrs @
Proiect Leads: Justice Ramin Arman, F. Wesley Schneider D&D Sruoro
Art Director: EmiTanji Executive Producer: Kyle Brink
Writers: Justice Ramin Arman, Dan Dillon, F. Wesley Schneider Game Architects: Jeremy Crawford, Christopher Perkins
'Rules
Developers: Christopher Perkins, Jeremy Crawford Studio Art Director: Josh Herman
Lead Editor: Adrian Ng Art Manager: Rob Sather
Editors: Judy Bauer, Janica Carter, Christopher Perkins Art Department: Matt Cole, Trystan Falcone, Bree Heiss, Kate lrwin,
Graphic Designer: Matt Cole Bob )ordan, Noor Rahman, Emi Tanii, Trish Yochum
Cover lllustrators: Tony DiTerlizzi, Tyler Iacobson Design Department: Justice Ramin Arman, Makenzie De Armas,
lnterior lllustrators: Alfven Ato, Luca Bancone, Alix Branwyn, Bruce Dan Dillon, Amanda Hamon, Ron Lundeen, Ben Petrisor, Patrick
Brenneise, Kai Carpenter, CoupleOfKooks, Nikki Dawes, Max Renie, F. \(esley Schneider, Carl Sibley, Jason Tondro, ,ames Wyatt
Dunbar, Michele Ciorgi, Oksana Kerro, PINDURSKI, One Pixel Managing Editor: Judy Bauer
Brush, Sam Keiser, Linda Lithen, Adriän lbarra Lugo, Warren Editorial Department: Eytan Bernstein, Janica Carter, Adrian Ng
Mahy, Robson Michel, Calder Moore, Riccardo Moscatello, Senior Producer: Dan Tovar
Martin Mottet, Vicki Pangestu, Mike Pape, Claudio Pozas, Noor Producers: Bill Benham, Siera Bruggeman, Robert Hawkey,
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Poster Map Cartographer: Francesca Baerald Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross,
Concept Art Directors: Josh Herman, Emi Tanji Chris Tulach
ConceptArtists: Eric Belisle, Dmitry Burmak, Ekaterina Burmak,
Max Dunbar, Alex Konstad, Juho Laitila, lzzy Medrano, One Special thanks to Michele Carter; Lisa Ohanian; Black lsle Studios,
Pixel Brush, Noor Rahman, John Tedrick, Terraform Studios, the creators of Planescape: Torment; and the hundreds of playtesters
Shawn Wood who made this a better book!
Consultants: Michele Carter, Rico Coraz6n, Basheer Chouse,
Jonathan S. Tomhave Additional thanks to the original Pianescape setting designers,
Proiect Engineer: Cynda Callaway including Richard Baker, Wolfgang Baur, Tim Beach, l(aren
lmaging Technicians: Daniel Corona, Kevin Yee Boomgarden, Michele Carter, David "Zeb" Cook, Monte Cook, Tony
Prepress Specialist: Jefferson Dunlap DiTerlizzl. Dale Donovan,leffCrubb, Andria Hayday, Dori Jean
Hein. Brian Korval, Rob Lazzaretti, Co in McComb, Dawn Murin, rk
post. Robh Rrcpe, J. \1. Sa sbury, Bill S avicsek, Lester Smith, Rick
S',,,ar. Rar \'a ese. la"rles \l'ard. Sue \\iei: ein, Skip Wll iams. Steve
t.r,,-ie.. Da.,d \.,, S€. a-C
-a-! rcre .

On rns Covrn Oru rxs Alr-Coven


Sigil's enigmatic ruler, the Lady of Pain, looms before the planar On this cover, Tony DiTerlizzi depicts the Lady of Pain in her iconic
metropolis and its curving skyline in this painting by Tyler Jacobson bladed headdress. The expressionless Lady's inner machinations
are unknowable.

Disclaimer: The factions ofthe City of Doors are nat responsib . i.. : .....: .. : i:.: : ..'., i
620D2437000003 EN
ISBN: 978-0-7859-6904-3
Efffi.f,E with accidento lly ha p penin g upon th e Ca ge. Pl ease c o nst ii t T ., r : : : :,' - :.. :. : :. :. : :
onyofthefollowing:upselslomach,nausea,existeniiaiot,ai:.:..... '.'. -:-

C(E5ffi
First Printing: October 2023 sistible urge ta wax paetic abaut philosophies relatt rg :: :. , ;. . ; . . /:.

Tell us what you lh'nk o( Planescape:


987 654321 Adventures in the Multiverse.fake our
survey herel

DUNCEONS & DRACONS, D&D, Wizards ofthe Coast, Planescape, the dragon ampersand, Player's Handbook, Manstet Mantal. Dr.!.:,
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Printed in China. O2023 Wizards ofthe Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by: Hasi.. Sr. i-: a-
Represented by: Hasbro. De Entree 240. ll0l EE Amsterdam. NL. Hasbro UK Ltd., P.O. Box 43 Newport. NPtg ryt. U{
leu en anglais. Contenu: L FABRIQUE EN CHINE
C oxrENTs
I l nn ite Doors to Adventure.................... 4
,: . Planescape?.................................. 4 Athar... .22 Faunel.........
- : - lhls 8ook.......................................... 4
- :: T:uths..... 5 Doomguard 23 Glorium..........
.:' of the Mu1tiverse...... 5 Fated..... 24 Hopeless........
Unitl' of Rings, 5
Rule of Threes 5
r i. Rigus
1 : Character Options ......................... 6
Sylvania R6
. ..-.-,undS..... 7
llate Warden 7 Mercykillers 26 Torch........... 88
Mind's Eye .....27 Tradegate... 90
Flanar Phi1osopher........ ..........8
Society of Sensation ..,,.27 Xaos................ 92
Cieating Your o*" F^",i;;..::::. ..........8
Transcendent Order........................ .....28 Other Realms 94
Ftars ................ ........10
Minor Factions..................................... ..,,.28 Caverns of Thought ..... 94
-\genr of Order.............................. ........10
tsaleful Scion................ ........10 Sigil Gazetteer ..................................... .....29 Court of Light 94
Cohort of Chaos............................ ........10 Clerks'Ward.. .....30 Dendradis 94
tlutlands Envoy .............. ........10 Clerks'Ward Factions .....30 Flowering Hi11..................... 94
Flanar Wanderer.......................... ........11 Clerks' Ward Locations ............. .....30 The Great pu""..................... 94
Richteous Heritor ........................ ........ 1 1 Hive Ward...... .....34 Gzemnid's Ma2e................... 94
Scion of the Outer P1anes.......... ........12 Hive Ward Factions...............-..... .....34 Hidden Rea1m....................... 94
\iagic.................. 72
Hive Ward Locations.................. .....35 Labyrinth of Life................... 95
Spel1s.............. 12 Lady's Ward... .....40 Mausoleum of Chronepsis. 95
Gate Seal... 12
Lady's Ward Factions................. .....40 Moradin's 4nvi1..................... 95
Lady's Ward Locations............... ..,,.41 Realm of the Norns ............. 95
\[agic Items... 13
LowerWard... .....46 River Ma'at..... 96
\Iimi r.......... ...... lJ
Lower Ward Factions 46 Semua nya's Bog................... 96
-' :ra1 Compass....................... .. ... .. 13
Lower Ward Locations........ ............. 47 The Spire....... 96
> -rsorJ Stone.................................... 13
Market Ward..... 51 Thebestys............... 96
Market Ward Factions.................. ...51 Vale of the Spine .. 96
i- :. 2 r Sigil. the City of Doors ............... 14 Market Ward Locations............... ...52 Walking Castles 96
Ithere Is Sigil?.. 15
Undersigil ...56 Wonderhome. 96
Sigil at a Glance 15
Undersigil Locations .................... ...56
Features of Sigi1........... 15 Maps
Adventures in Sigi1............. ...58 Map 2.1: Elloweth Theater in the
-\lterations to Magic .............................. 15
- :'e in Sigil......... t6
Adventure Hooks .............. ...58 Civic Festhall . ..............32
Faction Missions......... ...58 Map2.2: Hal1 of Vigils in the
Inhabitants...... t6 Sigil CaIamities.................................. ...58
C,Lrrrency and Trade............................... 16
Mortuary 39
Encounters in Sigi1............ ...59 Map 2.3: Spire of the Grixitt in the
Sen ices........... t6
Getting Around....................................... 16 Ch.3: The Outlands ...60 Prison 44
- anguage ......................17
Life in the Outlands ...6t Map 2.4: Mithral Tower in the
I ocal Nuisances..................................... 17 Gate-Towns ...67 Great Foundry ..............49

18
Automata ...62 Map 2.5: Grounds of the
8ed1am........... ...64 Great Gymnasium.................................. 55
Portal Keys........ 18 Curst ............... ,,.66
Poi-ra1 Quirks ....18 Ecstasy...................... .................68

Crear ing a Porta1............... ....18


Summoning in the Cage..
Pla nar Portals
.... 18
.... 19
(e) §rcr
§:ar' 4il* rtr 'Jl;.,+ui:s
T.e+ Lad-v ol Pain................... ....20 *lzr *l:t-"i-*s:*i
Dabus .............. ....20
The Mazes ....20
Locking the Cage.............. ,.,,20 41
Xnterfering with the Lady ,.,,20 4
Factions of Sigi1.................... ,.,,22 ,r.6
"lln' trt\ -
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ii}i*§I!{l]. HE MULTIVERSE IS EVERYTHING KNOWN AND Multiversal Scale. In Planescape adventures, dan-
' | ' everything beyond. Encompassing worlds gers might threaten countless worlds, or the fate
:11 planes, life, and death, the multiverse's in- of the multiverse might hang in the balance. By
-i:l':l, finite infinities brim with wonder, terror, se- the same token, wonders are commonplace, and
crets, and-above all
possibility. Every D&D adven- true marvels are often wild in the extreme.
ture takes place in the multiverse. Beyond the lone No Single Truth. The multiverse makes room
worlds of the Material Plane are countless other re- for everything, and beliefs manifest as fantas-
alities and the paths and portals that connect every tic creatures. Planescape adventures often pit
edge of eternity. Those who seek the wonders of the philosophies against one another and highlight
planes take their first step into the endless possibili- subjective views. Situations might encourage
ties of a Planescape campaign. characters to reexamine their beliefs in the face
of plane-spanning philosophies, conflicts, and
Wnan Is PTexESCAPE? revelations.
Planescape is the D&D multiverse and so much Power and Possibility. The planes are home to
more. Beyond the Great Wheel cosmologl'(detailed beings of phenomenal power, yet the smallest
inthe Dun§eon Master's Guide). Planescape fo- things make a difference. Although adventurers
cuses on reality-bending adventures and aesthet- might seem insignificant in the grand scheme of
ics unbound from those of mortal u-or1ds. Just as the multiverse, their choices hold the power to
other D&D settings highlight certain concepts but change reality.
can host any genre of adventure or st1'1e of p1a1'. Stage ofCoatradictions. In Planescape adven-
the same is true of Pianescape. Adr-entures in tures, Celestials might be evil, Fiends might be ap-
Planescape campaigns often focus on the iollori' athetic, and yetis might sell snow cones. What you
ing themes: do defines you, not what others assume about you.
Everything D&D. Anything from any D&D setting
Backstage of Reality. Planescape adr-entures pro- and anything you can imagine might appear in
vide glimpses of the dai11'1ir-es of unfathomabie Planescape adventures. Characters might en-
beings-1ike gods. angels. and demons-and hou- counter D&D's greatest characters and monsters
they act (and interact) u-hen mortals aren t their in situations where they're not pitted against
primary concern. The mvsterie s of life and the one another.
afterlife are wide11- knou,n to these creatures.
Everywhere at Once. Planescape adventures span You'll see these concepts highlighted throughout
worlds, planes, and possibilities. Trar-e1 betr'r,een this book and its companions. Use these themes as
incredible realms is common, especialll'r,ia guides and encouragement as you explore Sigil and
portal-rich locales like Sigil and the Outlands (de- the Outlands, and as you develop your own wonder-
tailed in this book). Adventurers are likely to see fully wild Planescape adventures.
multiple impossible sights everl- dar'.
UsrNc THrs Boor
Mrurns: Gutors ro rHE Pllttss This book is a gateway to adventures across the
M im i rs-magica l, sku
-sh a ped, fact-col lecti n g d e-
I I multiverse, with a focus on two thresholds to the
vices-will accompany you through this product. planes: Sigil, also called the City of Doors, and the
These magic items are detailed in chapter I of this Outlands, which acts as the hub of the Outer Planes.
book, and they offer details about remarkable realms Consult ttre Dun§eon Master's Guide for general de-
and candid snippets from residents ofthe planes. The
tails about the planes and their organization.
various mimirimages that appear in these books de-
note recorded quotes that include widely agreed-upon DMs can determine how much of this book they
facts and the personal-though perhaps inaccurate- want to share with their players. Characters native
opinions ofthe attributed planar travelers. Use these to a Material Plane world might know nothing of the
insights to inform your understanding ofthe planes or details herein, while experienced planar explorers
as quotes to share via mimirs in your game. could know everything in this book.
This introduction presents an overview of infor-
mation vital to all who wander the planes.
+

.-

7-..

Axerrs, oevrrs;äüo
-
EELAX IN THE

.*'
Chapter 1 provides players with details on how to themselves the center of everything. They're correct,
.-ate characters suited to a Planescape campaign. in a sense: wherever you stand is the most import-
-. Dresents the Gate Warden and Planar Philoso- ant place in existence-at least, for you.
- -.tr backgrounds, feats inspired by the planes, and
--. -,r11ection of spells and magic items appropriate
: planar travelers.
Ilt{gX qt BtNcq _
Systems, cycles, orbits, planes, lives, even the city
Chapter 2 introduces the mind-boggling city of of Sigil itself-the multiverse is composed of infinite
: :'i1. the enigmatic Lady of Pain, and various other rings. Whether these are physical or philosophical
::r' inhabitants. rings, the elements of the multiverse have no begin-
Chapter 3 presents the Outlands, a neutral plane ning or end, and if you follow any for long enough,
.. the center of the Great Wheel, along with details you'll return to where you started.
r the gate-towns communities at the thresholds
:he Outer Planes-and other incredible realms. RulB or TnnBns .

When things happen, they happen in threes. You


Tnnpn Tnurns might not always be able to perceive or understand
- inite possibility doesn't mean infinite complexity. how events are related, but somewhere, sometime,
- :t residents of Sigil and planar travelers know the or somehow, every action has two partners. Often
:' ..r1tir-erse follows three basic principles. Reality's this isn't worth worrying about. Other times, noth-
,..st complexity and the limits of individual perspec- ing matters more.
'' t might obscure these principles,
but those with
.: time and patience to learn from the multiverse's
,, ries eventually rcalize these truths. "Th;".j, l.appe" i" thi,eer. $irple
e^o,.jh? lI't ^ol lo.3ical, b,r t'l
iIENTER oF THE Mumrvrnsr aLroolt al*eyi fr",e."
',\'hat's
at the center of the multiverse? Nothing *&o"aJiic of $i1il, pla*ar rci"oLar"
..rd everything.
The multiverse is an infinite expanse, and nothing
.-n litera11y be at the center of infinity. Nevertheless,
-,untless worlds, faiths, and narcissists consider

i§Tä{J;"JaiTi(}i{ i iärili:'1'[ :]al{JR§'i'{:} it}!rr§t'l,rtiu i


3

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".
I

Pualan aDvENTURERS slee MeRcv«rrlee

t
ENFoRcERs ovER THE Roops op 5tctu.
d- *g 11.r
E-_ Ai i1;l'? ; flffi 3

W
HEN YOU CREATE A CHARACTER FOR Burrorxc e G-trn JMRnonN Cnenecrnn
adventures set in Sigil or the Outlands, Those who dwell for an extended time near a per-
you can choose from any options the manent portal to another plane absorb the essence
D&D game provides, including those de- radiating from the realm beyond. Those influenced
- . :r this chapter. As always, check with your by the same plane share similarities in behavior and
.. :e creating a character to make sure the even physical appearance.
> ,, ou prefer are available. Su§§ested Chatactefistics. The influence of an
Outer Plane shapes your perspective. The Gate
r,-iCKGROUNDS Warden Personality Traits table suggests traits you
: :-: iron presents two backgrounds for 1st-leve1 might adopt for your character.
- , :rs ri'ith strong ties to Sigil, the Outlands, or
-. Gate Warden and the Planar Philosopher. Glre WnnoEN PERSoNALTTY Tnlrrs
r :elect either of these backgrounds, you d5 Personality Trait
- -: :tat specified in its description. If the back- 1 Strange events and otherworldly creatures don't
- -- '.-', ,:,u choose doesn't provide a feat, you gain faze me.
'-. :e at of your choice from the options below 2 I think in terms of exchange: something for some-
- -:scribed in the Player's Handbook):
thing, nothing for nothing.
-: 3 I speak with an unusual cadence.
4 I pepper my speech with words or curses bor-

_. --'E \\.rn»nN rowed from planar languages.

' -' 5 l've seen enough to know that you can't take any-
:i-srrer Planescape Campai§n
one at face value, so I scrutinize everyone.
-- -.rr a significant amount of time somewhere 5 I have a superstitious habit I picked up from my
i :- - : I br- intense planar forces or a portal to
-: gate-town, such as touching iron when l'm ner-
-': :lane of existence, such as one of the gate-
' . : rhe Outiands. You're accustomed to expe- vous or arranging objects in a specific order.
- :: rrät rl-ould leave others reeling in terror or Gate Warden Trinkets. When you make your
' .. ::td br,otherworldly beauty, and you're as character, you can ro11 once on the Gate Warden
' ...b1e dealing with Celestials and Fiends as Trinkets table, instead of on the Trinkets table in the
., -'.
-,i ith
the vendors in town (who might be one Player's Handbook, for your starting trinket.
-
= same).
Slitl Proficiencies: Persuasion, Survival
GlrE MnoEN TRTNKETs

-:nguages: Two of your choice (Abyssal, Celestial,


d5 Trinket
- -: .:na1 recommended)
: :.uipment: A ring of keys to unknown locks, a
, '-r book. an ink pen or quill, a bottle of black 2 A small lead ingot that has a strange thumbprint
:- : Srt of traveler's clothes, and a pouch con- pressed into it and whispers when held tightly
, ::- 10 gp 3 Two lodestone spheres that chime when they
: . .- - -- ,RE: PLANAR INFUSIoN attract each other
- :1 a gate-town or a similar location steeped 4 A smoldering pebble of coal that, while always hot,
-:lanar energy. You gain the Scion of the
- doesn't burn skin, fur, scales, or clothing
-.: ?ianes feat (presented later in this chapter). 5 A feather that sheds dim light in a 5-foot radius
., - r::ron. 1'ou know where to find free, modest
6 A ring made from a chain link that, once donned,
.: :--: and food in the community you grew up in. won't come offwithout pulling painfully hard

b\
Srcll FncrroN AFFrNrrrEs
Faction Skill
Athar Religion
Bleak Cabal lnsight
Doomguard Nature
Fated lntimidation
Fraternity of Order History
Hands of Havoc Stealth
Harmonium Perception
Heralds of Dust
g Medicine
Mercykillers Survival
Mind's Eye Persuasion
Society of Sensation Performance
Transcendent Order Athletics

FecrroNs oF SrGrL
Twelve factions have risen to prominence in the City
of Doors, though many more exist. Your character
might belong to one of these groups or another ideo-
@s logical faction, perhaps one of your own creation.
The primary factions of Sigil, which are further
B
ut detailed in chapter 2, adhere to the following
philosophies:
t
i Athar. Deities are frauds and merely channel the
might of a true, higher power.
Bleak Cabal. There is no greater truth to the
multiverse. Each being must discover their
own meaning.
Doomguard. Nothing lasts forever. The purpose of
everything is to crumble and decay.
,{iGir= }jnsüar.i Fi?.]fr : *f (L+?;1jY Fated. Everyone makes their own fate and is enti-
G3ag-i;sN *. i":e pEL€5: fät:'.-a: tled to whatever they can take and hold.
i !i; äii,:r.laE cr ;rr *i::: a+::.
Fraternity of Order. All of existence is governed by
laws, and power comes from understanding and
PreNeB PnrrosoPHER exploiting them.
Prerequisite: Planescape Campai§n Hands of Havoc. Those who try to impose a single
You subscribe to a philosophy that seeks to under- order on the multiverse are doomed to fail.
stand the nature of the planes or some hidden truth
Harmonium. The multiverse will be perfect only
when everything is acting in harmony, whether it
of the multiverse. You draw strength from your
conviction and, perhaps, a network of like-minded wants to or not.
thinkers, such as the factions of Sigil (summarized Heralds of Dust. Everyone is already dead; the
below). In your travels, you explore the depths of
entirety of the multiverse is an afterlife. Undeath
your understanding and spread your philosophy holds the key to the next stage of existence.
wherever you go. Mercykillers. Cold, relentless justice is absolute,
and no one is above it.
Skill Proficiencies: Arcana, the skill associated Mind's Eye. The multiverse exists to be explored. It
with your faction (see the Sigil Faction Affinities shapes us, and we shape it in turn.
table) or one skill ofyour choice Society of Sensation. Sensation is the proof of exis-
Languages: Two ofyour choice tence. By experiencing everything, we can under-
Equipment: A portal key (such as a bag of golden stand the multiverse in all its complexity.
tea leaves or the tooth of a planar beast), a mani- Transcendent Order. Thought clouds action. To
festo of your guiding philosophy, a set of common fall in step with the multiverse, one must act on
clothes in your faction's style, and a pouch con- instinct alone.
taining 10 gp worth of coins from different worlds
and planes

t (:'rl,\PTFR I i t H ARACTT-R OPTIO\S


FnArunr, CoNvrcrroN Cnrlrrruc Youn Owru Flcrroru
You gain the Scion of the Outer Planes feat (pre- ln Sigil, ideologies wax and wane over time, gaining
sented later in this chapter). In addition, members of popularity and drawing like-minded philosophers from
your organization provide you free, modest lodging one faction to another-the only constant in the City
of Doors is the Lady of Pain herself. lf you'd like to
and food at any of their holdings or the homes of
create and be part ofyour own faction, ask your DM
other faction members. about doing just that.
Your faction should include the following details:
BurrorNc A PLANAR Pnrrosopnnn
CnenecrBn . A core philosophy centered on an assumption or fun-
Some groups of planar philosophers might prefer damental truth about the multiverse or its workings
. A building that serves as the faction's headquarters
certain types ofcharacters, but by and large any
in the City of Doors
character who upholds and furthers the beliefs of . A faction leader (called a factol) who embodies the
such a group is welcome within its ranks. faction's beliefs
Su§§ested Characterisdcs. Adventurers who
dedicate themselves to a particular philosophy
regarding the multiverse are welcomed among
factions that embrace those beliefs. The Planar Phi-
losopher Personality Traits table suggests various
traits you might adopt for your character.

Pllruln PnrlosopnER PERsoNALtry Tnlrrs


d5 Personality Trait
I Idon't venerate any gods. !(ith time, we can be as
powerful as them or greater.
2 Experience is everything; live in the moment.
3 When things crumble, I find meaning in the dust.
4 Life thrives through order, and I seek to maintain
that order.
5 When others make plans, the multiverse laughs
and so do I.

6 I know what's right, and none will stand in my way.

Planar Philosopher Trinkets. When you make


j,lur character, you can ro11 once on the Planar
Philosopher Trinkets table, instead of on the Trin-
-ets table in the Player's Handbook, for your start-
-rg trinket.

Plnruln Ps rr-osopn ER TRI N KETs


d5 Trinket
I Locket with a picture of my mentor and an inscrip-
tion I can't read
2 Bleached cranium rat skull with colored glass
beads in its eye sockets
3 Torn parchment with half a rebus painted on it
4 Bracelet of twisted razorvine stems
5 Fragment of a bronze blade covered in verdigris
6 Broken holy symbol of a forgotten god

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p*ftTi1L i{gY ili tx; GnEar Feu*oay :x
5ieir, reAoquasrER! *F;*r Mrxr'; fvE

cHÄrTEil I i a-rili ü.Äar'l'!rtt ürTl*1{s


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Frars Cononr oF CHAos


Prerequisites: 4th Level, Scion of the Outer Planes
This section introduces feats related to the forces of (Chaotic Outer Plane) Feat
the pianes. These feats are available to you when-
ever you normally choose a feat, and they follow the
You can channel cosmic forces of chaos to gain
feat rules in the Player's Handbook. these benefits:
Ability Score Increase. Increase an ability score of
Fner DrscnrpuoNS your choice by 1, to a maximum of 20.
These feats are presented in alphabetical order. Chaotic Flare. When you roll a 1 or a 20 on an
attack ro11 or a saving throw, the magic of chaos
AcnNr oF ORDER flows through you. Roll a d4 and consult the
Prerequisites: 4th Level, Scion of the Outer Planes Chaotic Flares table to determine what happens.
(Lawful Outer Plane) Feat A flare lasts until the end ofyour next turn, and a
You can channel cosmic forces of order to gain new flare can't occur until after the first flare ends.
these benefits:
Cxaorrc Fllnrs
Ability Score Increase. Increase an ability score of
your choice by 1, to a maximum of 20. d4 Flare
Stasis Strike. Once per turn, when you damage a I Battle Fury. A creature ofyour choice that you can
creature you can see within 60 feet of yourself, see is filled with reckless fury. lt has advantage on
you can deal an extra 1d8 force damage to the attack rolls and disadvantage on ability checks.
target, and it must make a Wisdom saving throw 2 Disruption Field. Waves of energy ripple around
(DC equal to 8 + your proficiency bonus + the you. Every creature that starts its turn within 5 feet
modifier of the spellcasting ability you chose for ofyou, or that moves into that area for the first
the Scion of the Outer P1anes feat) as spectral time on a turn, takes ld8 force damage.
bindings try to ensnare it. On a successful save,
3 Unbound. When you move, you can use some or
the target escapes. On a failed save, the target has
all of your walking speed to teleport yourself once,
the restrained condition until the start ofyour next
along with any equipment you're wearing or car-
turn. These bindings manifest as chains or some
other symbol of stasis. You can use this benefit a rying, up to the distance used to an unoccupied
number of times equal to your proficiency bonus, space that you can see.
and you regain all expended uses when you finish 4 Wailing Winds. Winds swirl in a l5-foot-radius
a long rest. sphere centered on you. You and any other crea-
tures in that area have disadvantage on Wisdom
Bernrur ScroN saving throws.
Prerequisites: 4th Level, Scion of the Outer Planes
(Evil Outer Plane) Feat
OurreNos ENvoY
You can channel cosmic forces of evil to gain Prerequisites: 4th Level, Scion of the Outer Planes
these benefits: (The Outlands) Feat
Ability Score Increase. Increase an ability score of You have spent significant time in Sigil or the
your choice by 1, to a maximum of 20. Outlands, the crossroads of the multiverse. Being
Grasp ofAvarice. Once per turn, when you damage steeped in converging planar energies grants you
a creature you can see within 60 feet of yourself, these benefits:
you can also deal necrotic damage to it. The
necrotic damage equals 1d6 + your proficiency bo-
Ability Score Increase. Increase an ability score of
your choice by 1, to a maximum of 20.
nus, and you regain a number of hit points equal
Crossroads Emissary. You learn the misty step and
to this necrotic damage dealt. You can use this
ton§ues spells. You can cast each spell once using
benefit a number of times equal to your proficiency
this feat without a spel1 slot, and you must finish
bonus, and you regain all expended uses when you
a long rest before you can cast that spell in this
finish a long rest.
way again. When you cast ton§ues using this feat,
you require no material components. You can also
cast these spells using spell slots you have of the
appropriate level. The spells' spellcasting ability is
the one chosen when you gained the Scion of the
Outer Planes feat.
i,
t.

t- i.rl't.{al aP I I {.ilAB-lilTl:ll Ütrl'ir}i!§


lN rxe srnuccrE BETWEEN cHAos aNo oRoER, Two GrrH
waRRroRS BATTLE sLAAor oN THE pLANE oF LtMBo.

PrRNen-WewoBnnn Portal Sense. You know the direction to the last


i Prerequisites: 4th Level, Scion of the Outer Planes planar portal you used while you and the portal
Feat are on the same plane of existence. Moreover, as
an action, you can detect the location of any por-
You can draw on the forces of the multiverse to
tals within 30 feet of you that aren't behind total
survive cosmic extremes and to traverse its infinite
cover. Once you detect a portal with this action,
realms, granting you these benefits:
you can't use the action again until you finish a
Planar Adaptation. When you finish a long rest, long rest.
you gain resistance to either acid, cold, or fire
damage (your choice) until you finish your next RrGntuous HERIToR
long rest. Prerequisites: 4th Level, Scion of the Outer Planes
Portal Cracker. Your experience with portals al- (Good Outer Plane) Feat
lows you to open them without a portal key. As You can channel cosmic forces of good to gain
an action, you can concentrate on a portal you're these benefits:
aware of that is within 5 feet of yourself and make
aDC 20Intelligence (Arcana) check. On a failed
Ability Score Increase. Increase an ability score of
your choice by 1, to a maximum of 20.
check, you take 3d8 psychic damage and can't use
Soothe Pain. When you or a creature within 30 feet
this benefit on that portal again until you finish a
of you takes damage, you can use your reaction
long rest. On a successful check, you can force the
portal open or closed for t hour. For that duration, to reduce that damage by 1d10 I your proficiency
bonus. You can use this benefit a number of times
the portal doesn't respond to its portal key unless
equal to your proficiency bonus, agd you regain all
a creature employing the key succeeds on a DC 20
expended uses when yoh finish a long rest.
Intelligence (Arcana) check as an action.

C-!jÄpl"rt I I altAtAC t'in O!'i iO§g . li


ScroN oF THE Ournn PreNns
ne sc ap e C ampai§n
Mecrc
Prerequisite : Pla
Magic on the planes largely functions as it does in
Your connection to an Outer Plane infuses you with other D&D settings, though some exceptions exist
the energy there. Choose a type of plane listed in in Sigil (see chapter 2). The following sections pres-
the Planar Infusion table. Your choice gives you ent spells and magic items the DM can provide for
resistance to a damage type and the ability to cast planar travelers.
a cantrip, as specified in the table. You can cast
this cantrip without material components, and your Sprrls
spellcasting ability for it is Intelligence, Wisdom, or The Spe11s table shows which classes can cast
Charisma (choose when you select this feat). the spelis in this section and the levels of those
spells. The table also notes the school of magic of
Pllruln lurusrott each spel1.
Damage
Plane Resistance Cantrip Spells
Chaotic Outer Plane Poison Minor illusion Level Spell School Class
Evil Outer Plane Necrotic Chill touch 2nd Warp sense Divination Sorcerer, warlock,
Cood Outer Plane Rad iant Sacred Jlame wizard
Lawful Outer Plane Fo rce Cuidance 4th Cate seal Abjuration Sorcerer, warlock,
The Outlands Psych ic Mage hand wizard

A pLANAa caRToGRApHER oH a Lowee Garn Seer


PlaNe asxs a prr FrENo FoQ orR€crloNs 4th-Level Abjuration
Castiog Tfune: 1 minute
Range 60 feet
Components: V S, M (a broken portal key, which
the spell consumes)
Duration: 24 hours
You fortify the fabric of the planes in a 3O-foot cube
you can see within range. Within that area, portals
close and can't be opened for the duration. Spells
and other effects that allow planar travel or open
portals, such as §afe or plane shift, fall if used to en-
ter or leave the area. The cube is stationary.
At Hi§her Levels. When you cast this spell using
a spell slot of 6th level or higher, the spell lasts until
dispelled.

JMr.np SBwsn
2nd-Level Divination
Casting Time: 1 action
Range: Self
Components: V, S, M (a razorvine leaf)
Duration: Concentration, up to 1 minute
For the duration, you sense the presence of portals,
even inactive ones, within 30 feet of yourself.
Ifyou detect a portal in this way, you can use your
action to study it. Make a DC 15 ability check using
your spellcasting ability. On a successful check, you
learn the destination plane of the portal and what
portal key it requires, then the spell ends. On a
failed check, you learn nothing and can't study that
portal again using this spell until you cast it again.
The spell can penetrate most barriers but is
blocked by 1 foot of stone, 1 inch of common metal,
a thin sheet of lead, or 3 feet of wood or dirt.

:* {.liii'.|'l al' I I f. I'i,1.|i.:t.l l tlli {-);l l...lll:


{t
:i ll
1r
il

Mecrc Irnus
This section describes magic items likely to be
found in Sigil and the Outlands.

Mrurn
Wondrous ltem,. Rare (Requires Attunement)
This skull-shaped device is filled with knowledge.
The device weighs 5 pounds and is covered with
subtle etchings of planar sigils.
As a bonus action, you can toss the device into the
air, whereupon it floats at a distance of 1d3 feet from
ä**;*i {cs;,*ss
you and you can access its properties. While the
mimir is floating, a creature other than you can use
an action to grasp or net the device, either by mak-
ing a successful unarmed strike against AC 22 or a
successful DC 22 Dexterity (Acrobatics) check. You
can use a bonus action to seize and stow the device.
The device has AC 22,25 hit points, immunity to
poison and psychic damage, and resistance to all
other damage. It is considered to be an object that is
being worn while it is floating near you.
Esoteric Knowled§e. While the device is floating,
you can use an action to cast üe§end lore from the
device. The device speaks the revealed lore aloud.
Once this property has been used, it can't be used
again until the next dawn.
Planar Knowled§e. The device knows basic, use-
fu1 information about the planes of existence. While
the device is floating, it verbally answers questions Ponrer Coupess
you or anyone you designate poses to it about that Wondrous ltem, Uncommon
topic. It knows the information about the planes in This portable arcane instrument points in the direc-
the Dun§eon Master's Guide, as well as basic infor- tion of the last portal it passed through while it and
mation about the gate-towns of the Outlands (pre- the portal are on the same plane of existence. If that
sented in chapter 3 of this book). portal no longer exists, the needle becomes static
until the compass passes through a new portal.

SnNsonv SroNn
Wondrous ltem, Uncommon
This small, smooth stone contains the essence of a
tu,iH;&
single experience.
As an action, you or a willing creature you desig-
!
nate can touch the stone and experience the sen-
sation as if it happened to the designated creature.
The illusory experience is fleeting and harmless,
however real it might feel in the moment.
Record Sensation. You can use your reaction to
record a short sensation lasting no longer than 6
seconds experienced by a creature ofyour choice
u&
@F within 30 feet of yourself, infusing the essence of
_&. that experience into the stone. This replaces any
sensation already stored within the stone.
Siphon Sensation. As a bonus action, you can
draw on the stone's magic to end the charmed or
frightened condition on yourself, de
stone in the process
.:

.
I

Sigil, the Cit3r Gf Doors


IGIL IS THE CROSSROADS OF THE Fnerunrs oF Srcrr,
multiverse, a city at the center of the Great
Sigil has the following features:
Wheel. Connected to every plane of exis-
tence and the infinite worlds among them, Day and Night. Sigil observes a 24-hour day-night
the City of Doors brims with commerce, travel, cycle. The sky gradually fills with luminescence
schemes, and adventure. Sigil is commonly referred during the day and fades into deep darkness at
to as the Cage because the only way into or out of night. This light isn't sunlight. Sigil's brightest
the city is through one of its countless portals-path- and darkest points in time are known as peak
ways controlled by the enigmatic Lady of Pain. and antipeak.
Gravity. Objects are pulled toward whichever sec-
lMnpnn Is Srcrr? tion of the city's ground is closest.
Sigil simultaneously exists at the center of the Great Weather. Fog, smog, and drizzle-the most weather
Wheel and nowhere. In the middle of the Outlands, variation Sigil sees-gather at ground level and
an impossibly tall needle of a mountain, the Spire, limit visibility to 1d6 x 50 feet on the murkiest of
rises into the sky. Sigil floats above the apex of the days. The temperature varies between balmy and
Spire, barely visible from the ground, constructed chilly year-round and rarely nears extremes.
on the inside of a massive stone torus. Attempts to
ascend to the city by climbing or flight are futile, as
ArrrxRuoNs To MAGrc
are efforts to reach the top of the Spire. Planar magic works differently in Sigil. The follow-
ing magical restrictions apply there:
Srcrr AT A GraNcn Banishment. Effects that banish a target from Sigil
Once inside the city, a visitor is greeted by a vast treat the target as if Sigil were its home plane.
urban tangle of bladed buildings in a wild array of Extradimensional Space. Extradimensional
architectural styles. Built within a great ring, the spaces, demiplanes, and pocket dimensions-such
city curves before and behind observers, as ifthey as those created by a ba§ of holdin§ or the rope
stood in a bowl or valley, stretching upward and dis- fnbk spell-function within Sigil, but those spaces
appearing into an industrial haze. On a clear day, a follow all these restrictions as if they were part
creature that looks upward sees the other side of the of the city.
city, curving far overhead. Visitors can find this re- Planar Travel. Effects that allow interplanar travel,
ality unsettling. There are no suns, moons, stars, or such as astral projection or plane shift,fail ifused
other celestial bodies in the sky above Sigil, though to try to enter or leave Sigil, with one exception
city lights twinkle above in the darkest hours. (see the "Teleportation Circles" section below).
Sigil is built to the edges of the ring, forming a Summoning. Spells, magic items, and effects that
wal1 of structures along its border. Anyone who summon creatures or objects from other planes,
climbs atop this outer wall of buildings can look out such as a rin§ of djinni summonin§, instead sum-
over the edge into an empty sky. Few who cross the mon targets from within Sigil if possible or oth-
edge are ever heard from again. Those who pass erwise fail. Effects that summon a specific target
over the edge don't end up in the Outlands; rather, from outside Sigil, as with a Leomund's secret
they are flung to random corners of the planes. cftesf spell, fail automatically.
Tbleportation. Attempts to teleport into or out of
Srcrr, Posrnn Map Sigil fail, but such magic functions normally when
Inciuded with this book is a poster map of Sigil. The used to teleport within the city.
city's ever-changing nature and its myriad portals Teleportation Circles. Permanent teleportation
render concepts like distance, size, and travel time circles exist within Sigil, but attempts to create
irrelevant. How long it takes to get from point to new ones fail. Those with permission can use
point in Sigil is up to the DM. Prominent sites of them to enter the city via the plane sluff spell but
interest are noted on the map, but countless other not to leave.
locations fill the city's ever-shifting streets, which
the DM can detail.
LrpE rN Srcrr might siphon years off the buyer's life as payment
for a diabolical blade.
Creatures from every corner ofthe planes live and Buyers can find goods of every shape, size, and
toil in the City of Doors, bringing fragments of their sort in one of Sigil's many marketplaces, the largest
cultures to the multiversai hub. Over eons, these of which is the Great Bazaar (see the "Market Ward"
cultural tenets have blended and evolved into a section later in this chapter), though individual busi-
unique way of life made possible by the myriad por- nesses 1ie scattered among the wards.
tals that exist at the Lady of Pain's sufferance.
Snnvrcns
INrrasrrANTS
Any and every service is for sale in the Cage.
Sigil is the backstage of the multiverse. Celestials Courier services staffed by mephits, imps, and
and Fiends share drinks in genie-owned taverns, lantern archons (see Morte's Planar Parade) carry
agents of evil gods trot through the streets astride messages across planar boundaries. Brave exter-
nightmares, and hags stable faerie steeds alongside minators rid buildings of cranium rats, curses,
pegasi and beasts of living stone. As a result of this and dangerous affiictions. Clandestine agencies
mingling, fundamentally incompatible parts of the offer escape from infernal debt collectors or other
multiverse come into direct contact. They don't looming perils by killing their clients, keeping the
always clash, but when they do, authorities main- bodies safe and preserved, and resurrecting them
tain order and stifle cosmic peril. Only when these when trouble has died down, sometimes years or
eruptions threaten the city on a grand scale does the decades later.
Lady of Pain intervene. Travelers from across the multiverse flood the
Humans are the earliest known inhabitants of the city, whose establishments cater to a diverse
City of Doors. Some sages track the existence and clientele. Taverns and inns are common, their
spread of humans bac{< to Sigil itsell rather than to taprooms shaped by the fantastical folk who own
a deity or its creations. them-angels, githzerai, and a host of friendly
Various factions handle the day-to-day governance monsters who scrape by in the City of Doors. No
of Sigil, enforcement of 1aws, and maintenance of matter where a visitor is from, they can find familiar
civic infrastructure. These groups each follow a comforts in Sigil.
philosophy inspired by a cosmic aspect of the multi-
verse, and they actively recruit visitors and citizens GnrrrNc AnouNp
into their ranks.
Knowing where to look for something one needs
Gods and godlike figures-including archdevils
is made challenging by Sigil's prodigious sprawl.
and demon lords-can't enter Sigil by any means.
Without the aid of magic or in-depth knowledge of
However, their schemes and influence still find their
portals within the city and their destinations, navi-
way into the city through their agents.
gating the Cage is a dizzying affaft.
CunnnNcv eN» Tne»n Fortunately, two services exist throughout Sigil to
help travelers find their way: sedan chairs and touts.
Neither port nor proximity dictates trade in the Visitors to the Clerks'Ward can also hire the cabs of
City of Doors, granting its merchants and artisans Tba Street Transit (see the "Clerks'Ward" section).
access to the planes and their wondrous offerings.
Woodcarvers whittle toys from golden trees toppled SnoeN Csarns
in Arborea, blacksmiths forge weapons from infer- Sedan chairs are comfortable chairs carried by
nal ingots, and tavern chefs cook halfling recipes burly types, Humanoid or otherwise. Sedan chairs
passed down on worlds of the Material Plane. With act as a citywide taxi service, lingering near civic
enough time, connections, and coin, one can find buildings, municipal hubs, and marketplaces.
anything in Sigil's markets. A typical sedan chair ride costs 1 sp per passen-
Adizzying array of coinage flows through Sigil. ger and can carry two Medium or smaller creatures
It doesn't matter where a coin was minted-if it's to a destination in Sigil, but there are some places
made of precious metal and the weight is right, the they simply won't go-like Undersigil or unsafe
money is usually good. However, some traders are parts of the Hive Ward. Heavier chairs that ferry
particular about the currencies they accept. An larger customers or groups exist, carried by brawny
efreeti merchant selling instruments from the City creatures such as ogres or umber hulks. These
of Brass might accept only rainbow sapphires from deluxe chairs cost more, a minimum of 1 gp per
the Elemental Plane of Earth. Perhaps a night hag passenger, and those who carry them might be
hawking rare spell components refuses all currency willing to travel to dangerous areas of the city for an
but fresh larvae from Hades, while a bone devil extra fee.
3.
s:
i*

.:
*
,
ü
,,::,.4s

r
Tours Locar NursaNcns
Touts are independent local guides and translators
While Sigil's inhabitants potentially pose the great-
who know the ins and outs of Sigil's wards. The
est threat to those exploring the city, two dangers
best touts know shortcuts through the city to hidden
pervade Sigil: cranium rats and razorvine.
gems offthe beaten paths.
A typical tout charges 2 sp per hour of guidance. CneNruu Rers
More reliable touts vetted by influential clients Rats thrive on the garbage that gathers in Sigil's al-
charge premium prices, starting at2 gp per hour. leys and sewers. Common and giant rats are found
Touts who speak more esoteric languages, who have throughout the Cage, as are variant cranium rats
connections with one or more factions, or who can known as squeakers (further detailed it Morte's
provide magical assistance can command upward of Planar Parade). Adapted to the city, squeakers
20 gp per hour. share their psionic abilities with citizens to create
a citywide communication network, though some
LeNcuncB cranium rat swarms have agendas of their own.
\s people and beings from everywhere find their
u-ay to Sigil, every conceivable language comes RezonvrNn
ii-ith them. Common is the most frequently spoken Farming in Sigil is virtually nonexistent due to the
language. The fact that Common-speaking travelers scarcity of arable land. Outside of private gardens
irom different worlds can meet in Sigil and under- and the occasional community plot, the only plant
stand one another perplexes linguists and suggests that flourishes in the City of Doors is razorvine,
that the language originated in Sigil. Creatures na- a prickly hazard native to the Lower Planes. This
tive to Sigil are typically fluent in Common and one black, creeping ivy has broad, glossy leaves with
other language. razor-sharp stems and thorns. Work crews fight the
Visitors who need help communicating can al- rapidly growing weed from overrunning the city.
ivays find touts willing to translate for a price. This Others use razorvine strategically to deter intruders
service extends to the Cant, a complex local slang by letting it grow along estate walls or as carefully
heard in some corners of the citv. cultivated hedges. Rules for razorvine can be found
inthe Dun§eon Master's Guide.
Ponrars
Sigil boasts more planar portals than any other
location in the multiverse. These innumerable
doors link locations in Sigil to destinations on other
planes or elsewhere in the city. Any opening in the
City of Doors might be one of these magic gateways.
Fundamental to any Planescape campaign, portals
are further detailed inthe Dun§eon Master's Guide
and the sections below.

Ponrer Besrcs
Most portals aren't always open. Instead, they open
at certain times, when a particular condition is met,
in response to a command word or phrase, or when
a traveler is holding a particular object called a por- Ponrer KS
tal key. When a creature with a portal's key crosses
Some portals have strange magical quirks. If you
a portal's threshold, the portal remains open until
want to dress up a standard portal, roll on the Por-
the start of that creature's next turfl.
Portals are usually invisible when they're inactive
tal Quirks table or choose from its examples.
(including to detect ma§r'c spells), but they can be
Ponrnl Qutnxs
detected by the true seein§ or warp sense spell (see
chapter 1 ofthis book for a description ofthe latter). d5 Portal Quirk
When a portal activates, it lypically becomes out- I One-Way. The portal functions only one way, either
lined in light with its destination visible beyond. into or out of Sigil. The portal isn't visible or de-
tectable from the exit side.
PonrRr Kxvs 2 Shifting. One end of the portal moves in a pattern
A portal key can be any sort of object or a particular between different locations in Sigil or the destina-
key created for that portal. Keys often bear some tion plane.
symbolic connection to their destination, such as a 3 Slow, After a creature enters the portal, 2d4 days
silver sphere for the Astral Plane, a length of chain
pass before the creature appears at its destination,
for Carceri, or a white lily for Elysium. The key func-
during which time the creature is trapped in a sta-
tions on either side of a portal, be it in Sigil or its
sis and is unaware of the passage of time.
destination.
Far rarer are portal keys that aren't objects. These 4 Taxing. The portal's energy is unstable. A creature
can be simple or strange: a type of creature, a mem- that passes through the portal must succeed on a
ory in the traveler's mind, or a whistled tune. DC l0 Constitution saving throw or gain 1 level of
exhau stio n.
ilrä§*t:i§aaa?1-§ir§ry11§:§§*§:
5 Temporary. The portal allows only ld6 + 6 travelers
"i.,JARI'fiN6, Bareoi o* p"bLicLy available to pass through in either direction, then vanishes.
r""^ieipal data, the for!aL't^ {r**t
6 Tumbling Lock. Every time the portal is opened, it
o{ *l^irh lou ä!"€ ,fe*'ii"l Leadi fc
requires a different portal key.
a ve1tlcal d,'"f -f.,1lfo"Ii,*ately
*ä CnnerrNc A PoRTAL
t*.'o h".dred {eef. Pi.ocee.i
*irh cä,1,s^." ,;**# You can create portals quickly by choosing or rolling
*A ,-i*ii. fo a pla*ai. traveler on the Planar Portals table. First, decide whether
i the portal's destination resides in Sigil or on an-
other plane. Then, roll on the table twice: once to
generate a portal anchor-the physical location in
Sigil where the portal exists-and again for a desti-
nation and its thematically related portal keys.
Sigil destinations appear in the "Sigil Gazetteer"
section later in this chapter. The planes of existence
are detailed inthe Dun§eon Master's Guide.

ti) Ct'l;r.l'-f iil:. : i -siüIL, 'f ilI C1"l'r- aii: ralilt;i


Plarunn Ponrals
Destination
dl00 Portal Anchor sigil Other Plane Sample Keys
0t-03 Carved wooden arch Bottle and Jug Ysgard Stein, war horn
04-06 Revolving door Face of Cith Limbo N/elting ice, red slaad egg
07-o9 Shattered window Nowhere Pandemonium Brick from an infirmary, tattered paper fan
i0-r2 Sewer pipe lnfinite Well The Abyss Celestial blood, demon ichor
l3-15 Cell door Prison Carceri Broken key, length ofchain
r6-18 Open grave Dead Nations H ades Faceless mask, scrap of gray cloth
l9-21 Trapdoor C rease Pit Cehen na Bloody knife, Iava rock
22-24 Furnace door Bank ofAbbathor The Nine Hells Pinch ofsulfur, signed contract
25-27 I ron gate Armory Acheron Broken blade, medal
28-30 Clock tower face High Courts M echan u s Metal cog, perfectly balanced scales
3l-33 Razorvine trellis Creat Foundry Arca d ia Rune-inscribed ingot, sprig ofgrapes
34-36 Temple window Heart's Fire Mount Celestia Angel feather, holy water
37-39 Ornate mirror Hall ofSpeakers Bytopia Carden trowel, pair of twins
40-42 Reflecting pool C atehou se Elysiu m Tears of joy, white lily
43-45 Stable gate Flame Pits The Beastlands Animal tooth, fresh wildflower
46-48 Carden arch Civic Festhall Arborea Boisterous Iaughter, pinprick from a thorn
49-58 Cou rtyard gate Fortune's Wheel The Outlands Stone from the Spire, spoked wheel
59-63 Bedroom closet Planar Energy Cooperative Ethereal Plane Burial shroud, phase spider mandible
54-58 Skyl ight Shattered Temple Astral Plane Scrap of githyanki armor, silver sphere
69-71 Chimney Creat Bazaar Elemental Plane of Air lncense smoke, silken scarf
72-74 Cellar door Tower Sorcerous Elemental Plane of Earth Cranite cube, metal ore
75-77 Blazing hearth Smoldering Corpse Bar Elemental Plane of Fire Brass brazier, burning coal
78-80 Crumbling well The Ditch Elemental PIane of Water Pearl, pure water
8t-90 Mausoleum entrance M ortuary S hadowfel I Crave dirt, mourner's veil
91-94 Yew wardrobe Parted Veil Feywild Book of Iimericks, toadstool
95-98 Human-shaped hole Castrognome Far Realm Alien fossil, bezoar
99-00 lnn room door Ubiquitous Wayfarer Material Plane Childhood toy, map scroll

7 *,a
Au onc rvrzapo usEs rHE GArE IEAL spELL To closE a poRrÄL
To rHE HowLrNG oaRKNEss or PaNoeuoNruu rN Srerr.
t

I
I
i

,s .*

§
frrt Lanv or Paix ":'' Tnn Mezns
The Mazes are demiplanar cages created by the
The greatest entity in Sigil is the Lady of Pain, an
eternal being who watches over the Cage. She ap- Lady of Pain. Reserved for would-be power mongers
pears almost human, although she most definitely and dissidents who threaten the city on a grand
isn't. She wears ornate robes that shroud her body, scale-or foolishly target the Lady herself-the
and a mantle of blades coated in blue-green verdi- Mazes swallow their prisoners in an instant. The
gris surrounds her masklike face. No one is certain Mazes resemble a dense labyrinth of empty streets
who or what exactly the Lady of Pain is, but it's and alleys in Sigil but are devoid of life and repeat
widely accepted she's a being on par with deities. endlessly.
Strong enough to bar gods and their ilk from en- No magic allows a creature banished to the
tering her city, the Lady of Pain forbids followers of Mazes to escape or communicate with the planes
her own. To worship her is more than taboo; it is an beyond. Creatures in the Mazes don't require food,
unforgivable crime punishable by imprisonment in drink, or sleep and are cursed to an indefinite, iso-
the Mazes. lated existence. An urban legend states the Lady
The Lady maintains the cosmic neutrality of of Pain leaves a single portal in every Maze,bttt
Sigil. The city doesn't take part in the Blood War, finding the escape route is all but impossible for
it doesn't throw its weight behind the shining righ- the imprisoned, as even if such portals exist, they
teousness of Mount Celestia or contracts originating can't be detected through magical means. The few
in the Nine Hells, and it's never a battleground for who claim to have escaped the Mazes are quickly
the conflicts of Material Plane worlds. branded as liars.
On rare occasions, the Lady of Pain drifts through
the streets, hovering above the ground. Creatures
LocrrNc rHE CAGE
that interfere with her are flayed by her stare or van- Sigil's portals operate at the Lady of Pain's will, as
ish into nothingness as she turns to face them. Wise do the few permanent teleportation circles hidden
travelers give the Lady a wide berth, finding press- among the city's wards. Her influence stops spells
ing business elsewhere as she passes by. Some and other features from allowing creatures to enter
locals claim that the Lady's features occasionally or leave the city. She even bars gods from stepping
take on a golden or steely sheen. Whether this is in foot in the city-a ban she can extend to anyone at
response to threats to her city or other influences is any time. The Lady knows when any creature uses
a mystery. a portal and can block that creature from entering
Residents of Sigil view the Lady of Pain with or leaving, but she reserves this intervention for ex-
fearful awe. A distant guardian, she leaves the city's treme circumstances.
daily governance to the many factions that call it During times of great strife, notably when Sigil's
home. She has no residence, and no temples to her factions war openly against one another, the Lady
exist within the city. can cause all the city's portals to cease functioning.
The Lady's means of protecting Sigil are the da- This grinds the city to a halt; food and drink can't
bus, the Mazes, and her complete control over the enter the city, sewage and refuse pool in the streets,
city's portals. and corpses stack in the Mortuary with no hope of
being interred. This compels the factions to quickly
Desus resolve their conflicts.
Dabus are silent, floating beings who serve the Lady
of Pain. Found only in Sigil, dabus communicate
INrnnnnRrNG wrrH THE LADY
through visual rebuses, conjured illusory images The Lady of Pain is omnipresent, unknowable, and
that convey their thoughts. invincible. With a look, she can flense troublesome
Dabus maintain Sigil's infrastructure, repairing creatures to within an inch of their lives. Any crea-
crumbling buildings, ensuring portals function ture that targets her with an attack, a spell, or any
properly, cutting back rampantrazorvite, and patch- other hostile or prying effect-in some cases so
ing city streets. To most citizens of Sigil, dabus are much as speaking to her-is assailed by overwhelm-
nothing more than cryptic workers, yet these myste- ing pain and immediately drops to t hit point. If the
rious beings also punish those who disrupt city life. creature hasn't learned its lesson, the Lady sends it
Whatever opposes the Lady's edicts or the smooth to the Mazes in the next blink.
functioning of Sigil, dabus work to correct. Similar to other godlike beings, the Lady of Pain
For more details on dabus, see Morte's Pla' has no stat block. She is beyond the ability of char-
nar Parade. acters to defeat by conventional means.
il
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EXTINGUISHING ANY VHO QUESTION HER
FacrroNs oF Srcrr
On the Outer Planes, belief shapes reality. Cosmic
concepts such as law and chaos can imbue true
believers with newfound power, and when enough
creatures unite under one ideology, their beliefs can
remold the planes themselves. In Sigil, this power
rests with the factions, like-minded philosophers
guided by cosmic truths about the multiverse and its
workings. Their philosophies are often associated
with a plane or realm.
Factions control aspects of civic existence in Sigil,
governing the day-to-day needs of a thriving me-
tropolis, such as entertainment or law enforcement. Arnan
Despite their influence within the city, factions have Who Claim the Gods Are Frauds
been erased from the city in the past, and current Factot Terrance
factions tread carefully to avoid that fate for them- Headquarters: Shattered Temple
selves. They actively recruit new members from Aligned Plane: Astral Plane
cilizenry, travelers, and even the ranks of other Members: Disillusioned worshipers, skeptics
factions. In the meantime, they vie for power in the Epithet: Defiers
Cage in a way that doesn't upset Sigil's order or pro-
voke the Lady of Pain. The Athar believe that the gods are impostors. For
Factions are led by individuals known as factols. all their might, the so-called deities are merely
These leaders embody their groups' philosophies mortals who have accumulated enough power to
and serve different roles depending on their fac- convince the rest of the multiverse otherwise. With
tions' needs. Factols and their delegates also enough time, talent, and dedication, anyone could
represent their factions in a council that debates ascend to godhood.
and passes laws in the Hall of Speakers (see the Defiers accept that there might be true deities
"Clerks'Ward" section later in this chapter). Most that oversee everything, but such beings are beyond
factions also have a physical headquarters in Sigil comprehension. They assert that worshipers of the
where they carry out aspects of civic governance. gods draw their power from unknowable sources-
Within these areas, both geographical and influen- false gods simply take the credit.
tial, dedicated midranking faction members called The Athar aren't fools. They let the powers that be
factotums act as offrcers, furthering the interests of call themselves gods, while the faction works subtly
their factions within the city as clerks, squad lead- to discover the secret behind the curtain of the mul-
ers, and tutors. Factotums also keep an eye out for tiverse and look on the unknowable.
promising recruits to their philosophy. The Athar are led by Factol Terrance (neutral
good, human Athar null; see Morte's Planar Pa-
AscnNoeNT FACTToNS rade). While many Defiers become bitter, Terrance
Factions wax and wane, shifting the balance of remains compassionate, pointing wayward souls
power in Sigil. The most influential factions are toward truth like a friendly guide-a guardian and
known as ascendant factions, widely recognized shepherd of priests who fa1l from their previous
groups that oversee aspects of daily life in the city. devotions. Terrance reveres an entity known as the
Currently Sigil has twelve ascendant factions. Greater Unknown, which he believes is the source
The following sections present these factions, of a1l divine power.
along with notes on their leaders, sites in Sigil that
Faction Attire. Defiers wear geometric, starry
serve as their headquarters (detailed later in this
fabrics that hint at their astral ties. They adorn their
chapter), planes on which they operate, common outfits with silver chains and broken holy symbols.
RoIe in S1§r7. The Athar gather in the Shattered
members, common nicknames, and their roles in
Temple, a place once dedicated to Aoskar, a now-
the City of Doors.
dead god of portals. Rather than serve in Sigil's
government, the Athar's self-appointed spy network
closely surveils the city's faiths. When a temple
pushes a god's influence too strongly, the Athar ei-
ther deal with the problem themselves or leak the *
information to a faction that will, such as the Har- :Z
monium. The Athar regard members of the Mind's
Eye as allies. T

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' Find l/o Sense in the Multiverse Who Celebrate Destruction and Decay
Factol: Lhar Factol: Pentar
He adquarters: Gatehouse Headquarters: Armory
\.igned Plane: Pandemonium Aligned Plane: Elemental Chaos
\Iembers: Consolers, healers, nihilists Members: Entropists, soldiers, weaponsmiths
Epithet: Bleakers Epithet: Sinkers
:re Bleak Cabal, the quest for cosmic meaning The Doomguard understands the purpose of every-
- -:rle-the multiverse doesn't make sense, and it thing is to crumble. Existence inevitably falls into
- : supposed to. With no greater truth, individuals ruin-nothing lasts forever, not even the gods.
derive their own meaning from the multiverse.
- -::. introspection kindles empathy and kindness in
Sinkers don't stand in the way of the multiverse's
destruction. They see decay and entropy as entirely
,-r'Bleakers, who commit themselves to easing natural, something to be fostered in its own time.
'r ruffering of others. Existence is merciless, so They don't recklessly hasten destruction or oppose
' Bleak Cabal must show mercy in its stead. creation. Instead, they see that every act of creation
r.takers tend to those overcome by the strange is intrinsically tied to destruction. Trees must be
-..-,rties of the Outer Planes, which exert their in- felled and stone cut to build a house, and the house
-'.-'.:rce on travelers who wander past their bound-
must eventually burn, rot, or wither away.
::==. The Bleak Cabal rehabilitates creatures that The highest-ranking Doomguard members aside
, = been stricken with planar curses, glimpsed from the factol are the doom lords, who each over-
' .--,1-shattering expanses, or ventured into the see a faction citadel built at the edge of the E1e-
', -ing darkness of Pandemonium. mental Chaos.
'..-ctol Lhar (chaotic good, orc gladiator) surveys The Doomguard's leader is the feadess Factol
. ,,-itizens of Sigil with growing concern. Lhar
.is to expand the Bleak Cabal's charitable in- Planar Parade), who revels in danger and decay.
' -.1ce. Under his direction, the Bleak Cabal has
:,.red community kitchens throughout the city on many occasions. She toys with the idea of align-
=re hungry citizens can get a free hot meal. How- ing with the Hands of Havoc, hoping to toss a spark
-
: :r. Sorrre factions don't view this expansion as into the mass of dry razorvine that is Sigil.
.:er-o1ent. Lhar moves carefully, always looking for Faction Attirc. Members of the Doomguard garb
.-t minded individuals to further his cause. themselves in the bones of long-dead creatures and
Faction Attire. Bleakers dress in gloomy, drab deliberately allow their weapons and gear to rust.
-',,r schemes. Frayed clothing and weather-beaten Sinkers display their scars proudly.
..ai'are COmmOn. RoIe in Sr6ir7. The Doomguard controls the 'i
Role in Sij/. The Bleak Cabal's headquarters is Armory in Sigil and oversees the production and
: Gatehouse, a fortress of healing and respite in sale of weapons in the city. Thanks to the quality
-. Hive Ward. Bleakers offer sanctuary to anyone and number of armaments required by the factions,
aeed, notably to those affiicted by planar mala- the Doomguard holds leverage in many interfac-
- :,c. The Bleak Cabal's philosophy puts them at tional negotiations. The Doomguard bears a long,
-,ds with the Fraternity of Order, Harmonium, and bitter, mutual enmity toward the Harmonium, and
'.llrc1'ki1lers if there's no meaning, there can't be the Fraternity of Order rejects the
:ler. Conversely, the Doomguard, Hands of Havoc, losophy entirely. Sinkers
.ed of enough common points
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Fnrro FnernnxrrY oF ORDER
Who Take All They Can and More Who Discover Laws to Find Truth
Factok Duke Rowan Darkwood Factot Hashkar
Headquarters: Hall of Records Headquarters: High Courts
Aligned Planq Ysgard Aligned Plane: Mechanus
Members: Bullies, moguls, warlords Members: Con artists, lawyers, spellcasters
Epithet Takers Epithet: Guvners
To the Fated, the multiverse belongs to those with The Fraternity of Order examines existence through
the strength to take it. Destiny and the will of the the lens of three tenets: laws are representations of
gods are poor excuses used by folk too weak to go power, knowledge is power, and knowledge of law
after what they want-everyofle makes their own is the ultimate power. By understanding those laws,
fate. At the same time, nothing's free. It takes work, individuals can exploit them-or break them under
dedication, and sometimes blood to seize greatness. the right circumstances.
There's no inherent malice in the Fated's philos- According to the Guvners, there are three types of
ophy. It takes more than material wealth to provide regulations. The lowest of these are Rules, the laws
for one's needs, and not everything worth having that govern people's behavior. Next come Laws,
can be taken by force. Respect and happiness, for such as the laws of nature or the edicts of gods. Ulti-
example, must be earned (or bought). Still, Takers mate authority descends from Axioms, overarching
are branded as callous and selfish, if not outright laws that govern existence and give gods their im-
feared, and they never offer assistance willingly un- mense power. Guvners theorize about Axioms but
less it beneflts them in some way. know few of them. A being who masters all Axioms
Factol Rowan Darkwood (chaotic neutral, human can rule the multiverse.
archmage) holds the reins of the Fated in his tight- Factol Hashkar (lawful neutral, dwarf Fraternity
fisted grip. "Duke" Darkwood, as he's sometimes of Order law bender; see Mofie's Planar Parade) is
known, is a commanding presence whose every the highest authority in Sigil's court system, though
step is an implacable stride toward his next prize. he casts verdicts in only the most important cases.
With brutal efficiency, he exploits the financial stran- Hashkar is as long winded as he is knowledgeable,
glehold his faction has over Sigil, richly rewarding and any inquiry sparks an impromptu lecture. Out-
informants for secrets that might give the Fated side legal matters, the factol splits his time between
leverage over the other factions. learning and lecturing. He has mastered at least one
Faction Attire. Takers dress in ostentatious Axiom, from which he derives his magical abilities.
outfits marked by heavy embroidery. They sport Faction Attire. Guvners wear distinctive tall hats
elaborate hairstyles, and each member carries and matching robes. They are often accompanied
an hourglass of golden sand-a reminder that by small attendants-mephits, imps, and homunculi
time is money. who carry their tomes of order.
RoIe in Siji/. Secure in the Hall of Records, the Role in Sr§r7. The Fraternity of Order reviews,
Fated cement their role as the tax collectors of the studies, and adjudicates the laws of Sigil, all the
Cage. Their ruthless debt collection efforts and while searching for hidden truths that dictate real-
aggressive foreclosures earn them a heaping share ity. Guvners gather detailed records of every portal
of animosity. They have bad blood with the Har- and key they find in Sigil and pay well for such infor-
monium, who view the Fated as wrongheaded and mation. Unsurprisingly, the Guvners are staunch al-
dangerous, and Factol Darkwood and Factol Mont- lies of the Harmonium and Mercykillers and bitterly
gomery of the Society of Sensation are bitter rivals. oppose the Hands of Havoc.

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HlNos or Hevoc HenuoNruu
Who Free Society throu§h Chaos Who Enforce Peace throu§h Might
FactoL None Factot Sarin
Headquarters: Various warehouses Headquarters: Barracks
Aligned Plane: Limbo Aligned Plane: Arcadia
Members: Anarchists, arsonists, freedom fighters Members: Authoritarians, guards, mediators
Epithet: Wreakers Epithet Hardheads
The Hands of Havoc are a controlled burn. A col- The Harmonium looks at existence and sees only
lection of radical individualists united under the two states: war and peace. Where neighbors share
banner of change, they set fire to outdated and op- the same views, there's peace-the perfect state of
pressive institutions, letting the ashes pave the way the multiverse-but disagreements breed conflict
for something new. and instability. Members of the Harmonium believe
Wreakers vehemently oppose rigid laws, espe- their purpose is to unify the multiverse into peace,
cially those that serve bureaucracies more than they no matter the cost.
do people. The Hands of Havoc convene in secret The Harmonium seeks to eliminate discord by
and mobilize as one-a wildfire that burns away any means necessary. Hardheads use education and
crumbling structures and systems alike to create enforcement to convert others to their philosophy,
sanctuaries for those in need. extolling the virtues of peace as they crack down on .

No one individual leads the Hands of Havoc. Tb chaos in all its forms.
confuse enforcers, the mantle of factol is passed Many members are good-natured protectors who
between members. Whenever it seems the faction's protect all citizens, even those who disagree with
leader is on the verge ofarrest or death, another the faction's philosophy. However, some among the
nonconformist rises from the ranks to light the ranks pursue unity at any cost. Cruel martinets who
path forward. earn the Hardheads their nickname, they enforce
The Hands of Havoc are champions of freedom laws ruthlessly, without flexibility or compassion.
and self-expression. Wreaker artists decorate bland Factol Sarin (lawful neutral, human Harmonium
buildings and forlorn structures throughout Sigil captain; see Morte's Planar Parade) commands the
with bold murals in avant-garde styles. The passion Harmonium. His devotion to his fellows, particularly
of their ideology fuels artistic innovation, sparking new recruits, is renowned, and he takes a personal
trends in writing, music, and dance that spread interest in all members who cross his path. Tough
throughout the city. as steel, Sarin is a decisive factol who promotes
FactionAttfue. Wreakers prepare for every possi- honor, dignity, and peace in word and deed.
bility in their battles against entrenched institutions. Faction Attire. Most Hardheads wear the
Medical supplies and smoking lanterns dangle from faction's standard-issue armor, a distinctive suit of
their singed clothing. Members typically hide their red plate with bladed pauldrons. Under their helms,
identities behind masks, goggles, and scarves. they sport short, no-nonsense hairstyles.
RoIe in Si§il. An official role in Sigil is inimical RoIe in SrgirT. In the Barracks, Hardheads train,
to the faction's philosophy. Instead, Wreakers mas- plan patrol routes, and keep records of every arrest
querade as members of other factions, keeping tabs in the Cage. The Harmonium works closely with the
in case those factions grow too powerful and need Fraternity of Order and the Mercykillers as Sigil
dismantlement. The Bleak Cabal and Doomguard tripartite of justice, cycling criminals through ar-
work well with the Hands of Havoc in short bursts.

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Who Believe Everyone Is Already Dead Who Brin§Justice to the Deservin§
Factol: Skall Factol: Alisohn Nilesia
Headquarters: Mortuary Headquarters: Prison
Aligned Plane: Hades Aligned Plane Acheron
Members: Corpse collectors, the grief Members: Bounty hunters, executioners, vigilantes
stricken, Undead Epithet:Jailers
Epithet: Dusters The Mercykillers believe that cold, relentless justice
The Heralds of Dust believe the multiverse itself is is absolute and that no one is above it. To the Jailers,
an afterlife-a shadow of some other existence now a perfect multiverse is one purged of injustice.
gone-and every creature is already dead. The "life" Mercykillers earned their name for their ruth-
that beings cling to is simply the first stage of death. lessness. They've killed their own mercy, viewing it
Dusters seek to understand and experience the as an exploitable weakness. Criminals may beg as
stages of death, the last of which they hold is True they please, but their sentences are carried out with
Death: a transcendence to a state ofbeing beyond unshakable fervor.
the multiverse. In their quest for True Death, the Jailers don't make laws or pass judgment. Simi-
Heralds of Dust slowly set aside the hope and pas- larly, they don't arrest lawbreakers-that's the Har-
sion that chain a soul to this false life. monium's job. Mercykillers act only after a verdict
The Heralds of Dust have a macabre fascination has been made, administering punishment without
with Undead. They believe undeath is a precursor leniency. Members believe they answer to a higher
to True Death and count many Undead among their cosmic law that absolves them of any wrongdoing
ranks. Skeletons and zombies serve the faction in during their unabating pursuit ofjustice.
droves, and sapient Undead-such as ghosts, vam- Factol Alisohn Nilesia (lawful evil, tiefling mage),
pires, and liches-rise to factotums. a young and cunning leader raised in Sigil's peni-
Factol Skall (neutral evil lich) is the oldest factol tentiary, was born to head the Mercykillers. She's a
in Sigil. The founder of the Heralds of Dust, Skall strict warden, using divination magic to track down
has yet to transcend his current existence, lingering fugitives and deploy agents to retrieve them. Some-
to guide as many souls as possible along the path how, she finds time to personally sign off on every
to True Death. Skall strives to know everything and punishment in the Cage. Mercykillers whisper that
feel nothing. He makes generous use of adventur- justice never sleeps, and neither does Nilesia.
ers to gather knowledge or help lay the dead to rest Faction Attire. Mercykillers are the picture of
with dignity, vengeance. Manacles rattle against their bladed ar-
Faction Attire. Dusters dress in grim clothes mor, and masks or hoods obscure their expressions,
associated with the work of the dead. An individual ensuring the face ofjustice is detached from its duty.
member might be mistaken for-or actually be-a Role in Si§i/. The Mercykillers headquarter
gravedigger, a mortician, or a ghoul in tattered rags. in the Prison, an imposing gray fortress that
RoIe in Sr§i/. Part morgue, funeral home, and holds criminals sentenced by the courts of Sigil.
tomb, the Mortuary is the destination for Sigil's Non-Mercykillers can gain entry under certain cir-
dead. There, the Heralds of Dust count the Bleak cumstances, such as to present evidence that might
Cabal and the Doomguard as allies. Conversely, exonerate an inmate or visit a low-risk prisoner. Jail-
1.. the Mind's Eye bristles at the Dusters'fatalistic dis- ers clash with factions that elevate individual free-
missal of life, and the Society of Sensation viscer- dom, most notably the Hands of Havoc, Mind's Eye,
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[l-ho Grow to Godhood Who Find Truth Only in Experience
Factol: Saladryn Factot Erin Darkflame Montgomery
Headquarters: Great Foundry Headquarters: Civic Festhall
Aligned Plane: The Outlands Aligned Plane: Arborea
Members: Crafters, guides, wanderers Members: Artists, entertainers, revelers
Epithet Seekers Epithet: Sensates
The Mind's Eye sees experience and exploration as The Society of Sensation perceives the multiverse
the means of fully realizing one's own potential. By through experiences-the more varied, the better.
taking in the challenges and wonders of the multi- By experiencing all there is-every sensation, emo-
r-erse, individuals can leverage their perspectives tion, thought, everything-one can learn and under-
and insights not only to improve themselves, but stand the entirety of existence.
also to shape reality as they see fit. Sensates live each moment as if it were the only
Growth and understanding are the keys to the one that ever mattered, drinking it in to know an-
\Iind's Eye philosophy. Members advocate for other sliver of reality. Many Sensates, particularly
experiential learning based on observation and ex- new members, focus only on experiences that de-
perimentation instead of formal study. Every Seeker light the senses, but as Sensates grow, they aim to
practices some craft to shape their experiences into experience every facet ofexistence, even the bad
something new and refine themselves in turn. ones. Sweet fragrances and savory bites must be
The Mind's Eye arose when two former factions, balanced with the sting of failure, the weight of re-
the Believers in the Source and the Sign of One, sponsibility, and the gnawing ache of grief.
merged their philosophies together into a formula The Society of Sensation pays a price for its lack
b1, which individuals seek to transcend their poten- of inhibition. Outsiders view Sensates as flighty,
tial and attain the power of gods. Even stil1, Seekers lascivious, or untrustworthy, always jumping from
suspect that divinity isn't the ultimate expression of one event to the next. For a Sensate, to dwell on one
their core beliefs, but rather a stepping stone to an endeavor is to deny the truth of existence.
unknowable state of superior being. Factol Erin Darkflame Montgomery (lawful good,
Factol Saladryn (neutral, elf archmage) guides human Sensate muse; see Morte's Planar Parade)
the relatively young faction. She rarely sojourns be- guides the society through every lingering explo-
1-ond Sigil anymore, sacrificing her own journey of ration. Pactol Montgomery ensures that Sensates
personal discovery to lead the Mind's Eye. Saladryn maintain a balance of cerebral pursuits, physical
focuses her energy on creation, practicing many experiences, and deliberate contemplation, knowing
crafts she's learned in her centuries of life. the harm that pleasure-seeking alone can cause.
Faction Attire. Members of the Mind's Eye dress Faction Attire. Sensates garb themselves in
in sleek, opalescent robes and ornament their bod- fl owin g, colorful fashions that emphas ize their
ies with delicate, metalwork embellishments. free-spirited nätures. Floral elements and glasswork
Role in Si§il In the Great Foundry, the Mind's embellishments are common.
Eye oversees the creation of tools and parts that RoIe in Si§il The Society of Sensation provides
most take for granted. The Athar and the Fraternity joy and diversion to the people of Sigil, temporarily
of Order both relate to the Seekers, while the Bleak freeing them from the everyday struggles of the
Cabal and Heralds of Dust oppose them. Cage Sensates and members of the
common ground. Factol
Duke
MrNon FecrroNs
In addition to the ascendant factions, Sigil con-
tains a host of minor factions-up-and-coming
philosophies, those that have seen a resurgence
of members, and once-ascendant factions whose
ideologies have since entered a period of decline.
The following are three examples of minor factions
currently in Sigil.

FnBn Lpacun
Who Prize the Individual Foremost
Factol: None
Headquarters: Great Bazaar
Aligned Plane: The Outlands
TneNscnNDENT Ononn
Members: Merchants, mercenaries, nonconformists
Who Act Unfettered by Thou§ht
Epithet: Indeps
Factol: Rhys
The Free League is a loose collection of individuals
Headquarters: Great Gymnasium
and remnants of disbanded or fractured factions.
Aligned Plane: Elysium
Merchants, individualists, and dissociated citizens,
Members: Athletes, daredevils, rescuers
the Indeps eschew factions and other organizations,
Epithet: Ciphers
simply wishing to choose their own paths.
The Transcendent Order holds that for a person to
attain a higher state of being, they must unify their Iwce.nrnnrurrr
mind and body until thought and action are one. Who Consume Ma§ic and lts Secre/s
Those who act on instinct alone can achieve perfect Factot Unknown
harmony with the multiverse. Headquarters: Tower Sorcerous
Members of the Transcendent Order rigorously Aligned Plane: Astral Plane
train every aspect of self to align with the cadence Members: Mages, lore seekers, scribes
of the multiverse. Ciphers are encouraged toward Epithet: Incantifers
athletic regiments, but many also pursue artistic en-
deavors to perfection, becoming dancers, virtuosos, The Incanterium was a faction thought dead when
or abstract painters. Whatever resonates with a its headquarters, the Tower Sorcerous in the Clerks'
Cipher's path, they must practice until the body no Ward, vanished along with all known Incantifers.
longer requires the mind to guide it. Most thought the tower was banished to the Mazes,
Factol Rhys (neutral, tiefling Transcendent Or- but it has since returned, rematerializing in the va-
der conduit; see Morte's Planar Parade) stepped cant lot where it once stood, bringing with it the re-
up to take control of the Transcendent Order when turn of the Incantifers. Members of the Incanterium
the last factol achieved perfect understanding and siphon magic from items, spells, and those who
vanished right in front of Rhys and other ranking wield them to lengthen their own lifespans. They
Ciphers. Rhys is an enlightening coach, providing believe that by absorbing magic and mastering its
direction to trainees with choice remarks. rules, one can rewrite reality.
Faction Attire. Athletes and acrobats of all shapes RrNe Grvnns
and sizes, Ciphers dress in simple clothing that al- Who Give as Much as They Get
lows for agility and flexibility.
RoIe in Si§i/. The Transcendent Order headquar- Factot Jeremo the Natterer
ters in the Great Gymnasium in the Market Ward. Headquarters: None
There, the Ciphers train their bodies to attune to Aligned Plane: Ysgard
their minds and the multiverse's ebb and flow. The Members: Altruists, beggars, philanthropists
Transcendent Order looks inward for meaning, and Epithet: Bargainers
thus it tends not to form alliances with other fac- A direct foil to the selfish Fated, the Ring Givers
tions. Its members are generally well liked, and no hold a philosophy of charity and giving as the path
ascendant faction opposes the Ciphers outright. to enlightenment. The Bargainers give away all they
have and redistribute the hoards of greedy tycoons
to the poor and needy. A common superstition in
Sigil holds that any gift to the Ring Givers comes
back to the donor tenfold.
Sr*xg GgxmYTsmR '

The City of Doors is divided into wards that are


as varied as their inhabitants, from the polished
heights of the bureaucratic Clerks' Ward to the
musty anarchy of Undersigil, the city's forsaken war-
rens. Each ward contains one or more faction head-
quarters: grand buildings where Sigil's philosophers
convene and divide the city's functions. Establish-
ments near one of these hubs tend to align with the
faction's character. Shops clustered around the Civic
Festhall, for example, cater to the pleasure-seeking
tendencies of the Society of Sensation-wine shops,
concert halls, and vendors hawking one-and-done
novelties.
The Sigil Wards table outlines each of the wards lll
and the ascendant factions that headquarter within
them, as well as six minor factions, which are
marked with an asterisk (*).

Srcrr- Wlnos
Ward Prominent Factions
C erks'Ward Fated, lncanterium," Society of Sensation
i ive Ward Bleak Cabal, Hands of Havoc, Heralds of
Dust
*
Lady's Ward Doomguard; Fraternity of Order,
Harmonium, Mercykillers
Lower Ward Athar, Ring Civers," Mind's Eye §
{
Market Ward Free League,,. Transcendent Order
rJ ndersigil Coterie of Cakes," Revolutionary League,'!
Undivided'. (see the "Undersigil" section
later in this chapter for these factions)

The sections that follow present each of the wards i


in greater detail. They share the following format:
Ward Encounters. A table after the introduction
presents interactions that characters might have
while adventuring in the ward.
Factions. This section details the factions that are
headquartered in the ward and their operations. i

Locations. A sampling of the ward's notable sites,


including any faction headquarters, are provided
here. Locations mentioned in these sections are
designated on the poster map of Sigil.
Megastructures. Most sections also include a
map to one of Sigil's megastructures. Often the
headquarters of a faction, a megastructure can
host countless adventures. The map provides
an overview of some important areas within the
location but doesn't represent the megastructure
in totality. To accommodate your adventures, loca- i
tions can be detailed as needed, and their scales
are flexible.

ij
.{g
,
Crnnrs'\MAno Crnnrs'Weno FacrroNs
The wheels of bureaucracy turn steadily in the The following factions are headquartered in the
Clerks'Ward, an administrative haven for book- Clerks'Ward:
keepers, scribes, and petty officials. Like oil to a Fated. The Fated earn widespread ire as Sigil's
machine, the Clerks'Ward provides a necessary tax collectors, leveraging their administrative
conformity to Sigil's turbulent streets under the fas- position to serve their insatiable greed. Takers
tidious eyes of the Fated. record flnancial agreements in the Hall of Records
The pristine buildings within this affluent ward and revel in seizing properties at bargain-base-
are well maintained and regularly patrolled by of- ment prices when owners default on payments.
ficers of the Harmonium. Residents of the Clerks' The Fated regularly hires adventurers as debt
Ward claim it's the safest and most honest ward in collectors.
Sigil. Conflict usually occurs on paper, and struc- Incanterium. Long thought to have been banished
tured forums for debate allow folks to resolve dis- to the Mazes by the Lady of Pain along with their
agreements without resorting to violence. base of operations, members of the Incanterium
Despite its rigidity, the Clerks'Ward is a place of are slowly trickling back into the Cage. Called
beauty and wonder, due in large part to the pres- "mage drinkers" by the few who remember them,
ence of the Society of Sensation. For each strict the aged Incantifers siphon magic to sustain
fact-checker, policy maker, and enforcer in the their ancient power. Disturbed residents murmur
ward, there is an open-minded artisan, entertainer, about the Incanterium's newly returned tower
or thrill-seeker to match. Locals routinely direct (see the "Tower Sorcerous" section). Rumor has
inquisitive newcomers to the Hall of Information, it Duke Rowan Darkwood pays handsomely for
where visitors can ask questions, hail a sedan chair, information about his reclusive neighbors and
or pester a tout for directions. their fortress.
Society of Sensation. Sensates pepper Sigil's oth-
Crenrs' Wano ErucouNTERs erwise drab streets with entertainment, tempting
d8 Encounter pedestrians with curiosity and excitement. All of
1 A cocky bariaur wanderer (see Morte's Planar Pa- Sigil is a stage to the Society of Sensation, but
rade) offers their services to the party as a tout. the greatest attraction is the Civic Festhall. Factol
2 A stiff-necked Fated tax collector (noble), flanked Erin Montgomery weaves masterful arguments in
by two guards, smugly informs the characters the Hall of Speakers, where she sways naysayers
they must each pay a "promenade toll" of 1 sp to with one guiding principle: they might not recall
proceed in their current direction.
what you said, but they always remember how you
made them feel.
3 Out of breath and clearly hiding something on
their person, a teenage tiefling spy begs the Crnnrs' W,q.n» LocerroNs
characters to help them avoid two oncoming
Presented here are some noteworthy sites in the
Harmonium peacekeepers (see Morte's Planar Clerks'Ward.
Parade).
4 A drunk elf commoner stumbles out of an Crvrc Fns:rrrarr
onion-shaped cab pulled by a sweet and gullible Creativity blossoms in the Civic Festhall, the head-
unicorn named Corny. The unicorn asl<s the char-
quarters of the Society of Sensation. Sensates
spared no expense constructing this majestic
acters ifthey need a ride.
building, which reaches neady one thousand feet in
5 A wizened, purple-robed lncantifer (archmage)
height. Visitors find all manner of sensory delights
passes through the streets, eliciting nervous whis-
within: gastronomic masterpieces served by innova-
pers from a crowd of onlookers. tive chefs; halls lined with fragrant, scratch-and-sniff
6 A Sensate muse (see Morte's Planar Parade) daz- statuaries; and pitch-black deprivation chambers
zles the characters with a street-side performance. bathed in supernatural silence.
7 Olga, a bookish frost giant, trips before the charac- Artistic Amenities. The Civic Festhall boasts a
ters as she hurries to the Hall of Records, sending panoply of arts available to the public. Galleries,
a stack oftitanic papers into the air. concert and lecture halls, museums, and exhibits
too eccentric to describe filI the festhall and its
8 An obnoxious equinal guardinal (see Morte's Pla-
satellite buildings. Contests and duels are held at
nar Parade) brays atop a street-side soapbox. They
the Northumber, an outdoor amphitheater, while
attempt to goad a character into a cynical debate
magical light checkers the stages of its two indoor
about the future of Sigil. theaters: the intimate Elloweth Theater and the

i,l.i-i-.1 t aü : I 31air-. 'ri:jg al"lY *l' §{J{lit§


'f

.,:.
=Zl-::

ri

prodigious Ren Hall. Elloweth Theater is renowned GnnrNeecn


as Sigil's preeminent venue for high-brow perfor- Sensates quench their thirst at the Greengage, a
mance art, and performers from across the Great humbie cider shop across the street from the Civic
Wheel flock to Elloweth Theater to take their shot at Festhall that's popular among gnomes, halflings,
interplanar fame. Map 2.1 depicts Elloweth Theater and anyone else who can tolerate its four-foot ceil-
and its promenade. ings. To stay in business, the establishment's owner,
Sensoriums. The most popular offerings in the a chipper sprite named Clea Appleblossom, updates
Civic Festhall are the Sensoriums, semiprivate its menu daily. Clea sends adventurers to gather
rooms where creatures can record and relive one supplies from the Market Ward or, for especially
another's sensory experiences through sensoty rare ingredients, the Outer Planes.
sfofles (see chapter 1 ofthis book). For a price of
10 gp, a client can feel the thrill ofa researcher's Herr oF INFoRMATToN
epiphany, the weight of a widow's grief, or the warm Located between the Hall of Records and Hall of
bite of a flaky pastry. Memories and longer, more Speakers, the Hall of Information is a gleaming,
complex sensations tend to cost more, but the lure blue-domed repository of knowledge that serves as
of nostalgia draws repeat customers. Sigil's de facto welcome center. Sedan chair drivers,
The Society of Sensation pays well for sensations touts, and translators loiter nearby, hollering their
not contained in its extensive collection. Sensates services at pedestrians.
reward adventurers for delivering sensory sfones Public notices and odd jobs are posted to a board
that contain coveted yet dangerous experiences, outside the hall. For more information, interested
such as the thrill of stealing a coin from a sleeping parties can consult a directory of municipal depart-
dragon's hoard. Rumors say the sensates also keep ments and pay any appiicable fee to meet with an
a collection of sensorysfones containing unspeak- offrcer of the appropriate ministry. Inside, stewards
able insights and experiences disruptive to multi- warn visitors against touching the hall's many pol-
versal peace. Sensates sequester these and other ished surfaces, lest they anger Chief Bordon Mok,
restricted sensations in a demiplanar sanctum ac- a no-nonsense, lawful good bariaur wanderer (see
cessible only to trusted mernbers. Morte's Planar Parade) who extinguishes miscon-
duct with a crack of her silvered whip.

,_ § i ljTtii] i i air_1i -I Lir .1 i r':: /-rI r:itallar!


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trrowü'rl
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1

Halr or Rnconos The debates are largely performative affairs-hour- ,!


Once a thriving college, the Hall of Records was long bouts where faction representatives embarrass , ;
foreclosed on for a slightly overdue debt to the Fated each other and themselves with thinly veiled insults,
centuries ago. The Fated has since repurposed the boasting, and magniloquent rhetoric. The factions of
building as its headquarters. The campus consists Sigil are rarely in agreement, and the few proposals
of six stately towers-originally seven, but the li- voted into law by the Council of Speakers are either
brary was sold and walled off-and a sprawling net- inconsequential or quickly overturned in favor of the
rvork of underground archives linked to each of the status quo.
academy's founding structures. Trianym. Citizens can voice their opinions freely
Records.Inside the guarded complex, members at the Trianym, a public forum located a block from
of the Fated conduct all manner of documentation. the Hall of Speakers. The Trianym consists of
Clerks file property deeds, issue birth and death cer- three cylindrical platforms with seating for scribes
tificates, and maintain extensive financial records, and spectators to witness the exchanges. Locals
while scriveners meticulously prepare offrcial proc- reward shrewd debaters by tossing coins to them,
lamations for posting. reserving fistfuls of garbage for truly awful orators.
In theory, anyone in Sigil with proper approval The Trianym is more than a glorified soapbox-the
can request a specific document or wade through thoughts that ferment in the Trianym pave the way
the hall's dusty stacks, but the process is mired in for new factions and ways of thinking.
bureaucratic entanglements. More often, a bribe can
accomplish as much in half the time, and hefty sums Tna Srnnnr TRANSTT
can convince a Taker to lose or even alter a docu- The onion-shaped cabs of Tea Street Transit shut-
ment in the Hall of Records. tle customers throughout the Clerks'Ward. The
Vaults. Valuable tomes are stored in vaults be- proprietor is Kyl Silkfoot (lawful neutral, elf druid),
neath the campus, including The Secret History of with a raspy voice, easily spotted by
a crotchety elf
Si§il, a detailed account of the Fated's activities and the nauseating cloud of smoke that issues from his
the secrets its agents have learned. Volumes of this tarweed cigars. Kyl's cabs are always clean and
ongoing research project, especially recent ones, comfortable. Fantastic mounts-such as displacer
fetch a high price with opposing factions. beasts, unicorns, andbizare ponies warped by
Unsurprisingly, the underground compound is the magic of the Outer Planes-pull the bulbous
heavily defended. Within the campus lies a thrum- carriages.
ming portal to Ysgard, a plane where might makes Trusted by the ward's wealthy elite, the cabdrivers
right and the Takers hoard their spoils. Giants of Tea Street Transit are a reliable source of infor-
stomp out of the portal to squash intruders in the mation pertaining to government offrcials, esteemed
name of the Fated, causing books and scrolls to intellectuals, and known criminals.
quake in their lumbering wake.
Townn Soncnnous
Harr oF SPEAKERs The Tower Sorcerous is a spiny spire of unknown
The voices of Sigil ring out within the Hall of Speak- material, its surface shifting like a puddle of oil.
ers, where everyday complaints plant the seeds The structure has no visible doors or windows save
of laws. Formerly the headquarters of the faction for eight balconies that jut from its twisting frame.
known as the Sign of One, the Ha1l of Speakers Although the tower's surfaces are impenetrable to
is an orrery-like arrangement of rings and domed most, Incantifers step into the tower as if it were
structures that beckon onlookers to make them- porous, leaving ripples behind them as they enter
selves heard. Before the hall stands a massive iron and emerge.
statue of a woman heaving a world on her shoulders When the Tower Sorcerous disappeared from
with power and grace, a Signer remnant turned lo- Sigil, it left behind an empty lot. The business that
cal landmark named The Power of One. went up in its place, Fretter's Fetters and Fritters,
Debates. Public hearings take place within the was destroyed when the tower suddenly reappeared,
Speaker's Podium, a spacious chamber named after Until recently, most folk believed the Lady of Pain
the wooden lecterns that dominate its stage. Though consigned the tower and its inhabitants to the
anyone can spectate, only the Council of Speakers Mazes. Few know the circumstances of the tower's
can participate in these debates. Each ascendant disappearance and reappearance, or what machina-
faction in Sigil has at least one speaker: typically the tions brewwithin.
factol and one or two other high-ranking members.
However, speakers sometimes delegate their time
behind the podium to an eloquent representative
whom they trust to represent the faction's interests.

L, T § 'ltY *
ü C
d8 Encounter

Neglected by the dabus and the generosity of other 5 Two out-of-breath githzerai ratcatchers (guards)
wards, the Hive Ward has fallen into disrepair. Its in pink skullcaps chase a nimble cranium rat
buildings are lopsided hodgepodges of architec- squeaker (see Morte's Planar Parade). "Cet'eml"
tural styles and materials, their floors haphazardly they cry as the rat darts toward the characters.
stacked atop one another to conserve space. The 6 A droopy-eyed corpse collector (dwarf commoner)
crooked high-rises darken cramped alleys, many of in tattered clothing dumps a rotten body into the
which are dead ends in more ways than one. Many backofa wooden wagon. "lfye need a ride to the
residents of the city avoid the ward when possible, Mortuary, there's room in the back!" he laughs.
but those willing to risk the Hive can partake in its
seedy establishments and hidden gems.
7 A thieving musteval guardinal (see Morte's Planar
Parade) snatches abagfrom a desperate human
Crime is commonplace in the Hive. Grifters, cut-
purses, and miscreants band together in the mold- commoner and flees into a nearby alley. The victim
ering streets, preying on the desperate and down- cries for help from the characters.
trodden. Pickpockets masquerade as touts, eager 8 Two ettercaps hiss at the characters from an
to pilfer coin from stumbling sots and newcomers. abandoned tenement building cocooned in thick
Professions not outwardly criminal in nature are webbing. The building belongs to the Spite Spin-
often morally suspect, such as corpse collectors, ners, a gang ofarachnid bandits and their boss, a
opportunistic scavengers who scrape out a living by darkweaver (see Morte's Planar Parade).
gathering bodies throughout the ward and deliver-
ing them to the Mortuary for meager payouts. Hrvn \Meno FecrroNs
Rain is more frequent in the Hive than elsewhere
in Sigil, reflecting the ward's dismal mood. When The following factions are headquartered in the
it falls, gutters ooze sludge into brackish pools of HiveWard:
oil and rainwater, their surfaces disturbed by scur- Bleak Cabal. Within the Gatehouse, members of
rying cranium rats. Damp rags and swollen planks the Bleak Cabal reject the philosophies of other
cover broken windows, blotting what little light ekes factions, believing the multiverse is devoid of
through the ward's perpetual fog. meaning. Bleakers combat their existential dread
Of all the wards in Sigil, the Hive Ward has the with optimism and compassion, enriching the
least oversight. Harmonium patrols are less fre- lives of those in and around the Hive through
quent here, and peacekeepers have been known to small acts of service. The faction maintains a net-
avert their gaze from disreputable establishments. work of safe havens throughout the ward where
Though crime runs rampant, so do creativity and those in need can find refuge and a warm meal.
trade, and opportunities abound for those ready to Hands of Havoc. Arson and vandalism are tools
seize them. Residents live unhampered by bureau- of the trade for the Hands of Havoc, a faction of
cracy or judgment, free to pursue their deepest pas- rebels. In other wards, the Wreakers' destructive
sions or indulge their guiltiest pleasures. activities pave the way for reconstruction and
renewal. In the Hive, however, Wreaker activity
Hrve Wlno Erucoururens sometimes compounds the miseries of everyday
d8 Encounter life when their fires-vain attempts to garner at-
I A Hands of Havoc fire starter (see Morte's Planar tention from the movers and shakers of Sigil or
Parade), flame in hand and a wild look in their burn away detritus within the ward-engulf the
eyes, stands outside an abandoned building. "Care innocent. Rather than maintain a single base of
to helpl" they ask the characters. operations, the Hands of Havoc operate out of
warehouses strewn throughout the ward, moving
2 A kelubar demodand (see Morte's Planar Parade)
constantly to evade Sigil's enforcers.
street food vendor pushes a rusty cart down a
Heralds of Dust. The Heralds of Dust are Sigil's
nearby alley. Charred, sausage-link manacles dan-
undertakers. They conduct funerary rites for crea-
gle from the cart's torn awning. The demodand tures from all places, ensuring their souls pass to
offers the characters anything on the cart for 5 cp. the next stage ofdeath undeterred. The bulk ofthe
3 Two chaotic neutral trolls in sleeveless vests faction's workforce consists of skeletons, zombies,
strut up to the characters, eager to show offtheir and other dull-minded Undead whose bodies were
matching tattoos, courtesy of the dabus Fell. donated to the Mortuary by their owners in life.
4 Pugdug, a l<ind-eyed orc Bleak Cabal void soother The Dusters rely on corpse collectors-grim-faced
(see Morte's Planar Parade), offers to heal the char- laborers found primarily in the Hive-to deliver a
steady stream of bodies to them for interment.
acters, asking only that they pay the deed forward.

3,.{ ar i;,,lrr.l'l':}i : 5;.t :i . l'lj it all'-/ a}i: l}l){;. .r


PLANAR CREATURES GATHER IN THE STREET.
FOOO ALLEY VHERE THE FLAVORS OF THE

llrvn lMen» LocerroNs In addition to the typical variety of cheap swil1


rresented here are some noteworthy sites in the peddled throughout the Hive, Beatrice keeps a
selection of top-shelf liquors in a chilled demiplane
Hive Ward.
behind the bar for scoundrels with coin to spare:
Borrrn ANDJUc Beverages available at the Bottle andJug include
Raucous, booze-fueled brawls take place in the back the following offerings:
room of the Bottle andJug, one of the Hive's most Annam's Blood. Barreled on Ysgard, this crim-
infamous drinkeries. This mass of steel, barbed son mead swirls with scenes of battle. A war cry
wire, and black granite is owned by Beatrice Bazlan, bellows from the tap when a mug of Annam's
a flightless erinyes who won the joint but lost her Blood is poured.
wings in a high-stakes match against its previous Chaos Frog. This distilled spirit constantly shifts
owner and his two trolls. Beatrice is tough as nails in color. Made from a plant harvested on Limbo,
and loves a good laugh at someone else's expense. each bottle contains a dead slaad tadpole.
Anyone's welcome in her taproom. Eight Squared. This small-batch, amber hooch
A portal to a massive pit-fighting arena rests at comes in a rectangular bottle with a tiny cog for a
the back of the Bottle andJug, disguised as the door cap. When placed on a flat surface, the cap rotates
to an always-out-of-order lavatory for big and tal1 like the gears of Mechanus.
creatures. Gabel, a retired pit fiendjudge, guards Golden Gout. Imported from the Nine Hells, this
the entrance, but most entrants respectfully call him spiced whiskey burns all the way down. Imbibers
"Your Honor." On the other side of the door lies a often belch a small flame after taking a shot.
bloodstained amphitheater where spectators place Swamp Water. Bottled locally by a green hag with
bets and combatants test their mettle. The current six teeth and an infectious laugh, this murky, sour
heavyweight champion is a bloodthirsty cyclops gin causes the drinker to break out in a harmless
named Akra. rash of purple warts that vanish within minutes.

tll': .l,lillt i: r §l{.lll.. 'i'}1! ill'l 1'{.}}. ljil{.rü: .t ._r


Fnrr,'s Trrroos Aoskar and longtime resident of Sigil, Fe1l knows
Fell, a dabus (see Morte's Planar Parade), runs a tat- the locations of hundreds of portals throughout the
too parlor in the Hive. From a distance, he looks like City of Doors and their keys.
any other of his kind-a lean, purple-skinned figure At the DM's discretion, Fell can reproduce any of
in flowing robes, his horns protruding from a volu- the magic tattoos detailed in Tasha's Cauldron of
minous tuft of white hair atop his head. Shunned Everythin§ that are common, uncommon, or rare.
by the Lady of Pain and ostracized by his kin for He charges 60 gp for a common one, 600 gp for an
declaring himself a priest of Aoskar, the dead god uncommon one, and 6,000 gp for a rare one.
of portals, Fell now walks on the ground instead
Gernnousr
of floating above it. Howevet, some of the dabus's
The Bleak Cabal's headquarters is the Gatehouse,
magic remains, evident in the indelible designs he
a fortress of rehabilitation and renewal. The tiered,
weaves into his visual rebuses.
ivory sanctuary rests on a hill at the end of Bedlam
Fell's Tattoos is a modest, oblong shack down the
Run, a curved road that rises to meet the headquar-
street from the Smoldering Corpse Bar (detailed
ters above the Hive. Calming fountains cascade over
below). A pearl lightning bolt above the door marks
its chalk-white balconies, which radiate from its
the parlor's entrance. Inside, the quiet artist lets his
central tower. The Gatehouse specializes in treating
handiwork speak for itself. Fell nods and smiles at
planar afffictions. Inside, Bleakers tend to those
his clients, producing wispy images that hang in
harmed by the planes and by the creatures that in-
the air and adjusting the shapes to their liking. The
habit them.
dabus applies each tattoo with a wave of his hand,
House of Rehabilitafrbn. Members of the Bleak
wafting the design toward the client's skin where it
Cabal find solace in existence by relieving the bur-
grafts itself in vibrant ink.
dens ofothers. Bleakers in the Gatehouse restore
Ma§ic Tattoos. The dabus's tattoos are tinged
creatures warped by demon ichor, research and re-
with magic. Most effects are minor-a temporary
move complex curses, and comfort those who have
glow or shifting pattern-but some designs function
glimpsed otherworldly horrors of sinister realms.
as spe11 scrolls that burn away once used, singeing
Althax Darkfleece (bariaur wanderer with an
hair, fur, or scales in the process. As a devotee of
Intelligence of 17; see Morte's Planar Parade),
serves as the Gatehouse's resident expert on the
negative effects of planar magic. Hailing from the
I gate-town of Bedlam (detailed in chapter 3 of this
d4 I
I,
book), Althax is a wise and compassionate academic
,f who keeps unreasonable hours. To aid her ongoing
research, she occasionally hires adventurers to in-
vestigate locations suffused with planar magic-or
collect samples from the planes themselves.

GerpnousE NrcHT MeBrnr


Honest shoppers stick to the Market Ward, where
prices are firm and goods can easily be traced back
to their sources. Customers interested in less repu-
table wares, however, haunt the after-hours stalls of
the Gatehouse Night Market just a few blocks from
the Gatehouse. Booths unfold from pocket dimen-
sions at last light, their dealers lit by the neon glow
of indifferent will-o'-wisps: devils pawning stolen
souls to rule-bending angels, interplanar fences
selling stolen modron parts, demodands advertising
jars of their liquefied cohorts as instant bodyguards,
and the like. The night market relies on adventurers
to settle disputes between vendors and their unre-
pentant clientele.

1* L§.!t-i;:.l?.2 i tit;ti_. -f|iL fii't'y ijta ljl.,ll


Gnnasx Prt Monruenv
The flavors of the multiverse converge at the Grease The Heralds of Dust look after Sigil's dead in the
Pit, a noisy alley brimming with planar street food. Mortuary, the city's morgue. Situated between
Creatures come from far and wide to sample its Blackshade Lane and Ragpicker's Square, the men-
delights or hawk them to hungry customers over the acing stone structure rises above the Hive like a
hubbub of the daily crowds. corpse from the grave. The Mortuary's towers bear
The Grease Pit offers patrons a taste of the Outer low, gloomy domes with buttresses bristling with
Planes. Deep-fried meat skewers sizzle in bubbling blades and windowless vaults clustered around the
oil taken from the battlefields of Acheron, mari- structure's base. Its dark, mournful halls reek of
nating in a bath of rage and zeal. Meanwhile spicy embalming fluids, their sterile tang sparing nostrils
dishes rise to infernal heats in devil-owned rotis- from viler odors trapped within the musty tombs.
series, where sadistic pitmasters boast literal kicks Gfim Wotkforce. The Dusters who run the
that sear the taste buds of the uninitiated. Sobbing Mortuary are the visage of death-slack jawed and
patrons cool their mouths on heavenly snow cones bony framed, with unblinking eyes sunken into
sold by dessert-loving devas, then later shred their their gaunt, skeletal faces. Corpse collectors are
tongues on face-puckering sour candies topped with often heard before they're seen, as their creaking
caustic, gelatinous ooze. Portions range from bite- wooden barrows are engulfed in clouds of btzzing
sized nibbles to bottomless portal buffets worthy of insects. They wheel wagonfuls of bodies to Death's
a giant's appetite. Door, a metal chute supervised by joyless undertak-
Grcase Pit Grub. The following are some of the ers, who pay collectors a pittance for each corpse
vendors one might encounter in the Grease Pit: they round up.
Bog Standard. Prepared by a court of not-so-noble The Mortuary's uninviting halls echo with the
bullywugs, the patties served up at this unfussy moans of the Undead. Skeletons and zombies per-
shack were described by one Sigil food critic as
form menial tasks, such as cleaning or guard duty,
"damp-with an uneipected crunch." while more intelligent Undead-such as wights,
Humongous Fungus. Located in an enormous vampires, and death knights-serve the Heralds of
toadstool, this myconid-operated sandwich parlor Dust in high-ranking positions under their factol,
specializes in fungal creations. Customers rave the dreaded lich Skall.
about the Mushroom Meld, a spore-topped melt Hall ofVi§ils. As Sigil's mirthless morticians, the
that allows eaters within 30 feet of each other to Heralds of Dust are afforded the secrets of life and
communicate telepathically for t hour. undeath. In the Mortuary's research area known as
Make It Snappy. This rolling seafood cart sports a the Hall of Vigils, Dusters study deceased wayfarers
bottomless tank linked to an aquatic demiplane. from across the planes, preparing the corpses in
Buyers who fish their own catch from the aquar- accordance with an ever-widening archive of funeral
ium pay half price for the cooked dish, but at Make rites before sending them through planar portals
It Snappy, the seafood snaps back. to distant burial grounds, faraway family crypts, or
Slim Pickens. Owned by a wake of buzzard-looking elemental planes for storage or cremation.
aarakocra, this tin-roofed barbecuejoint serves up The funerary process often uncovers a creature's
"sustainably sourced" roadkill, scavenged fresh cause of death-and possibly the knowledge of how
to kill others like it in the future. Assassins, poison-
daily from arid stretches of inhospitable realms.
Sugar and Spice. This candy shop is co-owned by a ers, and hunters regulady attempt to infiltrate the
faerie dragon named Pancake and an imp named Hall of Vigils in search of these secrets, only to die
at the hands of the faction's Undead guards and be
Qribbig. Their saccharine concoctions are sweet
enough to rot a lich's teeth. reanimated into their ranks. Map 2.2 depicts the
The Vine. Purveyors of plant-based cuisines cluster Hall of Vigils.
in the Vine, a vegetarian oasis nestled in the cor-
ner of the grimy spittoon. It's home to the Gentle
"l$lti.n,t f?.(iicn, a booiy hal *o
Mug, a humble shackwhere musteval guardinals
(see Morte's Planar Parade) offer magical teas and
pai". rivert yo"r,Iel{ o{ ali.
throat-scratching razorvine wraps.
pllrio^i, 'j^<) 'i1r ol'-" a(h,e,,to
fi"a {l"tt "rfele c{ ,isatin""
*lq;i.l, i;r-foi og !b.t it:i.aL,itr ci r"tr

CHÄFTIiR 2 I STü1L, TH§ CITY OT. I}OOR§ .. 37


Panerr Pnsr Tse Slecs
In the Cage, rat catching is a family business. Over The Slags were just another part of the Hive until a
the years, Parakk Pest has become a household portal to the front lines of the Blood War, the eternal
name in the City of Doors. The tiered shack stands conflict between devils and demons, opened in the
out from the rest of the ward thanks to the giant rat middle of the neighborhood. For weeks, weapons
skull that sits atop its roof. Generations of extermi- of war tore through the fragile shacks, reducing
nators follow in the footsteps of its githzerai founder, them to smoldering piles of rubble, and demons
Parakk-whose name means both "servant" and massacred anything with a pulse. Save for a few
"master." They adopt both his name and the duties stragglers, the portal and its invaders are long gone,
that come with it. The githzerai eradicators, indi- but their devastation remains. Scavengers scour
vidually referred to as Parakks, service every ward the ashen wasteland for infernal supply caches,
in Sigil and are easily identified by their bright-pink clashing with enforcers on the lookout for fugitives.
skullcaps. Repeated calls for reconstruction go ignored in the
Sigil is a delicate ecosystem, and cranium rats Hall of Speakers.
play an important role in it. But while individual cra-
nium rats are mostly harmless, swarms can rapidly Srvror»nnrNc CoRPSE BAR
become local menaces. The largest of these is the The wrought-iron walls of the Smoldering Corpse
Us, a hyperintelligent hivemind based in Undersigil Bar muffie the mayhem of the Hive. Locals wet
(detailed later in this chapter). When cranium rat their whistles in the dive bar, raising dented mugs
populations grow to dangerous sizes, the Parakks to angels and devils, off the clock and shooting the
step in to cull their numbers. However, some con- breeze with each other. Heat rises through vents in
spiracy theorists claim the ratcatchers secretly the taproom's drab-tiled floors to warm banged-up
serve the rats, collecting rodents to add to the horde. metal tables, their surfaces marred by blades and
Particulady malignant infestations call for outside stained with dried blood. The watering hole's jaded
help. In such cases, Parakk Pest offers as much as proprietor, Barkis (chaotic neutral, human veteran),
1 gp for a single cranium rat tail and larger sums to can usually be found behind the patchwork fusion of
clear out entire swarms. rusted metal that passes for a bar top.
I§nus. The Smoldering Corpse Bar is named for
SlNosroNE SrRrP the perpetually burning mage named Ignus who
A sliver of tightly clustered buildings stands be- hovers within. Once a pyromaniacal Wreaker who
tween the ordedy Clerks'Ward and the chaos of tried to reduce the Hive to ash, Ignus was impris-
the Hive. Named for its granular, red cobblestone oned in flame as a sardonic punishment for his
streets, the Sandstone Strip shelters charlatans crimes, transforming him into a living portal to the
and scoundrels who take care of their own, along Elemental Plane of Fire. Since then, he's become
with anyone else burned by administrative backlash a fiery mascot for the bar he attempted to destroy,
from Sigil's more powerful residents. When bureau- suspended above its torrid taproom. If doused with
crats abuse their stations, the ward's rank and file a decanter of endless water,Ignus rouses from his
rely on adventurers to even the scales and ensure stupor as a chaotic neutral, human mage.
Sigil's laws apply to all its citizens, not just those at Settlin§ Tabs. The establishment has earned a
the bottom. reputation for reliable, albeit unremarkable, service.
If the coin keeps flowing, so does the "bub"-a blan-
ket term locals apply to cheap liquor. When a cus-
'\-, / .'1
lz, ^..-
?t'e ^;l TALlod fraf .-'/ rLar'€:.
a-L *^;r tomer can't settle their tab, Barkis asks for collateral
*':. i, na^tl ci (äro. ;/,'e^ril until the debt is paid. His backroom is filled with
§i@M
belongings left behind by drinkers who never re-
turned. Most of it is junk, but Barkis lets interested
parties rummage through it in exchange for com-
pleting odd jobs or serving as temporary bouncers.

,ii-ri.1Ia!I- 2 I 3:tii,, Illl,,-lIT:'a)f ,i.](iL!


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Cper'raropv sMoKE v^FTS FRoM THE Moaruanv's


GLOOMY OOMES AT ALL HOURS-EVIOENCE OF THE
TIRELESS WOR( op ppocesstxc Srcrr's

i!
LApv's \Me,nn d8 Encounter

Distinguished and elegant, the Lady's Ward is home 3 A cheery drider skitters toward the party. A cultist
to the city's movers and shakers. The regal edifices of Lolth, the drider hands the party a pamphlet
of the Lady's Ward epitomizeth,e wealth and influ- advertising an upcoming ritual at the lnfinite Well
ence of their inhabitants. Intrigue and treachery (see the "Lady's Ward Locations" section).
abound, blanketed behind the sumptuous veils of 4 A desperate commoner from a faction of your
high society: masked balls, gambling houses, and choice has an impending trial in the High Courts
private banquets. The Lady of Pain doesn't reside of Sigil (see the "Lady's Ward Locations" section).
in the ward that bears her name, but power does- Unable to secure an advocate, they plead with the
the power to influence, administer, and evade the
characters to represent them in court.
rule of law.
Despite its luxuries and breathtaking vistas, the 5 When the coast is clear, a shady-looking

Lady's Ward is quieter than other wards, its solemn Doomguard rot blade (see Morte's Planar Parade)
streets frequented by members of the Fraternity opens their long overcoat in front ofthe characters
of Order, the Harmonium, and the Mercykillers. to reveal a slew of finely crafted weapons available
Immovable monuments to order, these factions' for purchase.
imposing headquarters tower over the city blocks 6 Three Harmonium peacekeepers escort a mana-
they occupy, surrounded by a smattering of smaller cled githzerai uniter to the Prison (both stat blocks
buildings that support their cycle of enforcement, are in Morte's Planar Parade). As they pass the
adjudication, and punishment. Residents of other characters, the githzerai drops a crumpled note
wards rarely visit the Lady's Ward without offt-
asserting their innocence.
cial business.
Fortunes are won and lost in the gambling houses
7 A character spots a notice from the Mercyki!lers
of the Lady's Ward, where secret crime lords mingle for an escaped prisoner who bears an uncanny re-
with judges and off-duty guards. Greased palms semblance to someone in the party.
lead to flimsy sentences and sudden pardons; such 8 Atop a low building, a githyanki warrior prosely-
corruption goes ignored in the upper echelons of tizes furiously to the characters about Aoskar, the
Sigil in favor of persecuting petty crimes elsewhere Keeper of Cateways, claiming to have seen the
in the ward. dead god alive and well on the Astral Plane. As
As if to balance its corruption, the Lady's Ward Harmonium officers move to arrest the githyanki,
contains over half of Sigil's temples. Deities from he mysteriously vanishes.
every pantheon find worshipers in the City of Doors.
No temples to the Lady of Pain exist in the ward; to
construct one is an offense worthy of banishment to
LApv's \MeBo F,tcrroNs
the Mazes. The following factions are headquartered in the
Lady's Ward:
Llov's Wnno ErucouNTERs Doomguard. The Doomguard controls the Armory,
d8 Encounter overseeing the production and sale of weapons in
1 A tiefling wastrel (noble) flicks a gambling chip Sigil. Independent smiths are free to craft and sell
from Fortune's Wheel at the party, lamenting, their own weapons, but most of the city's weapons
"May your luck be better than mine." are produced and sold by Sinkers. When it comes
2 A deluxe sedan chair carried by four veterans stops to providing the quality and number of armaments
in front of the characters. A gloved Humanoid
required by organized forces and other factions in
the Cage, the Doomguard is unmatched.
hand parts its privacy curtain, extending them an
Fraternity of Order. Consisting of judges, lawyers,
invitation to a masked ball.
and legislators, the Fraternity of Order abides by
the letter of the law-and exploits it to further their
lrii'r interests. Dispassionate and impartial, Guvners
fhs Ltnlvi tutr"i, run the city courts, ruling on everything from
hot fine La"tiet' hai,di" petty disputes in other wards to groundbreaking
*J,c2 {oio. lp13-' r'a1 - 1... ,-., S cases in the High Courts. They adjudicate, review,
and study the rules of Sigil, maintaining order
according to the law as they interpret it.

40 ,, cHÄpr§R 2 I sic.Il, 'rHE crTY OF DOORS


l

SrGru crtrzens PREPARE FOR TRIAL ON


txE lJrox Counrs, vHERE THE LAw r§ sAcREo.

.f':f

Harmonium. A faction of rugged peacekeepers, the weapons within. Heavy metal gates bar its few win-
Harmonium occupies the Barracks and serves dows, and a relief of a menacing horned skull-the
as the city watch. Noble do-gooders and vengeful faction's symbol-hangs over its main entrance
chastisers alikejoin their ranks, eager to quash within. Day and night, the Armory's chimneys belch
crime. Thousands of crimson-plated Harmolnium smoke and flame.
officers patrol Sigil's wards daily, vowing to keep For§e of Doom. A colossal forge dominates
their streets clean. However, the Hardheads'un- the first floor of the Armory, which is open to the
compromising vision of order sometimes leads to public. Mercenaries, mongers, and other curious
wrongful arrests. buyers gawk at industrious smithies accustomed
Mercykillers. When the Fraternity of Order deems to the forge's unbearable temperatures. Azers, fire
a citizen guilty of a crime, the Mercykillers carry elementals, and chain devils number among the Ar-
out the punishment. Citizens give these emotion- mory's blacksmiths, along with dwarves and other
less executioners a wide berth, fearful of obstruct- Doomguard smiths.
ing justice and becoming the next target. Though Aslan Ashfang, a lawful neutral efreeti merchant
most of their work occurs in the Prison, members from the City of Brass, emerges from the forge's
of the faction regularly mete out discipline in pub- coals to greet potential buyers. A clever and con-
lic for all to see. vincing salesman, Aslan brokers deals between
the Doomguard and interested parties. The dapper
Ll»y's ]Mano Locerroxs efreeti knows every weapon in the Sinker cata-
Presented here are some noteworthy sites in the log and its price, from delicate jeweled daggers
Lady's Ward. to massive siege weapons. Items small enough to
display-or their replicas if too precious or danger-
AnIvronv ous-are showcased in an exhibition hall just inside
The Doomguard is headquartered in the Armory, the Armory.
a foreboding stronghold at the ward's border with Doom Lords. Beyond the forge lie four heavily
the Lower Ward. Deliberately grown razorvirre guarded chambers, each containing a portal to a for-
creeps along the structure's bladed balconies and tress on the edge of one of the Inner Planes. Within
lower walls, deterring thieves who seek to steal the these citadels, the four doom lords-high-ranking

CHApT§R 2 I STCIL, THH CITY oF I}O0&S :. 4I


faetion lieutenants with powerS of entropy and Eflteting'the Ba,rraeks. The Barracks are open
destruction-observe the multiverse and its beau- to all enthusiastic peacekeepers, though Hardheads
teous decay. From these citadels, members of the stop and interrogate anyone who ventures past the
Doomguard launch expeditions to hunt or capture clasped stone hands over the stronghold's arched
destructive monsters across the multiverse, test- entrance. Straitlaced recruiters pressure visitors
ing their skills against terrifying creatures and without a clear faction allegiance to enlist in the
deadly extremes. Harmonium and reap its benefits.
Buyin§ Armor and Weapons. The Armory sells Parade Grounds. Composed of four identical
everyweapon, shield, and armor inthe Player's sections and the squat towers that join them, the
Handbook at normal cost. At the DM's discretion, Barracks surround a wide parade ground. The Har-
the Armory might have other armaments available monium shows its strength within the quad through
for sale, such as *7 weapons for 300 gp apiece. drills, marches, and other ceremonial displays. Be-
yond the grounds lie classrooms and living quarters,
Bannecrs along with the faction's archives, which include cur-
Hushed streets surround the Barracks, a wide rent and past Harmonium patrol routes, active mem-
compound of cold granite at the opposite end of the bers and their ranks, and official arrest records.
Lady's Ward from the Armory. Stoic and impenetra- Recruitin§ the Harmonr'am. With an official writ
ble, the lofty fortress houses the rank and file of the from Factol Sarin, the factol of an allied faction, or
Harmonium, Sigil's militant guards and enforcers. an influential figure in Sigil, one can gain temporary
Taciturn sentries march along its spiked, gray-slate protection services or extra muscle in the form of a
roof, gazing over a largely deserted precinct. Life few reliable guards who stubbornly obey every city
this close to the Hardheads is a double-edged ordinance.
sword. While local businesses-of which there are
few-enjoy on-demand security, their proprietors FonruNn's lMnnnr
must be spotless in the eyes of the law or suffer Luck abounds at Fortune's Wheel, an extravagant
crackdowns from overzealous disciplinarians in casino and favored hotspot in the Lady's Ward. It's
the faction, who enforce Factol Sarin's orders with- run by Shemeshka (see Morte's Planar Parade), a
out question. vain and ambitious yugoloth crime lord of multiver-
sal renown. Rarely spotted in the common areas of
the gambling hall, the arcanaloth is the picture of
wealth, power, and influence, always dressed to the
nines and crowned with a spidery razorvine head-
dress. In Shemeshka's eyes, the establishment's
profits pale in comparison to its true spoils: secrets
gleaned by her web of spies, both those employed
in the casino and others enacting her far-reach-
ing schemes.
Dra§on BanLlke moths to a candle, risk tak-
ers gravitate to lhe buzzing marquee of Fortune's
Wheel. The polished revolving door of this recently
renovated building opens into the historic Dragon
Bar, a modest tavern named for the carved dragon
head that watches over it. Beyond this reception
area and its alert bouncers lies the casino proper.
Casino. Games of chance line the luxurious car-
peted casino hall, which thrums with a chorus of
shuffling cards, rattling dice, and whirring clock-
work slot machines. These games take razorleaf
gambling chips, golden tokens that bear a stylized
razorvine emblem.
Every evening, performances grace an ornate,
curtained stage, but the real star of the casino is
its namesake: the fortune's wheel, a three-tiered,
standing roulette wheel where inheritances are
squandered and made. Weapons and luck-altering
lar,rcl 5a=r:;::r
magic are prohibited within the casino, but the
;-e i;tq***;*::
staff enforces the policy only in the most blatant of
violations.

12 {lr{.i i:T;:! :l I ic:L. 'f 1t t: {-lTY a}t- lr{.}{}!"s


'i
Platinum Rooms. Known to few and hidden Courts. The rear tower consists primarily of
within the casino are the Platinum Rooms, a col- lesser courts. which resound with procedural
lection of demiplanar chambers where interplanar bickering and the rapping of gavels. More serious
fat cats wager ancient artifacts, trapped souls, and offenses are prosecuted in the Grand Court, a no-
the fates of entire worlds. Accessible only to big- ble chamber darkened by severe judges and their
wigs trusted with special portal keys, the Platinum righteous verdicts. Any of the following three judges
Rooms feature a rogue's gallery of some of the mul- might preside over a trial in the Grand Court:
tiverse's most dangerous players.
Dadras, a planetar with a powdered wig and a fiery
Fortune's Wheel is further detailed in the adven-
temper. The angel detests 1ies.
tore Tirn of Fortune's Wheel.
Factol Hashkar, leader of the Fraternity of Order.
Hnenr's Frnn Madam Rule, a scornful pit fiend known for her
Sparkling rays converge on the stained-glass win- harsh interjections and screeching metal gavel.
dows of Heart's Fire, a luminous temple devoted to HaII of Concordance. Elsewhere within the High
gods of fire, truth, and light. Golden, wavy blades Courts lies the Hall of Concordance, an embassy of
hover atop the house of worship like flames. Nick- law where contracts are forged under the unblink-
named the Sun of Sigil, it glows each day at dawn. ing eyes of the inevitables, constructs created by
Recently, Heart's Fire has become the subject of the modron deity Primus to bring order to dealings
gossip throughout the Temple District. The temple's between planar folk. Inside, the Kolyarut, an engine
former high priest, a deva named Ephemera, was of absolute order, ratifies contracts on sheets of
called away on a divine errand. Before departing, solid gold, leaving their enforcement to the inexo-
the angel appointed a controversial replacement rable maruts (detailed in Mordenkainen Presents:
to guide the fane in their stead: Mihr, a lawful Monsters of the Multiverse) and truth-seeking com-
good horned devil who turned their back on the ponents of itsell also dubbed kolyaruts (see Morte's
Nine Hells long ago. Kind and merciful, the new Planar Parade). Rule breakers who violate these
high priest hopes the congregation will see their sacred contracts are tracked down and banished to
redeemed nature, but some of the temple's clergy a teleportation circle in the hall.
refuse to accept Mihr as the true high priest.

Hrcll Coun:rs
The scales ofjustice are balanced at the High
Courts of Sigil, headquarters of the Fraternity of Or-
der. The courthouse is a dignified edifice hewn from
flawless, white marble with towers that rise from the H*:v.+raur
structure's bladed gables. Granite steps ascend the
courthouse's elevated entrance, above which hangs
a triangular pediment. Etched within the architrave
is the faction's motto: "Knowledge is power."
Though absolute authority in Sigil belongs to the
Lady of Pain, most legal matters are settled in the
city's tribunals, often decided by a single, suppos-
edly impartial magistrate appointed by the Guvners.
Punishments are tailored to fit the crime, and advo-
cates are strongly encouraged. Lawyers and orators,
these civil servants include bards, faction agents,
and devils with a knack for navigating the subtleties
of the law.
While cheap advocates linger on the courthouse
steps hoping to find work, their arguments are
brittle. Brilliant barristers demand high retainers,
but they're worth every coin when the alternative
is a visit from the Mercykillers. One talented at-
torney is "Sly" Nye (chaotic neutral, tiefling no-
ble), who claims to have never lost a case. S1y has
been known to waive their astronomical fee for
adventurers who help gather evidence relevant to
other cases. Of course, the accused are always free
to represent themselves.

li-riFrr,ll 2 §tlJl.,, Tlt tl ari'iY {f r- }*cirl


MÄt: ?.f : Sr:*r *r -rxi" Gü:xrrr iil rsr ir*i:*zu

Loomruc ovER THE Lnov's Wnno, rxe Pnrso§


IS A GRIM REMINOER OF THE CON5EqU€NCES OF
crlrME rN rxE Crrv oF DooRs.
INrrNrrn Wnr"r Pfison Inmates. Notorious criminals, interplanar
Ominous chants echo in the Infinite Well, a temple outlaws, cosmic warlords, and other threats to the
to the Abyss and its untold layers. The temple hov- multiverse are incarcerated in the Prison. Examples
ers high above the surrounding houses ofworship, of inmates appear in the Prison Inmates table.
floating above a seemingly bottomless pit. Tar-
nished blades jut from the Infinite Well like metal Pntsott lru unres
branches on a blackened tree. Rather than the d12 lnmate
blue-green verdigris common throughout the city, I A chaotic evil storm giant conquerer who darkened
blood trickles down the temple's rusted spikes. The Sigil's skies with storm clouds
temple's interior is a gloomy sanctuary of stained 2 A disheveled wizard named Cifad (chaotic neutral,
altars, menacing iron chandeliers, and sputtering human mage) who claims to hail from the future
black candles.
Because there are infinite layers to the Abyss,
3 l(oe, a fiery-winged, chaotic neutral deva impris-
oned for smuggling weapons forged on Mount Ce-
there are infinite demon lords among them to be
venerated. As a result, the cultists of the temple are lestia to Fiends on both sides of the Blood War
a disorganized mess, and daily sacrifices sourced 4 A clone of Manshoon (lawful evil, human arch-
from among the faithful cause their numbers to mage), an infamous masked archwizard from the
dwindle. Intent on improving their reputation and world of Toril, who insists he has been framed
converting new members to their sinister fold, the 5 A cuprilach rilmani (see Morte's Planar Parade) that
fanatics of the Infinite Well don insincere smiles killed a former factol to preserve the Balance
and prove unflinchingly positive as they evangelize
5 A malevolent cosmic force manifesting as a planar
in public.
incarnate (see Morte's Planar Parade) that feeds on
Pnrsox entire realities
A single grim blemish of gray stone and metal rises 7 A nameless, chaotic evil doppelganger who has
above Sigil's resplendent courthouses. Headquar- impersonated every factol in Sigil
ters of the Mercykillers, the Prison is a warning to 8 A supernatural assassin who targets only former
wrongdoers of the fu1l penalty of law. The Prison's mortals
architecture is anathema to hope and light. During
the dark and twilight hours, glaring searchlights af-
9 A world-destroying Construct (use the kolyarut stat
block) whose creator is still at large
fixed to the penitentiary's barbed watchtowers scan
the ward below for runaways, but all that escapes its l0 A decaton modron (see Morte's Planar Parade)
walls are the wails of the prisoners within. that turned itself in after a pentadrone under its
Cells. Engineered to contain all manner of pla- command malfunctioned and abandoned its post
nar convicts, the Prison's cells vary by block. Fire ll A darkweaver guilty oftrying to eat a dabus (both
elementals and arsonists are sealed in frigid cells, stat blocks are in Morte's Planar Parade)
while giants are issued with magic collars that sap 12 A kraken that briefly drowned one of Sigil's wards
their might and reduce them to diminutive statures. by using portals to aquatic planes
Grudges fester in bleak cells, and fights regulady
break out between inmates in mess ha1ls and
common afeas, Watdens. Sigil is a big city, and the wheels of
Particulady dangerous criminals never leave their justice turn slowly. Factol Nilesia employs a number
cells, which are suspended in high-security units ofwardens to keep prisoners in check. Creatures
that hang from the Prison's exterior like inverted in the Prison might encounter any of the follow-
buttresses. Map 2.3 depicts a section of the Prison ing wardens:
that houses one such criminal, the infamous portal Allarind the Thin, a sadistic adult blue dracolich
saboteur known as the Grixitt (neutral, human spy). who died in the Prison long ago.
Cellars. Mercykillers torment rebellious in- Buel, a stoic warden archon (see Morte's Planar
mates in the Cellars, the Prison's dark undercroft. Parade) who has thwarted countless jailbreaks.
Desperate scratches mar the dungeon's blood-red Gazzengar, a calculating, neutral mind flayer
chambers, where prisoners are dragged to but who isn't afraid to crack a few skulls to keep in-
sometimes never returfl. When an inmate proves mates in line.
especially resilient or dangerous, the Mercykillers Olmulloz, a pasty shator demodand (see Morte's
banish them to the Hole, a cylindrical cell block of Planar Parade) accompanied by a pack of rabid
t;t

isolated demiplanes suffused with antimagic. hell hounds.


§

lra.lA/t a v i I \,li,l I t-tt 1ta I I ara ,11)tJ(3 ,:-.


. lJ
Lowrn \Menn :
d8
5
Encounter
An Athar null (see Morte's Planar Parade) warmly
Industrial smog and fumes blanket the Lower Ward,
a noisy tangle of bellowing forges, magical refiner- greets the characters and offers to show them to
ies, and alchemical emissions. Cobblers, smiths, their destination-while subtly pitching Athar phi-
and smelters gravitate to the ward, along with any- losophy to them.
one else with calloused hands or a passion for craft- 6 The ghost ofa factory worker appears to the char-
ing. Locals are hardworking folk who can churn acters and asks them to retrieve its skull from
ingots from ore, press diamonds from coal, and turn
the Bones of the Night (see the "Lower Ward
a lump of nothing into something worth buying. Day
Locations" section) so it can finally be laid to rest.
in and day out, they wade through the ward's dreary
miasma to trade shifts at workshops that never stop. 7 Two githzerai monks approach the characters,

The Lower Ward is the beating heart of Sigil-an searching for a dangerous blue slaad that stole a

engine of creation that refines raw materials from mote of primordial chaos from the Face of Cith
every corner of the multiverse, transmuting them tavern (see the "Lower Ward Locations" section).
through sweat, heat, and magic into the components 8 A soot-stained goblin mage uses fire magic to re-
that allow Sigil to flourish. Over the years, civic fix- pair a damaged iron golem in the street. She tells
tures like the Armory and Mortuary, which used to the characters she needs two hundred pounds of
reside in the ward, have been bitten offby the neigh- iron to replace the construct's missing arm-even
boring Lady's and Hive Wards, respectively. Still, scrap will do.
the Lower Ward remains a necessary industrial
powerhouse in the City of Doors.
The Lower Ward gets its name from the prolifera-
Lownn IMen» FacrroNs
tion of portals to the Lower Planes. Their insidious The following factions are headquartered in the
influence bleeds into the ward, choking residents Lower Ward:
with brimstone, smoke, and sulfuric ash. Statues Athar. From the ruins of the Shattered Temple, the
and roofs erode in a few decades unless protected Athar keep tabs on the temples and god worship-
by magic or alchemical treatment, and locals often ers of the Cage, ensuring none of them grow too
bear scars from exposure to these portals and the powerful. Propaganda tracts undermining the
deadly realms beyond. gods' divinity litter the broken streets near the
Shattered Temple. Defiers sometimes seed these
Lowen Wlno ErucouNTERs
tracts with details of scandals to discredit clerics
d8 Encounter and other worshipers. The Athar accept custody of
I A thunder-voiced Mind's Eye matter smith (see dangerous magic items, especially those created
Morte's Planar Parade) admonishes passersby to by other faiths, and they reward any who relin-
realize the power inside themselves. As a demon- quish the relics.
stration, the matter smith reshapes material Mind's Eye. The endless heat, smoke, and arcane
around one ofthe characters. embers of the Great Foundry shelter the Mind's
Eye. The leaders of manufacturing in Sigil, the
2 Two wererats in human form approach the char-
Seekers express their desire to reshape the multi-
acters, offering to sell them various junkyard
verse through their crafts, creating tools and ma-
baubles, while a third wererat uses the distraction
terials that in turn mold the Cage.
to picl< a character's pocket. Ring Givers. An up-and-coming faction, the Ring
3 A bariaur wanderer (see Morte's Planar Parade) Givers are still finding their place in Sigil. Hav-
wearing a gold monocle and an embroidered vest ing recently sold their previous headquarters, a
asks the characters to pick up an order for him at a sprawling palace in the affiuent Lady's Ward, this
nearby pawnshop. He offers to pay them 10 gp for philanthropic faction now gathers in the Lower
their trouble (and their discretion). Ward, where it provides charity to industrious folk
4 Two minotaur smiths argue with a goristro over the in communal spaces, factories, and warehouses.
price ofan expertly forged greataxe, turning to the
characters to settle the debate.

.r.a {]r:a.-i.i':.:rr: I .ri(;li-. iiili f:'t1'cl. :l{lakn


"&;.. +

.:;j&' B:ii-
tloue or rxr ArxAR, rxe SxArreReoTempus sraNos as a
REMTNo6R THAT THE powER oF eoos rsN't so pERMANENT.

-t
7
Lownn \Meno I ocerroNs The library is well guarded. Lothar is a capable
combatant in his own right and can animate a
Presented here are some noteworthy sites in the
host of skulls in his collection as flameskulls. To
Lower Ward.
combat larger threats, the Master of Bones relies
Boxrs oF THE Nrcnr on a ghoul-shaped stone golem that answers to
Along the banks of the Ditch (detailed below), a his command.
fire-gutted building conceals a gaping hole into Tnn Drrcn
the ground with a single ladder leading down into
The Ditch is Sigil's only body of water, a reeking
darkness. Here lies the Bones of the Night, a cavern morass where locals cast their refuse. Its corro-
complex home to the Master of Bones: Lothar the
sive waters lie along the rough border between
Old (neutral, human priest). From the catacombs
the Lower Ward and the Hive, a prime ground for
of Undersigil (detailed later in this chapter), Lothar
dumping bodies. Creatures cast into the acrid lake
gathers a macabre collection of skulls from various
wash up on its shore a few hours later completely
creatures, organizing them into a library ofsorts.
unrecognizable, their physical features smoothed
Ossuaries riddle the wa11s of his bizarre exhibit,
over like those of wax dol1s held to a flame.
their ledges richly decorated with grave goods paid
Locals whisper the Ditch is a backwater tributary
to the departed.
of the River Styx, but more likely its toxic waters
The Master of Bones uses necromancy to com-
are the result of industrial runoff coupled with the
mune with the skulls in his collection and draw on
corruption of the Lower Planes leaking from nearby
their shared knowledge. For a fee, Lothar can cast portals. On rare occasions, a portal to the River
the speaft with dead spell on any of his skulls, ask-
Oceanus, a celestial waterway that runs through the
ing questions on the clients' behalf. He also trades
Upper Planes, opens within the Ditch, causing it to
and purchases new skulls. His prices range from 1
run clean, silvery, and sweet. These short-lived oc-
gp for a person who knew a single valuable story to
casions are cause for celebration among the folk of
upward of 10,000 gp for the skull of a factol or the
the Lower Ward, who spend the day bathing in the
high priest of a dead god.
refreshing reservoir.
During the day, the banks of ths Diteh are a gath- glob, shaping it into objects, creatures, or sensory
ering ground for trading guild workers, who ferry phenomena for the amusement of other patrons. Ru-
material from the Great Foundry to portals located mor has it that the blob can be shaped into a portal
within massive sewer pipes along its shores. When to Limbo but that the key constantly changes.
night falls, however, even these staunch souls are Ezmerath, a chaotic good githzerai uniter (see
nowhere to be seen for fear of the Ditch Beast, a vi- Morte's Planar Parade), owns and runs the Face of
cious monster that supposedly stalks the area' Gith. They have a good relationship with the Athar
Seat ofthe Rat Kin§. Wererats frequent the Ditch, and are happy to call in a favor if anyone, especially
where they receive the orders from Tattershade, god worshipers, disrupt their tavern. Ezmerath is
King of the Rats. His territory is arranged entirely also a secret member of the Sha'sal Khou, a faction
for defense, a tangle oftunnels adjacent to the of githyanki and githzerai who wish to unite their
Ditch that are big enough only for rats and shifting fractured people.
shadows. Tattershade is a shadow demon that di-
rects his wererat minions through wispy messages
Gneer Foulonv
The thrumming heart of industry in Sigil, the Great
scrawled on passage walls. The King of the Rats
Foundry is the headquarters of the Mind's Eye. The
spends his lonely hours obsessively counting the
foundry's a sprawling complex of workshops, ware-
treasure the rats sift from the Ditch for him, from
houses, storage yards, and furnaces. Seekers work
priceless baubles to worthless junk. Tattershade
it tirelessly. By day, the foundry obscures the sky
lives in fear of something, but no two stories agree
on what. It could be the Master of Bones, a powerful
with smoke and steam, and by night, it illuminates
entire city blocks with roaring fires.
devil, or the Lady herself.
The Mind's Eye makes many of the tools and
FLcn on Grrs metalcrafts used throughout Sigil. The foundry's
Patrons drink silently in the Face of Gith, a gloomy most talented smiths are magical sculptors who re-
tavern frequented by githzerai. A faded, dispas- quire neither coal nor flame. They fashion strong yet
sionate githzerai face marks the establishment, delicate objects from minimal materials, shaping an
a smooth, oblong building shaped from a slab of ounce of ore into a lightweight yet trustworthy tool
adamantine. Although anyone is allowed into the with a wave of their palms.
bar, patrons and proprietor alike are skeptical of Gafes. The Great Foundry's two wrought-iron
outsiders and willing to draw steel to keep their main gates are as tall as the neighboring buildings.
space safe. The intimidating guards minding the gates embel-
The tavern's interior is subdued and dim. There lish their armor with iron spikes and jagged deco-
are no rowdy drinking songs, and most conversa- ration scavenged from the foundry's scraps. Ogres,
tions take place telepathically or in hushed tones. In giants, and reformed devils in the Mind's Eye, they
the center of the main room hovers an amorphous prevent the tools of creation from falling into the
blob of primordial chaos that shifts erratically. hands of destructive forces. Beyond lies the main
Taken from the roiling plane of Limbo, the glob yard, a sooty, gravel expanse heaped with piles of
endlessly changes from stone to fire, freezes into a rubble and raw ore.
fractalized diamond, melts into swirling clouds that Mithral Towen At the center of the Great Foundry
smell strongly of lavender, and so on. Some psychic is the Mithral Tower, a metalworks that stands over
regulars exert their mental will over the chaotic ten stories tall. Huge, iron-barred windows flood
its interior with light, and enormous doors allow
wagons full of ore to roll right in. It's unbearably
',t
'
f e *o .ob[e" ?(I tha^ hot, and the din of spouting furnaces and ringing
^e,
*-€äiioa" §*ftn§ can breäk anvils makes conversation dif&cult. Fiery-mouthed
I:.qeIh,oq, a^oi r ?.Y ol:. if if furnaces the size of barns yawn in every direction,
eaiy fr deli"*y. B"f *he" Yo" and crucibles large enough to hold a fire giant brim
cil*oJe to tur'* Iar"efhi,l tt^a? with molten metal. Map 2.4 depicts one of the forges
*ä1.'t io?o xar"elloi*1 fhäf ;t- within the Mithral Tower.
tl^af ii tbe ti"$ r{ 1o*{;."
*lal:oiry*, iactol ei iie Fil"d'i fye

r,tltÄ:,'j alt U 3lllL. t iltl ti't:' i..)| t){){-)tS


i,tar: :.4: Mi'rNnni T*we x ril 'rxg Gqe *r F*u+o*v

. . i..

TxE r-rcxr op rxg GRgar Four.toRv's


P.aßrEpYe:r Suatrrnsp Tnrvml,n
Nearly every faction in Sigil keeps a secret hoard A nameless street leads through a razed district to
of knowledge available only to its members. Kesto the Shattered Temple, headquarters of the Athar.
Brighteyes (chaotic good, gnome Athar null; see Skeletal pillars climb from the rubble to surround
Morte's Planar Parade), does his best to even out the broken, domed structure on all sides. Once a
that imbalance. Kesto runs the Parted Veil, a book- temple to Aoskar, a now-dead god of portals, the
store on Forgotten Lane not far from the Shattered Athar have rebuilt the temple just enough to serve
Temple. The shop contains a motley array of texts their needs while leaving the rest in shambles-a
available for sale: histories, novels, atlases, dictio- solemn reminder that even gods can die.
naries, maps, spellbooks, biographies, newspapers, Within the Shattered Temple, the Athar collect in-
and anything else printed or scribed. formation on the every faith in Sigil to publicly prove
Ama§ic mouth spell over the front door of the their falsity and lessen their influence. In heavily
Parted Veil welcomes visitors with short inspi- guarded vaults beneath the temple, Defiers house
rational messages. Once inside, customers are a staggering arsenal of magic items, weapons, and
greeted by a wondrous sight-the walls, ceilings, armor, ready to use if they come into open conflict
and floors are made of books. Shoppers tread with gods or their servants.
across the spines of volumes underfoot as they For§otten God. The Shattered Temple was orig-
peruse titles above and below. With no shelves or ina11y called the Great Temple of Doors. It was the
clear system of otganization, the shop is a labyrinth heart of worship for Aoskar, whose name has been
of knowledge that only Kesto can navigate, but the all but forgotten in the City of Doors. In life, Aoskar
shopkeep is always happy to help a customer find subtly spread his worship through every portal in
what they're after. the Cage. Aoskar foolishly sought to seize control of
Kesto is a venerable gflome with round spectacles Sigil from the Lady of Pain, but now the god and his
and a wiry, unkempt beard. A proud member of the followers are dead, devastated along with the temple
Athar, the open-minded Kesto aims to empower his that once bore his name.
customers through knowledge. He is accompanied Inside the Shattered Temple, a portal to the Astral
by the gaunt-faced Sir Cleave, a friendly, lawful good Plane has recently reawakened, leading to a gigan-
bodak (see Mordenkainen Presents: Monsters of tic, petrified corpse drifting through the silver void'
the Multiverse; replace with a lawful good revenant Some who know of the deteriorating husk claim it's
if you don't have that book). Sir Cleave eagerly as- what remains of Aoskar, while others assert the god
sists customers, regardless of how uncomfortable it lives still.
makes them. LuminousArbon Aremarkable tree grows within
Spells for Sale. Kesto maintains a vast collection the temple's central sanctuary. The tree's bark
of scrolls and spellbooks. He allows wizards to copy shines with the luster of brotze and gold, and its
spells from them at the cost listed in the Spells branches are laden with ruby-red fruits' This tree,
for Sale table. Spells marked with an asterisk (*) the Luminous Arbor, gathers the captured magic
appear in chapter 1 ofthis book. He can have any released when the Athar carry out rites to destroy
of these scribed as a spell scroll for twice the listed magic items created by priests of those they con-
cost for this service. sider false gods. The divine energy concentrates
within the tree and its fruit, which are the source
Sperls FoR SALE of power for Athar priests of the Greater Unknown,
Spell Cost per Spell an entity whose power is rumored to be beyond the
d gu a ges, etect m gic, 25 gP so-called gods.
Co m p reh en I a n d a

disguise self, feather fall, illusory script, Unrqurtous WAYFARER


protection from evil and good, shield, The Ubiquitous Wayfarer is a reputable three-story
Jloating disk
Tenser's tavern whose taproom contains over two dozen por-
Arcane lock, darkvision, detect thoughts, 75 gp tals to other parts of Sigil and beyond. The tavern
hold person, invisibility, knock, Nystul's sits in the Lower Ward, but some folks believe it's in
magic aura, warp sense-;' whatever ward they happen to live in. The Wayfarer
is popular among planar explorers and adventurers
Dispel magic,Jly, glVph of »arding, magic 150 gp
who use its portals to get around the city. It offers a
ci rcl e, sen di ng, tongu es
quick path across the city if one knows the right por-
Dimension door, fabricate, gate seal,':' 300 gp
tals, though its proprietor, a gray-haired bartender
locate creature named Riaen Blackhome (lawful neutral, human
Contact other plane, legend lore, planar 750 gp veteran), takes exception to people using her place
binding, Rary's telepathic bond as a shortcut without stopping for a drink.

l: i_.;l,r,ltr'iirn. ? I ,11a;11. l-;lf. r..rr.'i!.'()i i-)i-]i.l;r3


Menrrr ]Me.nn d8 Encounter

Sigil boasts a market so vast it constitutes its own


ward. Nestled between the bureaucratic Clerks'
Ward and the dignified Lady's Ward, the Market
Wardbuzzes with business at all hours. Portals to
trade cities across the planes lie scattered through- 6 A tiny copper soldier fashioned by a pentadrone
out its districts and the innumerable businesses toymaker marches up to the party, salutes them,
among them. and then stops functioning.
The Market Ward was once two wards, the other
7 A hill giant stumbles toward the characters, point-
being the Guildhall Ward. However, in a city dom-
ing at his throat in worry but not saying a word.
inated by ideological factions, trade guilds hold
He's choking on an entire spit-roasted hog.
little sway, and most factions-except for the Free
League and Society of Sensation-discourage mem- 8 Disguised as Rowan Darkwood, a barlgura master-
bers from joining guilds, believing such associations mind attempts to recruit the characters with a lu-
foster splitting loyalties. crative opportunity: robbing the Bank ofAbbathor
The Market Ward is a largely middle-class ward, (see the "Market Ward Locations" section).
apart from a small percentage of rich entrepreneurs
and magnates. Its most notable residents are titans Menrnr \M,q.n» FecrtoN s
of industry: long-lived moguls, merchant royalty, and
The following factions are headquartered in the
aged wyrms who hoard the wealth of worlds. Their
Market Ward:
homes are spotless mansions dwarfed only by the
regal headquarters of planes-spanning franchises Free League. Many without a strong connection to
and distinguished interplanar institutions. Sigil's ascendant factions join the Free League,
Like any commercial hub, the Market Ward has its an informal association of pragmatic citizens
problems. Shopkeeps from every plane compete in who keep their options open when it comes to
its marketplaces, and petty quarrels between busi- the truths of the multiverse. Members of the Free
ness owners can develop into violent, centuriesJong League occupy a wide spectrum of roles in Sigil,
feuds between planar entities. Some vendors stub- but they tend toward autonomous ventures, acting
bornly refuse traditional currencies, guffawing at as merchants, mercenaries, and even spies for
the notion that gold, of all things, has any value other factions. Indeps keep to themselves and
at all-in the grand scheme of the multiverse, few generally abstain from conflict, but they rally to
minerals are as rare as their worth might suggest. defend their own when necessary.
They might accept favors or prefer to barter instead. Transcendent Order. Headquartered in the Great
Pickpockets and thieves flock to the ward in droves, Gymnasium, the Transcendent Order strives for
keen to pilfer the pockets of heedless consumers harmony in all things. Members hone their bodies
distracted by eye-catching wares. and minds through rigorous conditioning, and
they regularly challenge others in the Market
ManrEr Wnno ErqcouNrERs Ward to contests of artistic, athletic, or spiritual
d8 Encounter prowess. Because Ciphers tend to avoid making
I A Transcendent Order instinct (see Morte's Planar allies or enemies, they regularly offer their bal-
Parade) asks to spar with the characters, promis- anced perspectives to other factions as neutral
advisors and mediators.
ing a reward if the character wins the fight.
2 A neutral good manticore acupuncturist brushes §iw

past the characters, accidentally poking one of "f,,'c, !i1il'r 1ot evarythin! t'ou
them with its spiny tail. As a token of apology, the
-a"r*i{ {au (än {i".,l ;f I
tc,i.oi Ever"
manticore gifts the party a voucher for one free My advice? llii'e a tc"t io "lc yc,,'
spa treatment at the Flame Pits (see the "Market lhoffr*1. Larf fir"e I virlte.i fl*e 6l,sai
Ward Locations" section). Bäzaäu,, i* iror r"e fr Lo*1 to fi^"l ,-y
3 Wheeze Whistletooth, a night hag with a persistent *3Y ovf fl.:t ry ?vo(?cloi *e"t ba"i.
hacking cough, offers the party free samples of her i,{i.at a $eif""
famous mystery meat pies. *gi1"y Vofi, lliarhef Ua/d ,l.apfsr
4 Clearly troubled, a human commoner in the Free
League asks the party which faction, ifany, they
believe is right about the truths of the multiverse.
l.\.

I
t i PlaNan TRAvELERs sroRE THErR HoaRos wrrHtN rxr Bar.l«
I
oF ABaarHoR, a woRLDs-spaNNtNG FtNANclaL tNsrtrurtoN.

Menrnr \Men» Locerroxs monitor exchange rates to ensure funds don't dis-
rupt the stability of the economies in which they are
Presented here are some noteworthy sites in the
administered.
Market Ward. BankVaults. When creatures amass hoards too
BeNr on AnnarHon Iwc. large to defend, they can store excess treasure in
Dedicated to the dwarven god of greed, the Bank of secure vaults beneath the Bank ofAbbathor. The
guarded rows of armored doors are pure theater,
Abbathor is one of the largest flnancial institutions
in the multiverse, with branches in several of the empty repositories designed to comfort investors
Outer Planes and countless material worlds. The and confuse would-be plunderers. Only the doors
bank's principal office is a monument to opulence themselves matter, for the true vaults lie beyond
and stability: a palatial building constructed from the portals they contain. Accessible only by account
marble. Elite private security, the best that money owners, authorized, bank personnel, or creatures
can buy, protects the bank and its grounds at
in possession of the corresponding portal key,
all hours. each vault door leads to a demiplanar dungeon that
guards the riches deposited within.
Within, a princely statue of Abbathor oversees
the main banking hall. Massive emeralds form his Hoard of Direcfors. Ancient dragons, mighty
eyes, which glint with every transaction, no matter
devils, and immortal merchants make up the bank's
how small. The bank's tellers are snarky imps, board of directors, who ensure the institution's
business-sawy dwarves, and xorn that delight in reach continues to widen. They seek power through
eating their pay. Leveraging a trusted network of
profit, conquering worlds without armies of their
ofEcial portals, the tellers process transactions own by bankrolling like-minded groups in conflicts
throughout the multiverse. Modron analysts closely across the multiverse.
Frnur Prrs winding stalls: warm, right-angled bread loaves pre-
Creatures of every kind take a soak in the Flame pared fresh by modron bakers: spotted mushrooms
Pits, a planar bathhouse whose pools swirl with hocked by bu115,wug grocers; and perfumed holy
bubbling acid, molten lava, and liquid shadow. water sold by winged Celestials. Vibrant produce
Unicorns, bariaurs, and various Fiends get their dangles from the leafy awnings of living plant stalls,
hooves trimmed in grooming rooms, and galeb duhr and masterwork armors forged from rare metals
sigh as they settle into boiling tubs of mud. Patrons bear insignias from blacksmiths on other worlds.
dry off in front of warm vents tied to windy desert Free Lea§ue Presence. The Free League congre-
realms or the chilling gales of Pandemonium. gates in the Great Bazaar. Although the Harmonium
The baths are run by Laril Zazzkos, a githzetai patrols the bazaar's busy avenues, it's the members
uniter (see Morte's Planar Parade), and her staff of of the Free League who capture thieves and decide
rough-scrubbing mephits. Abrasive as a wiry brush, whether to turn them over to justice. With no formal
the eagle-eyed githzerai spends her days berating meetinghouse, members of the free-willed faction
patrons who fail to observe the bathhouse's strict hold impromptu assemblies in cramped market
"no running" policy or warning those who get too tents or unused warehouses.
close to the wrong tubs-an occasionally fatal mis- Shoppin§ in the Bazaan Characters can pur-
take. At heart, Laril is a rebel. Many of the tubs in chase any adventuring gear in the Player's Hand-
her bathhouse have false bottoms for harboring fu- book at normal cost in the Great Bazaat, though
gitives or smuggling contraband. At least one of her shrewd bargainers can secure their purchases for
tubs hides a passage into the depths of Undersigil less. The Bazaar Shops table details a few vendors
(detailed later in this chapter). one might encounter ir.thebazaar.

Gasrnocxour
Diners never know what to expect from the
Gastrognome, an intimate, upscale eatery that looks
like a giant metal olive. Distinguished and inven-
tive, its proprietor, Celci Nugglebelly (chaotic good,
gnome mage), is a worlds-class chef who never
cooks the same dish twice. They cater to adven-
turous taste buds and deep appetites, challenging il
expectations about food and the forms it takes. A -,.#
*d;:.1
three-course dinner at the Gastrognome might con- -:dEf3;:

sist of a gravity-defying salad cloud, a whispering


s!trtr
,m:."
ffi
Shadowfell steak topped with bioluminescent blight, .#*q:
and a deceptively simple chocolate tart that carries r:@i i
:
the sweet taste of revenge. The owner frequently
hires adventurers to track down rare ingredients to
delight and impress future diners.

Gnn,tr Bezlan
The chief attraction of the ward is the Great Bazaar,
avast plaza of shops where anything and everything
i"i=!L iÄL?ilnr
can be found. Boisterous throngs of shoppers crowd
its bustling avenues at all hours, doing business
with vendors from every corner of the multiverse.
The Great Bazaar is a cosmopolitan sampling of
the planes and the goods they have to offer. Though
more scandalous merchandise typically finds its
way to the Gatehouse Night Market (see the "Hive
Ward" section), lhe bazaar has anything a traveler
could want, so long as they can find it in the open
market's constant commotion. Scents collide in the

iiti^i'l 1.1 :] f.illll ,-i:ii- 1l1l'i't-)l l;t.:1..):.:i ...


B AZAAR Snops ih"irweap.ns before entering the gymnasiurrl, äfld,,.
spellcasting is allowed only in sanctioned areas'
d8 Vendor
Sigil's factions regard the Great Gymnasium as
I Boastfr:l human hunter (assassin) who sells hides
ne-,rt.al ground. and numerous treaties have been
and armors made from creatures she has slain- penned within.
such as ankheg breastplates, angel-feathered Trainin§ Grounds. The gymnasium's training
cloaks, and horned go(gon shields grounds welcome visitors to hone their strength,
2 Celestial-owned bookstall carrying holy texts, agility, and coordination. There, Factol Rhys con-
illuminated manuscripts, and divine stationary ducts regular training sessions, where she pushes
3 Boutique where a darkweaver (see Morte's Planar
her students to the limit. Calm but fierce, she reg-
Parade) with an eye for fashion weaves the latest
ularly spars with Transcendent Order members,
encouraging them to act without thinking'
styles out of Pure shadow
Map 2.5 depicts the Great Gymnasium and its
4 Food stall catering to creatures ofa specific type
training grounds.
5 Sweltering iron shack where a fire giant blacksmith
and his two magmin helpers craft sturdy weapons Ixstrturn FoR INTELLECTUAL Excnrr"nNcn
with harmlessly smoldering pommels The Institute for Intellectual Excellence is a presti-
gious planar academy. Renowned for the rigor of its
6 Pawn shop that specializes in portal keys
curriculum and high expectations from faculty, the
7 Souvenir shop full ofchintzy planar trinkets that
institute numbers among the best places to learn
might all be Tiny mimics
about the cosmos and its wonders. Professors are
8 Contractor hiring monsters to defend dungeons experts on subject matter that can be appreciated
on other worlds only in the City of Doors: portal theory, the pro-
longed effects ofplanar travel on physiology, and
Gnaer GvrvrNasrurvr multiversal philosophy, just to name a few
The Transcendent Order's headquarters is the Great Enoll Eva, a septon modron (see Morte's Planat
Gymnasium, a temple to body, mind, and spirit, Parade), is the institute's dean' A distinguished
hewed from marble and veined with gold. In addi- authority on planar cosmology, mathematics, and
tion to exercise fields and gymnastic equipment, the wizardry,Enoll has made unmatched strides in the
Great Gymnasium's luxurious halls hold bountiful practical applications of algebra on magic.
comforts: lemon-scented baths, refreshing saunas'
and meditation rooms perfumed with rose. The fa- Pr,aNan ENencY C ooPrnerrvr
cility is designed to eliminate distractions, promote Forked chrome spires hum atop the Planar Energy
mindfulness, and encourage self-improvement' Cooperative, a cylindrical tower isolated from the
The Great Gymnasium is a mental and spiritual commerce of the ward. Founded by a circle of arch-
oasis, a place ofpeace and safetywhere occupants mages whose home worlds succumbed to destruc-
can forget their burdens. Visitors must surrender tive magic, the fortress serves as a seismograph
for magical activity. Inside, mages monitor the flow
of magic throughout the multiverse on an array of
"Arhieve ,^dertta.oli^1 o{ rel{' PLay planar orreries, scanning them for arcane anoma-
r"oJit or o{?*ce. Pai"f or fi.1ht. ii".i lies-hotspots, dead zones, and areas teeming with
Youi/ o*n *ä.y'. A".l pracfice. Keep antimagic. The collective seeks to maintain a steady
practici"l ,^tiL Yo"r" bo.iY k^o*l flow of magic across the cosmos and concentrate
or divert it when necessary to ensure the survival
-h:t fa .io. Yo,'v€ had Yea'rr fo le?r'*
fhe '..,r.0*3 wä! fo rlo t!.i.11, a"d ofwodds.
if ,"ay take yo" ./eä,', fo Lea!'" il^e In times of great planar unrest, the members
rilhl -aY. The keY l, To act'" of the Planar Energy Cooperative can combine
their powers to siphon magic from entire wodds to
*fll"yl, {a<toi a{ ihe Tra*ice^"ie"i ür.'{er
dampen dangerous artifacts or prevent malicious
spellcasters from unleashing catastrophic magic'
Despite their influence, the mages are few, and their
efforts require them to maintain intense concen-
tration in the cooperative. As a result, they often
assign worthy adventurers to deal with threats at
their sources.

*.1 a§-{p'i'Ex 2 I slciL, l-ll!l alt'lY Üt' rcoa3


,i.4Ap
"'.5; G§*rilü* cp t*: Ga:ar üvu+altru

\ry

milä

)
Um»rnsrcrr, UNonnsrGrL LocATroNS
Chaos thrives beneath the streets of Sigil. Also Presented here are some noteworthy sites in
known as the Realm Below, the snaking labyrinth of Undersigil.
ancient tunnels binds long-standing city structures
to subterranean criminal crossroads, flooded cis-
Dnen NerroNs
Bathed in leaden mist, the Dead Nations are an ex-
terns, and seemingly endless catacombs. Seasoned
panse of derelict necropolises and forgotten tombs,
touts usually know of a few entrances to the Realm
Below and can, for a fee, point eager explorers to-
their inscriptions worn by decades of neglect. The
treasures of these vacant sepulchers seem ripe for
ward them, but few guides agree to accompany fools
the taking, but here the dead are more organized
on their descent for cheap.
than they might appear.
Monsters and unusual pests plague Undersigil
A decrepit monarch, the Silent King, presides
and its inhabitants. Screams of terror echo in its
over the Dead Nations and their undead populace,
deserted halls, muffled by the leathery wings of
but his throne is also his prison. The Silent King's
vargouilles-flapping, severed heads spawned from
throne bestows a mantle of authority on its occu-
the Abyss-chasing their prey. Cranium rats scury
pant, but it demands a grim toll. Only the living can
through the tunnels, telepathically relaying their
sit on the mirthless, high-backed chair, and only
findings to their hivemind. Alone, these spies are
death can free them from its numbing grip. Ghouls,
little more than barking nuisances, but in swarms
skeletons, and zombies pledge fealty to the Silent
their combined intelligence is an ever-present
danger. Meanwhile restless souls rise from musty
King and enforce his will in the Realm Below. They
are bound to serve their ruler until either he's killed
family crypts serve Undead monarchs and con-
or he wastes into oblivion-leaving his seat available
tend with the living. Undersigil's forlorn archways
for its next ruler.
become their next tombs, entangled in gnarled
roots of razorvine. The wretched weed assumes Dnowxro NRrroNs
their shapes and creeps to the surface as thorny Sigil's sewers converge on the Drowned Nations, a
razorvine blights (see Morfe's Planar Para.de). flooded expanse of rank, lukewarm reservoirs and
The Lady of Pain pays little attention to what goes the swampy tunnels that connect them. An enor-
down in Undersigil, though nothing in or under the mous drain linked to the Elemental Plane of Water
City of Doors is beyond her reach. Dead factions, rests in the turbid depths. It's perpetually clogged
banished from the city above, cling to life in the witt-r some amount of planar refuse, but sewage
darkness, searching the underground for secrets rarely backs up enough to flood well-to-do wards.
that could lead to their ascension. Kuo-toa, troglodytes, and other aquatic folk live in
the Drowned Nations, as do land dwellers who nav-
UruoenslcrL ENcouNrERs
igate the sewers by boat. Denizens of the Plane of
d6 Encounter Water don't take kindly to Sigil polluting their home.
1 A vargouille reflection (see Morte's Planar Parade) Grat the Glass-Jawed, a sahuagin baron whose
sprouts from a nearby corpse. gums are jammed with sharpened gems, periodi-
2 Putrice, a night hag, cackles as she fishes a wrig- cally surfaces to skewer Undersigil's residents from
gling larva (see the Dungeon Master's Cuide) from the back of his mutated shark, Ripper (a hunter
a vent underneath a fiend-owned restaurant. shark with a walking speed of 30 feet). Others, like
the aboleth Abadoom, carve out lairs in the pungent
3 Two cranium rat squeakers (see Morle's Planar
meres. Ancient and unknowing, Abadoom harbors
Parade) gnaw on the bones of a skeleton, which
some of Sigil's darkest secrets.
reaches out toward the characters for help.
4 Two dabus (see Morte's Planar Parade) prune back Tun Loop
a mass ofrazorvine that has spread through a Even Undersigil has portals, and the worst of them
barred grate to the busy street above. As they trim dump their quarries into the Loop. This region is
its barbed branches, something shudders within. a graveyard for the lost: a closed, circular tunnel
connected to dozens ofone-way, hidden portals
5 Three sahuagin emerge from a wide pipe.
scattered throughout Undersigil. At first glance,
"Polluters!" shouts one of them, addressing the
the Loop appears no different from the tunnels that
ch a racters.
pour into it. However, after repeatedly passing the
5 A warm sponge cake cools on a dusty stone ledge. same doom-filled messages scrawled onto its walls,
Its sweet, strawberry aroma wafts through the travelers often begin to panic.
otherwise dingy passage. A note reading "DO NOT
EAT" rests below its porcelain serving dish.

i.'l :t. 2 S L I I {: TY t] {.1 ü t{. 3


ffit
;!i
I)elo racrrons cLING ro r-rpe rN NowxenE,
A OEPRES5ING REFUGE BENEATH THE s'REETs oT 5IeIT.

:;.:;:1.:;:'+8" . '

+-o

The Loop isn't beholden to the laws of time or The Coterie of Cakes (Cakers) is a destitute band
space. At certain points along its mind-bending cir- of rosy-cheeked bullies who assert the multiverse
cumference, imprisoned creatures might spot their is a great, multilayered cake and that baked goods
own backs or torchlight in the distance. are its fundamental unit of trade.
Rarely, through determination or sheer luck, crea- The Revolutionary League (Anarchists) were once
tures do escape the Loop. However, seconds spent a popular faction that fell away to disorganization.
in the Loop might equate to years outside, and some This mishmash of misfits and outcasts vows to
absconders emerge only to find they've been huded dismantle society.
into the distant past or future. Some members of The Undivided (Deniers) is a faction composed
long-dead factions in Undersigil know how to navi- wholly of creatures native to Sigil. They believe
gate the Loop, darting through it in desperate mo- those who pass through planar portals are
ments to trap threats and leave them to die. destroyed and replaced with clones.
'W'-q.nnnNs
Nownnnr oF THoueHT
When a faction falls apart or Sigil tolerates it no lon- The Warrens of Thought are a maze of dripping
ger, its members can join the ranks of another fac- catacombs beneath the Hive. They are home to the
tion, abandon the city entirely-or flee to Nowhere. largest cranium rat collective in Sigil: the Us. Oc-
The huddled welter of ramshackle tenements lies casionally called Many-as-One by its multitude of
deep in the bowels of Undersigil, a doleful refuge wererat thralls, the hive mind's combined intellect
for criminals and stubborn believers who refuse to rivals that of a god. If the Us was ever connected
renounce their allegiances. Within Nowhere's dark to an elder brain, its psychic link has long been
warrens, criminals peddle seedy wares to dwin- severed. Left to their own devices, the cranium rats
dling factions, some consisting of just one member. have evolved into a neural network that grows in
Grungy alleys become impromptu forums as des- influence with each passing day. Whenever a citizen
perate factols hope to rekindle interest in outdated relays a message through a cranium rat squeaker
ideologies and poach each other's members. (see Morte's Planar Parade) connected to the Us,
The following are just a few of the non-ascendant the hive mind stores and analyzes that data. Their
factions headquartered in Nowhere: collective desires are a deeply troubling enigma.
A»vnNTURES rN Srcrr FacrroN MrssroNs
With Sigil's place at the center of the Outer Planes, Use the plots on the Faction Missions table to help
any plot or threat from across the multiverse has a deepen the characters' ties with any faction in Sigil.
chance of finding its way to the City of Doors. Many
inhabitants of the Cage also have planes-spanning
Flcrroru Mtsslorus
ambitions, contributing to countless homegrown d6 Mission
opportunities for adventure. Use this section to I A factol hires the characters to dig up dirt on a

generate ideas for adventures stemming from Sigil's rival faction leader.
unique locations and residents. 2 The characters must infiltrate another faction's
headquarters and steal a priceless item.
A»vnNruRE HooKS
3 A faction leader hires the characters as bodyguards
Use the following table to launch adventures any- for an important city event at the Hall of Speakers.
where in Sigil.
4 Suspicious of their own ranks, a factol hires the

Srcrr- AoveNruRE Hooxs characters to root out a sP)/.

d'|0 Adventure Hook 5 A factotum secretly offers the characters a hefty


reward to break someone out of the Prison.
I A lost soul asks the party to escort them to the
home of their deity-who no one's ever heard of. 6 After a public spat with another faction leader, a
factol goes missing. Their second-in-command
2 A barrister begs the characters to serve as wit-
hires the characters to investigate.
nesses during a trial in the High Courts, but the
characters have no memory of wiinessing a crime. Srcrr CeTeMITIES
3 A cranium rat squeaker (see Morte's Planar Parade)
All manner of multiversal threats might unfold in
with an important secret needs help avoiding foes Sigil. The Sigil Calamities table suggests plots for
and finding its swarm elsewhere in 5igil. grand adventures in the City of Doors.
4 Refugees entreat the characters to help them find
a safe new home in Sigil. Srcrl ClllMtrtEs
5 The characters learn that a terrifying war machine d8 Calamity
is being transported through Sigil for use in con- 1 Sigil begins to shudder daily at peak and antipeak,
quering a Material Plane world. causing a citywide panic.
6 A shop or tavern owner hires the characters to 2 Waves of arcane blackouts sweep across Sigil.
track down a deadbeat Patron-a solar, a pit fiend, During these events, magic items have their ef-
a death knight, or other powerful being. fects suppressed, spells behave unpredictably, and
7 A group tries to kidnap a character, as the charac- portals cease to function. The lncanterium is to
ter is the keyto a portal the group plans to use. blame.
8 A villain looks remarkably like one of the charac- 3 Without warning, the Lady of Pain sends two-
ters, enough so that a kolyarut or cuprilach rilmani thirds of Sigil's population to the Mazes. lt's uP to
(both detailed in Morte's Planar Parade) mistakes the characters to figure out whY.
the character for the scoundrel. 4 Reliable portals throughout Sigil begin to malfunc-
9 An archmage new to the city offers to reward the tion. Chaos ensues as citizens vanish to unknown
characters with a magic item if they serve as their planes in a mass.
touts and sedan chair carriers for a day. 5 A portal to the front lines of the Blood War opens
lO A dabus (see Morte's Planar Parade) requests the in the Lower Ward, bringing the conflict to the city.
characters' aid in removing someone or someplace 6 Dozens of dead factions unite in Undersigil. They
from Sigil before the Lady of Pain learns of it. mount an uprising on the surface and attempt to
oust several factions.
w1§§4i. ry
7 The Lady of Pain locks the Cage without warning,
"Livi*1 i" fiiil, *e've probably jee* barring anything and anyone from entering or exit-
everythi"l ... b"f ti'e bea"fy a".1 ing the City of Doors.
terror a{ if ir fl"af the Pla^el 8 The Lady of Pain decrees that Sigil tolerates its
?Luat'f r.äkä r.oJ'e,"
factions no longer. They must disband or risk her
*[ri" llr"f1or"ery, {a*aL e{ wrath. Three factols come together and hire the
rlo lq,.'s1, t{ ie.:ar,.n characters to change the Lady's mind.
qtrt;ii;::w;i]@
'&*

{_l§,{pi-L}t: I ai(.i!l-,,'f}.1j: Ci-ry i,}I }üaitt:_i


ENcoUNTERS rN Srcrr
The following table present random encounters that
might occur anywhere in Sigil. Creatures marked
with an asterisk (*) appear in Morte's Planar Parade,
while the rest are described inlhe Monster Manual.
Most creatures are initially indifferent to characters.

Er.rcouNTERs rN SrcrL
d'100 Encounter
0l-03 I noble pedestrian distractedly talking to
I cranium rat squeaker'.
04-07 1d4dabus"
08-'l0 1 scouttumbling through a portal from the
Material Plane
ll-14 1d4 nightmares recklessly pulling a sedan chair
l5-.l7 I dl0 bariaur wanderers'r-
18-22 1d6 Harmonium peacekeepers,t on patrol
23-25 I d6 dust mephit messengers
26-28 I d4 razorvine blights,t
29-32 1d4 Society ofSensation muses*
33-36 1d6 quadrones
37-39 ld4 cranium rat squeaker swarms*
40-43 I Herald of Dust remnant,! and ld4 zombies
collecting bodies
44-46 1 young copper dragon sightseer
47-49 1 Mind's Eye matter smith,. carrying a rare gizmo
50-54 I night hag street vendor
55-57 ld8 Bleak Cabal void soothers'. assisting locals
58-50 ld4 vrocks on a shopping trip
6l -63 1d6 equinal guardinals,r
64-66 ld6 Transcendent Order instincts,! parkouring
through the crowd
67-69 1d4 green slaad
70-72 1d4 Fated shakers,l- collecting taxes
73-74 I bone devil late for a meeting
75-76 1 mage who's overwhelmed, having just arrived
from the Material Plane
77-79 1d4 Mercykiller bloodhounds* tracking a criminal
80-8.l 1d8 githzerai travelers,!
82-83 1d4 maelephant,! mercenaries
84-85 1d6 Doomguard rot blade,. monster hunters
85-87 I planetar looking for a shop
88-89 I cuprilach rilmani,. spying on a target
90-91 1 Fraternity ofOrder law bender,.
92-93 I d4 cloud giants who've become lost
94-95 I aboleth in an aquarium sedan chair
96-97 1 kolyarut"
98-99 A famous archmage, Iike Bigby, Evard,
orden kai nen,
.:
M or Tasha
00 The Lady of Pain and 2d4 dabus,.
l,LANAR VANOERERS
to 5rerl TNTENTToNÄLLY.
Y&em Gextlands
HE OUTLANDS ARE A PLANE OF CONCORDANT
RnrrcroN AND THE Goos
opposition-a disk-shaped plane of perfect
neutrality at the center of the Outer Planes. Creatures in the Outlands revere gods as folk do
Anything and everything can flourish on anywhere else. At the center of the Great Wheel,
the impartial and balanced canvas of the Outlands: faiths are as diverse as their worshipers, who hail
a broad region whose boundless terrain blends to from neighboring planes and distant Material plane
match the extreme forces that shape it. Arid, flame- worlds. The Outlands contain the domains of sev-
scared plains give way to heroic mountain ranges eral gods, such as the hidden tower of Annam the
sculpted in the likenesses of gods, moldy caverns All-Father, creator of giants, and the gaseous realm
ruled by sapient fungi, bottomless seas, and any- of the beholder god Gzemnid. Devout worshipers,
thing else that makes for great adventures. whether alive or dead, gravitate to their gods and
This chapter provides information for the Dun- carry out their will.
geon Master about the extraplanar realms of the
Outlands, their inhabitants, and life at the center of
Trvrn AND DTRECTToNs
the Great Wheel. Though the plane has no apparent suns, moons, or
stars, the Outlands experience day and night cycles,
Lrrn rN THE OurreNDS sometimes referred to as peak and antipeak, respec-
tively. In the morning, the sky gradually brightens,
This section details facets of everyday life in
the Outlands. darkening to night 12 hours later. In the absence of
clearly visible celestial bodies, travelers orient them-
Cosvrrc RrarrcNMENT selves based on the direction of the Spire, known as
spireward. The opposite of spireward is brinkward.
Save for the domains of gods, realms in the Out-
lands are subject to a planar phenomenon known as OurlauDs PosrER MAp
cosmic realignment. When a location embodies the
nature of one of the Outer Planes too closely, that The poster map included with this product depicts
plane absorbs the location and its inhabitants, re- the Outlands and some of the locations found on
the plane. Distances in the Outlands are impossi-
storing balance to the Outlands and expanding that
plane. Some creatures combat cosmic realignment ble to gauge, fluctuating along with travel times as
determined by the DM. The map displays pictorial
by acting in direct opposition to the linked plane,s
impressions of locations that only hint at their ar-
temperament, while others gladly welcome this fate
rangement and distances from one another, making
or pursue it outright.
no claims about the wondrous sites that might lie
CunnnNcy AND Tne»n between them. A journey in the Outlands could take
minutes or days, leading to a popular saying among
Bartering is common in the vast and varied realms
locals: "It takes as long as it takes."
of the Outlands. When money exchanges hands, it
often takes the form of a lodestar-a weakly mag-
netic, cobalt coin stamped on both sides with a
Garn-TowNS
five-point star. Minted in the gate-town of Tradegate A ring of sixteen evenly spaced towns, equidistant
(detailed later in this chapter), a lodestar is valued at to the Spire, lies at the edge of the Outlands. Each
1 gp elsewhere. is constructed around a portal to one of the Outer
Planes, and these gate-towns are dramatically in-
Larqcuacn fluenced by the realms they border. The towns and
Like Sigil, the Outlands are home to speakers of their inhabitants vary wildly from each other, mir-
every language, but creatures generally speak Com_ roring many of the extreme characteristics of their
mon. Still, certain locations attract those who favor respective planes of influence. Details on the planes
a particular tongue. For example, residents of towns can be found in lhe Dunseon Master,s Guide.
with high concentrations of devils tend to also speak The following sections present each of the gate- ,
Infernal, while those in locales frequented by angels towns in alphabetical order.
prefer to trumpet their holy praise in Celestial.

lli:,!al'i-:f I t'i ij i i-:tTt :irrr ]ji


AurouATA Gnrar MonnoN Mencu
Every 289 years, thousands of modrons emerge
Gate Destination: Clockwork Nirvana of Mechanus from Automata's gate in an event known as the
Primary Citizens: Modrons Great Modron March, a planar parade of epic pro-
Rulers: Council of Order portions in which the modrons travel through each
Automata is a machine of law and order. The of the gate-towns and the Outer Planes. Although
town's geography is as rigid as its bureaucracy, the modrons' motivation is unknown, planar cos-
its buildings meticulously maintained and mologists theorize the march is a massive form of
erected with mathematical precision. The gate- data collection or a means of calibrating the mul-
town's right-angled, nearly identical establishments tiverse. The Great Modron March coincides with
flummox visitors, but the friendly modron residents every seventeenth Grand Cycle, the time it takes for
that make up the bulk of its population navigate the the largest gear in Mechanus to complete a single
"intuitive" grid of numbered streets with ease. rotation. However, on at least one occasion, the
Automata obeys a strict hierarchy of law overseen march came early, and legions of modrons wreaked
by the Council of Order, a triumvirate of offrcials widespread havoc as they trampled across the
representing three fulcrums of society. Every major planes and their unsuspecting residents.
decision is subject to the council's scrutiny, but not
before running a bureaucratic gauntlet of forms and
RncroNal EprBcrs
The region containing Automata's planar gate is
minor approvals to earn its coveted final stamp. The
Council of Order has the following members: influenced by the magic of Mechanus, creating one
or more of the following effects in and around the
Aristimus, a lawful neutral githzeraifuturist (see gate-town:
Morte's Planar Parade), captains the town guard.
Mechanical Metronome. The gate ticks as it turns
Juliett-314, a cheery but unforgiving octon modron
(see Morte's Planar Parade), oversees local com- in time with the gears of Mechanus. Repetitive
merce and acts as Automata's supreme auditor. sounds-a bird tweeting, a worker hammering a
Serafil, a sanctimonious tiefling priest (lawful nail, or a guard marching down the street-are
good), speaks on behalf of the gate-town's temples. synchronized to the gate's beat.
Ordered Environment. Buildings, rock formations,
Beneath Automata's polished streets, citizens and vegetation in Automata are perfectly symmet-
escape the rule of 1aw. Criminals, fugitives, and rical, and the town's climate is always temperate.
disgruntled townsfolk conduct their business in the
gate-town's vibrant underground, the Inverse, free NornwoRTHY Srrns
from the gate-town's endless regulations but not Automata is divided into regimented blocks ar-
from authority altogether. A fractious trio of lawful ranged by category and function. Rather than
evil decaton modrons (see Morte's Planar Parade), scatter businesses throughout the town, council
the Council ofAnarchy, presides over the Inverse mandates require that related establishments
and administers its own twisted brand of justice. be grouped within the same block. Rows of
near-identical shops confound visitors'
Gern
An enormous, toothed gear rises out of the cen- CoNcon» Tnnrr.lrwus
ter of town, turning slowly. Creatures can enter This resplendent train station belongs to the Con-
and exit the portal from either side of the stand- cordant Express, an interplanar train dutifully op-
ing disc, which lies at the end of Modron Way-a erated by modrons. The clockwork behemoth chugs
wide, spireward-facing road paved with shimmering along the planes, leveraging a network of portals-
metal plates. Constructed around the opposite side to which the train functions as a key-to deliver its
of the gate is Concord Tbrminus, an interplanar cargo and passengers across the multiverse on a
train station. To use the portal, a creature must first tight schedule. The train originates in Regulus, the
be cleared for gate travel by an authorized modron. largest realm in Mechanus, and frequently pulls into
Concord Terminus via Automata's gate.
Planar travelers, tickets in hand, hustle to and
"l've bee* iryi"1 fo {i*"i a bakery {o,' from the ever-bustling platforms asbuzzing modron
the parf fhree hc,ri. [very b"il"ii"i work crews unload freight cars. A noriaton modron
Lockl tl"'e ,arsr ahüi the ,trEet o"r^- (see Morte's Planar Parade) called the Timekeeper
bei,, oi"^'t help*r*"e o{ flne/, ha,re oversees all operations within Concord Terminus.
ir .ierir.alri tvl'ai a *i1hfr,?r,c." Backed by a cadre of pentadrone enforcers, the
t *Q"er Tooday, fia"ar" tc"rter Timekeeper ensures the train always departs on
t-,
time and without interruption.

' {':1-{,..1i}"t"llR ] lTtit üul'l::.§ils


§

I
1

e
DrvrNn MecHrNn A»vTNTURES IN AUToMATA 'h*-r"s-S
The Divine Machine is Automata's most popular tav-
The Automata Adventures table offers suggestions
ern, owned by a shrewd and fussy businesswoman
for.encounters and stories involving the gate-town.
named Belda Beanfoot (1awful neutral, halfling
commoner). The Machine's comfortable, basic
Aurouarn Aovsrurunes
rooms cater to visitors awaiting clearance for gate
travel. In addition to lodging, taverfl guests can fuel d4 Adventure Hook
up at its first-floor coffee shop, the Congruent Caf6, 1 Fleeing interplanar bounty hunters, a three-horned
where monodrone baristas prepare piping-hot bev- tiefling named Romerillo (chaotic good, tiefling
erages at exact temperatures. Much to the dismay of spy) seeks refuge on one ofthe Upper Planes.
her employees, which can reliably perform just one Romerillo asks the characters to sneak them
task at a time, Belda expects a 1ot from her workers. aboard the Concordant Express.
The caf6 has a high staff turnover. 2 Disguised as Serafil, a shator demodand (see

Herr oF ORDER Morte's Planar Parade) assumes the council mem-

The Hall of Order is a three-story government ber's position and has the "impostor" arrested.
building that features three twisting pillars of in- Serafil's disheveled secretary beseeches the char-
tricately arranged gears. Inside the maze of courts acters for aid.
and administrative offices, members of the Council 3 A chaotic evil quadrone tampers with the street
of Order at;Jhorize stacks of paperwork and rule on numbers at night, causing widespread gridlock as
escalated matters. modrons leave for work each morning. The Council
Unbeknown to the council, a farcical court lurks of Order asks the characters to investigate.
below the seat of government: the Hall of Disorder.
4 A marid fruit vendor is arrested in the lnverse for
Denizens of the Inverse make their pleas in the
color-coordinating the produce in their stall. The
ramshackle courthouse before the Council of Anar-
genie petitions the characters to defend them in
chy and a raucousjury that revels in each trial. The
counciljudges the accused based on the absurdity the nonsensical courts of the Hall of Discord.
of their defense-the more illogical the argument,
the lighter the penalty.

L.H.ilT.a.ll.t 3 i'i-iJi:t l!-il-./.l !l)s


Brnrewr '' . ' Powrn Vecuuvr
Bedlam was nearly destroyed by its last gatekeeper,
Gate Destination: Windswept Depths of a foolish wizard named Tharick Bleakshadow.
Pandemonium Driven by reckless curiosity, Tharick sought to plug
Primary Citizens: Humanoids the gate with a magical seal and stop its gales. To
Ruler: Gatekeeper Cirrus his surprise, the violent winds merely changed di-
Nestled in a yawning crater wracked by howling rection, engulfing the mage before resuming their
winds, Bedlam is a bowl of runaways and insuffer- normal outward flow.
able nobodies. Its windswept districts attract those When the winds reversed, they spat out Bedlam's
who don't want to be bothered or found' Outlaws, re- current gatekeeper: Cirrus the Silent, a chaotic neu-
cluses, and wastrels who squandered their fortunes tral cloud giant born in the unforgiving darkness
elsewhere eke out a miserable existence in the of Pandemonium. None have heard Cirrus speak.
decaying cavity. A typical Bedlam greeting involves The giant's words are carried on the winds as eerie
spitting at another's feet-presuming the greeter is voices that invade the minds of her subjects.
upwind-followed by a curt yet creative insult.
An obsidian tower protrudes from the bottom of
RncroNal Enrrcts
The region containing Bedlam's planar gate is influ-
the gloomy basin, its pinnacle an elongated hand ex-
enced by the magic of Pandemonium, creating one
tending skyward. Known as Sablereach, the tower is
or more of the following effects in and around the
rumored to be the petrified arm of a forgotten, dead
gate-town:
god. Inside its palm dwells the gatekeeper, Bedlam's
distant ruler. Day and night, shrieking winds erupt HowlingWinds. Rankwinds screech from Bed-
from six arched pores at the tower's base-the blast- lam's gate at all hours. Creatures within 1,000 feet
gates-which render conversation impossible in the of the gate have the deafened condition.
town's lowest district. Bedlam's spiteful residents Mind-Controlling Murmurs. Bedlam's winds infect
plug their ears and communicate through shouts or townsfolk with a contagious spite. Occasionally,
irritated, nonverbal gestures. the planar gales dominate longstanding residents,
The bitter winds of Pandemonium erode the compelling them to commit evil acts.
gate-town inside and out. Repairs to wind-blasted
buildings are constant, and anything not nailed or NorswoRTHY Srrns
tethered down is as good as lost. The gusts gnaw Bedlam is split into three layers. The noisy Gate-
at Bedlam's residents just as they do its structures. mouth district rests at the basin's lowest point,
The citizens'patience, manners, and joy dwindle while the Bleakheights loom over the basin's lip and
in the wake of the gate-town's ceaseless gales. No- cling to its steep edge. They are separated by Mid-
where is safe from the winds. Even when the gusts town, a sloped district partway up the crater.
are dampened, their whispers slip through the
cracks and magically encourage townsfolk to com- Evn,q.No Deccnn
mit dark deeds against their neighbors. Cranky residents of the Gatemouth district can
take a much-needed rest at the Eye and Dagger,
Gatn Bedlam's most popular hotel. Sheets of worn nickel
Bedlam's blustering gate resides at the base of Sa- coat the exterior of the narrow, triangular build-
blereach. Six iron blastgates bore through the ebony ing, which cuts through Bedlam's winds with its
arm, each spewing a constant jet of bitingly cold knifelike edge. The Eye and Dagger is mostly win-
wind thät wails as it exits. Those stalwart enough dowless-many establishments in Bedlam's lower
to reach a blastgate can eventually push their way districts forgo windows altogether, lest they be shat-
to the gate chamber: a pressurized obsidian hall tered by hazardous debris hurled by the winds-and
adorned with rattling iron hand rings. Entrants the hotel's roof comes to a sharp point. From out-
must grasp the rings or be sent tumbling backward side, the joint looks like a giant, upturned blade.
by the squalls that spew from the gate. A massive A silence spell blankets the interior of the Eye
chain, tethered to the floor and held stiff by a thick and Dagger, shielding its patrons from the gate-
layer of muddy ice, extends up into the howling por- town's belligerent gales. Weary guests occasionally
tal set within the chamber's vaulted ceiling. weep on entering the establishment, awash in the
catharsis of its muted comforts. But this silence is a
double-edged sword. Thieves, cutthroats, and other
"trlHAr? iÄJHAr Bl, you rAyr" malevolent opportunists skulk the hotel's hushed
halls. Returning guests have learned to sleep with
-§erk BrfrEr{i*i€: r€r;.issi ci one eye open.
:na b;io "l :; li f '!-

.,:il A ll'!'f-x I I Tji ! {luTL,t r' }li


§§

;'"
Hbwrrle vrNos ERUpr rRou Sneueneacx,
t
AN OBSIOIAN TOWER THAT CLAWS ABOVE THE
MTsERABLE BowL THAT rs Beolam.

WerrrNc Horrows Their leader, Dust Devil (chaotic evil, air genasi
The Wailing Hollows are a network of wind-eroded bandit captain), derives sick satisfaction from
tunnels that originate in the Gatemouth district and tormenting citizens in the Bleakheights and using
extend into Midtown. A haunting whistle pervades Bumblewing's machines for vandalism, robbery,
the pitch-black caverns, which mimic the ecosys- and violence.
tem of Pandemonium. Although darkweavers (see
Morte's Planar Parade) prowl the Hol1ows, ambi-
AnvrNruRES IN BEDLAM
tious miners flock to caves in search of Bedlamite, a The Bedlam Adventures table offers suggestions for
highly coveted black ore that fumes with malice. encounters and stories in the gate-town.

Wrrur nnsnAK OB SERVAToRY Beollv Aoverurunes


Scholars eager to study Bedlam's winds seek out d4 Adventure Hook
Witherbeak Observatory, a clifftop outpost located
I The winds puppeteer the contents of an armory in
in the Bleakheights. Founded by a rambunctious
the Bleakheights. A goblin shopkeep pays the char-
inventor named Professor Orbys Bumblewing
(chaotic good, gnome mage), the facility is a hub of acters to defend their shop's wind chimes from

aeolian research and invention. Within the domed rampaging suits of animated armor.
observatory, Bumblewing and her colleagues aim to 2 Each night, a darkweaver (see Morte's Planar Pa-
harness Pandemonium's chaotic winds for good, but rade) snarches a resident of Midtown and drags
the plane's malicious gales comupt her inventions, them into the Wailing Hollows. Catekeeper Cirrus
possessing them like evil spirits. Bumblewing is calls for the creature's capture or extermination.
always looking for willing guinea pigs to test out her 3 Orbys Bumblewing asks the characters to test a
contraptions, which include dubious parachutes and
dubious new flying machine. During their flight,
precariously constructed gliders.
Nimbus I(nife bandits attempt to steal it.
Bumblewing's wind-powered inventions have
piqued the interest of the Nimbus Knives, a gang 4 A wave of murder sweeps through Midtown,

of air genasi (see Monslers of the Multiverse)who caused by a malevolent breeze (use the ghost stat
ride icy clouds spun from the town's unstable winds. block) that possesses the townsfoll<.

::r i{ 1 !' :-i:: * 3 I'i'.1i,'. {.}i'T l-A§ L}1 i5


Cunsr SrcoNo Exrrr
Crimes from a previous life are forgotten in Curst,
Gate Destination: Tarterian Depths of Carceri
and citizens rarely inquire about one another's
Primary Citizens: Exiled Humanoids pasts. Such information is either volunteered will-
Ruler: Burgomaster Villigus Bazengar ingly or loudly proclaimed by officials scouring the
Curst is a menagerie of exiles and outcasts. Fugi- town for renegades. However, those who commit
tives, traitors, and runaways trade one punishment crimes within Curst risk a fate ca1led Second Exile,
for another in the poisonous town, a dismal burg in which the offender is bound and thrown into the
chained to the prison plane of Carceri. Betrayers gate, never to return. Second Exile is typically re-
and backstabbers ruminate on their pasts in captiv- served for gruesome or otherwise unforgivable acts,
ity, agonizilg over their mistakes or counting down and the burgomaster alone decides which transgres-
the days until they can exact vengeance on those sions warrant the sentence.
who wronged them. Cracked, dried-up soil pervades
the town and its rusted structures, rising as clouds
RncroNer Errncts
of dust with every step. The region containing Curst's planar gate is influ-
The maelephants (see Morte's Planar Parade) enced by the magic of Carceri, creating one or more
of the Wall Watch patrol Curst's perimeter: a high, of the following effects in and around the gate-town:
corroded barrier lined with saw-toothed barbs and Ball and Chain. Creatures in Curst feel as though
search towers. The elephantine warders turn their they're dragging a ball and chain behind them-
gaze inward, ensuring no one escapes. Curst re- selves and have their speed reduced by 5 feet.
ceives traitors and felonious folk with open arms, Extradimensional Prison. Creatures can't leave
but to leave the gate-town, residents must receive Curst using teleportation or by extradimensional
approval from the burgomaster, a capricious shator or interplanar means other than the town's gate to
demodand (see Morte's Planar Parade) named Vil- Carceri. Any attempt to do so is wasted.
ligus Bazengar. Susceptible to cajolery, the ruthless
As an action, the burgomaster can suppress either
demodand has been known to spare those who
of these effects for any number of creatures of the
stroke his insufferable ego.
When authorities from other gate-towns come burgomaster's choice for t hour.
knocking on their doors, residents feign ignorance NornwoRTHY Srtns
or offer up false clues to throw off the nose ofjus-
tice. Residents remain smugly aloof, fending off Curst is separated into six districts by five circular
bounty hunters like bad suitors. Beneath their placid roads. Like ripples in a pond, they radiate from the
veneer, however, some prisoners seek to cause ruin gate to Carceri, each ring confining the last. Build-
and strife, such as the conniving burgomaster, who ings in Curst are makeshift structures cobbled
shelters secrets of his own. Others just want to be together from tarnished metal and weathered stone.
left alone. Light ekes through glass windows, clouded and
spiderwebbed with cracks, illuminating charmless
Gern abodes honeycombed with glorified prison cells.
The gate to Carceri stands in a ringed courtyard in BuncopresrER's Estern
the center of town. The ruddy, four-pillared metal The burgomaster's residence is a chamber of hor-
arch swirls with carmine sand and tortured cries. rors dedicated to chastisement and correction.
Creatures that step into the reddish squall emerge From the outside, the three-story manor looks
in Orthys, the torrid first layer of Carceri. Locals like an elaborate, menacing cage. A reddish glow
believe the gate is a one-way portal because no one emanates from a pair of slanted windows above its
recalls ever witnessing anything crawl out of it. spiked veranda, giving it the impression of a grimac-
The gate has no guards, as the gate's reputation is ing face. The estate's heavy doors screech on their
enough of a deterrent. hinges, and farastu demodands (see Morfe's Planar
Parade) creep along its iron-barred balusters.
Burgomaster Villigus Bazengar delights in spread-
, "lYirtakel are 1La;t"(. i ioft cr,*f
ing malaise and despair. The demodand and his
,, o{ fhe ."iayr l'ue rpa*t i" tr"ii a*{,1
moldy, overlapping hides slithered out of Carceri to
,' poilo*, b't I've hsv€!" b€€h able to
usurp the town from its previous ruler, Tovus Gilaf
I €r(ePe fl"e {acef ci fhale | *r6nr€el (lawful evil githzeraizerth), who remains impris-
,, f- *i*ul ,p he,r,e. I "{eier,"ve fi.ii." oned somewhere within the fiendish manor. Villigus
-li.tb, pr.itc^er o{ t"r:f aims to divide and immiserate the populace with his
cruelty, reeling Curst ever closer to the carceral pit
'Mffii,#'
from whence he came.

{.1}l-,.\LrTllit I l'blt llU'l i Älil,i


f trF..:

A MAELEpHANT rN rxs WarL STANOS


Cunsr, eHsunrtc No oNE Escar,Es rHE pRlsoN TowN.

THn Duup TRArron's Gars


Items lost across the multiverse sometimes find Outcasts wet their tongues at the Traitor's Gate, a
their way to Curst's dump, a sprawling junkyard lamentable roadhouse inn that looks like a giant
managed by a crotchety green hag named Dolores overturned bucket. It's run by a haggard, grim-faced
who makes a living off the garbage and keeps it man named Tainted Barse (chaotic neutral, human
from spilling into the town. Dolores occasionally bandit). The tavern sees its share of lowlifes, but
hires adventurers to clear her yard of dumpster div- rebels, visionaries, and heroic outlaws also dot the
ers and trespassers. taproom, finding common ground with others seek-
Roaming packs of rust monsters scavenge the ing to clear their names or drown their sorrows.
mountains of scrap and refuse for metallic morsels.
They've learned to avoid the metalwork sculptures AovrNruRES rN CuRsr
that decorate the landfill-abstract, corroded stat- The Curst Adventures table offers suggestions for
ues created by Tudhog theJunk Wyrm, an eccen- encounters and stories in the gate-town.
tric adult copper dragon who reeks of garbage.
The dump's artistic guardian, Tudhog fashions Cunsr Aoverurunes
three-dimensional pieces from once-magic blades, d4 Adventure Hook
battle-damaged suits of shimmering armor, and
I Dolores (green hag) pays the characters to remove
melted-down manacles and chains.
a group ofbandits from her junkyard.
A cranium rat genius broods within the junk
piles. Called the Node, the haidess rat claims to 2 Adisgraced githzerai uniter (see Morte's Planar
have escaped the Lady of Pain's Mazes-a feat that Parade) in the Traitor's Cate pays the characters to
bestowed it a brain three times the size of its body free Tovus Cilaf from the burgomaster's estate.
and cost the rat its fur. The Node hovers above 3 A Mercykiller bloodhound (see Morte's Planar
the ground, held aloft by its own intellect. The rat Parade) arrives in town, searching for a fugitive
swears vengeance against the Lady of Pain, prom- §
who looks exactly like one of the characters. §
f:
ising untold secrets about Sigil's enigmatic ruler to 4 The gate to Carceri briefly ruptures, releasing a ,§
those who aid it.
host of destructive fomorians on Curst.

af-{Ai}"rIii f, : i"t! {lLi'il.Ä §11§ l) ,l


RrcroNlr Enrnc:rs
The region containing Ecstasy's planar gate is influ-
Gate Destination: Blessed Fields of Elysium enced by tfie magic of Elysium, creating one or more
Primary Citizens: Guardinals and Humanoids of the following effects in and around the gate-town:
Rulers: The Lightcaller and the Nightwhisperer
Ambient Benevolence. Residents in Ecstasy
The rolling hills of Ecstasy, the City of Plinths, rise are friendly toward visitors that aren't hostile
from a serene stretch of the Outlands. Blanketed in toward them.
peace and contentment, Ecstasy is a pastoral gate- Pervasive Tranquility. Creatures in Ecstasy have
town of quiet contemplation and simple pleasures. advantage on saving throws to avoid or end the
Hundreds of monoliths, shaped from a variety of frightened condition on themselves.
materials, dot the idyllic landscape. Their origins
unknown, the plinths are works of art: marble NornwoRTHY SIrns
columns adorned with breathtaking sculptures, Ecstasy encompasses a scenic countryside of hum-
intricately carved wooden poles, natural standing
ble farms and rustic cottages scattered with plinths.
stones, and refractive crystal pedestals. Like ghosts
Orchards blossom along the gate-town's roads,
drawn to a shrine, petitioners perch atop the tower-
which branch from the Bone Plinth in the town
ing plinths, inviting townsfolk to ponder the multi-
center. The courts of the Lightcaller and Nightwhis-
verse's greatest mysteries with them. perer face each other opposite the ivory fountain.
Ecstasy's citizens are friendly, munificent folk
who espouse benevolence and growth. They are MooNoanK TowER
governed by a pair of monarchs, the Lightcaller and The gates of Moondark Tower open as darkness
the Nightwhisperer. These supposedly mortal rulers falls. A dull husk of speckled iron during the day, the
wear masks that reflect their demeanors: a flam- tower greets the night with twinkling constellations
boyant, golden disc for the Lightcaller and a closed, on its glossy black frame. Out rides the Nightwhis-
silver helmet for the coolly distant Nightwhisperer. perer, an ancient silver dragon who takes the form
The circadian monarchs swap places at dusk and of a valorous hero in silvery plate armor, their mir-
dawn, and they're never seen together. They enforce rored helm glowing like a bright, full moon. Atop
the town's cardinal rule: "Do no evil." their argent unicorn steed, the Nightwhisperer de-
Evil, as it stands, isn't as plain as day and night. fends Ecstasy from waking nightmares that seek to
Though violence is rare, musing spirits inspire corrupt the town in its lightless hours. When danger
townsfolk to push the boundaries of mortal life, isn't imminent, the Nightwhisperer hears matters
gleaning vicarious fulfillment from watching resi- from sleepless citizens in their nocturnal court.
dentsjustify unsavory acts as the path to spiritual The Nightwhisperer is never seen in daylight.Just
enlightenment. Moreover, the gate-town doesn't before dawn, they return to Moondark Tower, which
eliminate negativity-it merely suppresses it. Ecsta- shuts.down until the next evening.
sy's cheeriest citizens are walking powder kegs of
bitterness, bottling their feelings until they erupt in PnrrosopHER's Counr
unbridled incidents. Citizens vent their frustrations in the Philosopher's
Court, an enclosed amphitheater covered in weath-
GetB ered rilmani symbols. Originally founded as a place
A column of segmented ivory, the Bone Plinth, of spirited debate, the court was hooded with an en-
rises above the center of town. As one approaches chantment that prevented philosophers, petitioners,
the plinth, the flelds and their flowers grow more and priests from harming one another, ensuring
vibrant, and all is awash with a sense of overwhelm- only ideas clashed under its marble roof. However,
ing tranquility. At the top of the spine is a fountain the ward fell away when the court's last modera-
of quicksilver: Ecstasy's gate to Elysium. Creatures tor-Kagorious, the so-called Philosopher King-
that submerge themselves in the reflective pool vanished without crowning his replacement. Argu-
emerge in Amoria, the plane's innermost layer' ments frequently devolve into violent altercations.

Auna oF TRANeurLrrY
The gate to Elysium dulls the blades of anger and "l,tai tlne rlty abave tl^ir real,- al*ayi
hostility in its vicinity. At all hours, a pacifying aura ,0 edffy? or did the f". ?^'l tl"'e
radiates from the Bone Plinth in a 300-foot radius' r"oo* ti,*fly tire o{ fhejr e".lLeff
Any creature that starts its turn in this area is tar- rycle a^"1 aba^'io^ ]t {or a rnc,'e
geted by a calm emotions spell (save DC 15). A crea- Exrili.q exiife*ce?"
ture that succeeds on its saving throw is immune to *A i" ferttiy
:gir.it ,*,iira ?iof a pli"ih
the aura for the next 24hours.

a!{,!fl-tin I I .l.}{l L}l.r lirl!ii§


ri
-- 1r..,

&.
Txe cares or Sorntsr
OUS|(, WHILE THE Towen.

.t :

RBvBruotrn AnvnNruRES rN EcsrAsy


Spireward from the Bone Plinth, Revelhome is Ec-
stasy's most popular tavern. Mortals and petitioners The Ecstasy Adventures table offers suggestions for
alike enjoy its rich comforts, particularly its warm, encounters and stories in the gate-town.
spiced ciders and fruity wines. Thanks to Elysium,s
influence, vineyards in Ecstasy yield luscious grapes
Ecsrlsy Aoverurunes
year-round, and apples plucked from orchards are d4 Adventure Hook
eternally sweet and crisp. The tavern's veiled pro- I A convincing petitioner (chaotic neutral ghost)
prietor, a lawful neutral medusa named Madame pretends to be the long-lost relative ofa character.
Millani, serves drinks with a smile, but she's not The spirit aims to possess the character and live
afraid to silence rowdy patrons, turning them into life to the fullest.
fine statues for her garden. 2 f he Lightcaller holds
a peace banquet in Solrise
SornrsB Townn Tower, inviting powerful devils and demons in
A glistening pillar flecked with amber mosaics, hopes of ending the Blood War. A solar requests
Solrise Tower shimmers with exaltation. The roost- the characters attend in case things turn ugly.
er's crow precedes the arrival of the Lightcaller, an 3 A green hag poisons Ecstasy's orchards daily at
ancient gold dragon who takes the form of an au- twilight, outside the jurisdiction of either monarch.
reate monarch. The Lightcaller ushers in each new After a string of illnesses at Revelhome, Madame
day with cheerful exuberance, spreading mirth from Millani hires the characters to investigate.
dawn to dusk. Since more citizens are awake during
4 Three evenings have passed since the gates of
the day, the Lightcaller spends more time governing
,ii
1,,

Moondark Tower last opened. An owl-like avoral


in their luminous court than their nightly counter_
part. The Lightcaller typically delegates protection guardinal (see Morte's planar parade) night mer_ :ir:lal:aillI:
&
...tiFi
efforts to three solars, powerful angels who affirm chant asks the party to solve the mystery. .'$t§
the monarch's daily authority. ü$ffii
wffi
The Lightcaller is never seen at nighttime. At
dusk, they return to Solrise Tower, which shuts
,§ff

ry
down until the next morning.
t

"CI Li.jhibr.i*1er, $lnr** ,lo** c^ ,i


Gate Destination: Seven Heavens of
Mount Celestia
rc thtf ae r<i1hf iee o,,' {Lä*1,
Cf"'ale a*ay tl^E .iark*eff,
Primary Citizens: Celestials and Humanoids
D^a [, ee ,r {rat ,l: )e*'..
Ruler: High Chancellor Forough
6*ide our i*or',i, "^flL ?haf {are{"i ..iay,
Celestials and mortals live in harmony in Excelsior, i,,Jhen *e ea^ btrk be"Eath t'orr r'äfi.'
the gate-town at the foot of Mount Celestia. Flecks of *[rrer;:t {{qra 2 f ra 7*er rerire"t i" [xrei.;itr
gold and silver sparkle in its radiant streets and tow-
ers, which climb ever upward to new heights of good
;i:j::]:]]*.§.M

and law. Archons, devout worshipers, and paragons RpcroNer, Errrcrs


ofjustice convene in floating citadels atop billowing
The region containing Excelsior's planar gate is
clouds, and crystal fal1s of holy water cascade over
influenced by the magic of Mount Celestia, creating
their wispy edge to blessed fountains below
one or more of the following effects in and around
Excelsior's divinely appointed high chancellor,
the gate-town:
Forough (lawful good, human archmage who can
cast cleric spells), looks after the gate-town. The Beacon of Light. Excelsior's auriferous streets and
venerable human chancellor is a kind-hearted and temples produce a warm, ambient glow, even at
patient soul, but beneath her calm exterior pumps night. Evil creatures find the light repulsive.
the heart of a lion with a thunderous roar. The fa- Euphoric Utopia. Excelsior is perfection incarnate.
vored cleric of a deity of light, the Sunweaver, For- Fruits are ripe and sweet, fragrant perfumes re-
ough is the voice of a god and can bring its might to place everyday odors, and gentle breezes carry
bear. Those who mistake her mercy for weakness melodious tunes.
don't do so twice. She stands resolute against evil Floating Structures. Clouds as solid as earth drift
invaders alongside the Cinderwings, a squadron of through the skies above Excelsior. They support
angelic defenders who heed her prayers. various buildings, such as businesses, keeps, and
There's a consequence to Excelsior's bliss. Once gaudy mansions. The owners of such structures
one has basked in the light of the Seven Heav- control the clouds through magical means.
ens, everywhere else seems comparatively worse.
Though archons regularly depart the gate-town NornwoRTHY Srrns
on divine errands, Excelsior's privileged mortal Excelsior's flightless residents primarily operate on
residents hesitate to venture past its golden gates, the surface, while Celestials and other winged folk
where a dull existence awaits. However, the gate- prefer the cloud-topped comforts of the Chandelier,
town isn't a perfect paradise, and some scoundrels the gate-town's aerial district. Winged chariots act
test the watchfulness of goodly gods and their ser- as taxis between the two realms, ferrying townsfolk
vants, regardless of how close to them they dwell. up to sky-dwelling businesses and hanging gardens.

Gers Crrauonr,rnn
Excelsior's gate rests in its tallest tower, the God- Like motes of soft flame, gleaming structures orbit
strand. A lucent, alabaster pillar dwarfed only by the the Godstrand at varying heights, held aloft in the
palms of feathery clouds by the faith of their devoted
Spire, the tower is a beacon of virtue impervious to
spell and sword. The Godstrand's pinnacle is ob- residents. Collectively referred to as the Chande-
scured by soft, luminous clouds at all hours. Its peak lier, this district mainly consists of picket keeps-
isn't visible from any point in the Outlands, for the strongholds governed by pious champions of justice
tower protrudes from the base of Mount Celestia. and mercy.
Only one path ascends to the gate, and the tow- The Chandelier includes the following locations:
er's defenses harrow those who seek to corrupt it. Nimbron, the castle of Thotastis (lawful good, hu-
Twisting staircases line the Godstrand's interior, man gladiator), a stiff-necked paladin of Tyr. He
branching and crossing endlessly, and its walls are believes Excelsior requires a firmer hand than the
adorned with intricate mosaics that shift to disori- current high chancellor offers.
ent trespassers. However, Celestials and those with Thunderts Reach, a rumbling storm cloud fortress
pure hearts or intentions can hear the heavenly por- that belongs to Tygrant, a reclusive empyrean
tal ringing out like a distant choir of angels. Seven banished from Mount Celestia for his pride.
gleaming steps precede the gate itself, hovering and Zephyr Stables, a floating pegasus ranch run by
flanked by a pair of unflinching warden archons Cassandra Caeneus (lawful good, human knight).
Morte's Planar Parade). She lends her flying steeds to worthy riders.

\
Fonuu A»vnNruRES rN ExcELSroR
The forum is a hub of good-faith argument. A row of
The Excelsior Adventures table offers suggestions
gilded podiums lines the stage of this wide amphi-
for encounters and stories involving the gate-town.
theater, where creatures debate concepts such as al-
truism, agency, or the gods and their portfolios. The Excelsron Aoveruru nes
forum is deliberately located on the surface district
rather than the Chandelier-a reminder that the
d4 Adventure Hook
venue is more for Excelsior's worldly townsfolk and I An androsphinx arrives in Excelsior and declares it-
visitors than for Celestials. A hush washes over the self the new high chancellor. Forough petitions the
crowd whenever an angel descends on the stage. characters to help cement her authority.
2 The empyrean Tygrant receives a prophecy that he
F{nAnr's Farrrr can return to Mount Celestia only if he is humbled
Once a quaint town at the base of Mount Celestia,
through defeat. He challenges all of Excelsior, in-
Heart's Faith is now Excelsior's surface district.
cluding the characters, to wrestling matches in his
Among its unblemished structures, cheery citizens
tower.
bid each other good tidings as they tend verdant
orchards and perfect artistic pursuits. High Chan- 3 Allowed into the forum on an ancient contract, a

cellor Forough conducts her business in the God- silver-tongued pit fiend invites Excelsior's orators
strand, which rises from the center of the district. to debate the worth ofa soul. An angel asks the
The sheltered townsfolk of Heart's Faith seek to characters to take the podium.
preserve their paradise. Nosy neighbors spy and tat- 4 The faith of a divine champion (gladiator) begins
tle on visitors and each other, involving archons as to waver in the Chandelier, causing their cloud
mediators in insignificant squabbles. Some fanatical keep to shudder. A lantern archon (see Morte's Pla-
residents, like the Order of the Iron Lantern, take
nar Parade) asks the characters to erase the war-
this protective behavior to extremes. This militant
rior's doubt before their fortress falls from the sky.
sect of righteous watchdogs seeks to uproot evil be-
fore it rears its ugly head, detaining innocent folk at
the first whiff of suspicion.
NEL Garn
Gate Destination: Wilderness of the Beastlands Deep in the vine-choked ruins rests Faunel's gate, a
Primary Citizens: Awakened Beasts tranquil pool at the foot of a stone statue. The pool's
Ruler: None waters replicate the effects of an awaken spell.
Beasts that lap from its crystalline waters find their
The Faunel the Outlands once knew is gone, its roar tongues capable of speech, and saplings weaned on
so mighty that the gate-town was absorbed by the
the reservoir eventually uproot as wooden guard-
Beastlands. Now the town must start anew, reestab- ians that defend the town. Creatures that submerge
lished by stragglers, newcomers, and sapient ani- themselves in the pond emerge in the untamed
mals who were away when their home disappeared. wilds of the Beastlands.
Old Faunel's ancient ruins remain, rejected by the
plane that claimed their wild inhabitants. Lush veg- GuenoraN oF NATURE
etation sprouts from the cracked fotffidations of a A stone colossus kneels before the pool at the town's
crumbling, forgotten city. Grasping vines tug at trav- center, its weathered visage and mossy limbs re-
elers who stop to admire their vibrant flowers, and flected in the pool's sparkling ripples. Called Wrath
toothed plants wait patiently near stagnant drinking by the animal kingdoms that came before, the
pools for their next meal to arrive. The air in Faunel guardian questions all who seek to enter the portal,
is rich and humid, and the broad, waxy leaves of foli asking whether they hunt for sport or sustenance.
age along the forest floor glisten with dew. The titan alone decides who may enter-and who
Beasts are returning to Faunel, but who among must meet a gruesome end.
them will rise to the top of the food chain? Three Wrath disdains sport hunters and their ilk, vowing
factions of awakened Beasts vie for control of the never to let them pass. Tö others, Wrath is a gentle
animal kingdom. The following leaders, all of whom giant, a curious protector who delights in birdsong
speak Common, guide the packs: and babbling brooks. Not much is known about
Ebonclaw (lawful neutral saber-toothed tiger with the guardian's past, but clues etched in the ruins of
an Intelligence of 12 and a Charisma of l2), a Faunel suggest that Wrath was once a mortal being
silken-furred feline with a notch on his fangs for of cloud and mist who wished to live among the
every kil1 he's made, commands a vicious streak of Beasts below.
predators. RBcroNel EprBcrs
Ophelia (lawful good; use the elephant stat block The region containing Faunel's planar gate is influ-
with an Intelligence of 10, a Wisdom of 14, and a
enced by the magic of the Beastlands, creating one
Charisma of 1.4), a sard-hided elephant matriarch,
or more of the following effects in and around the
ides Faunel's herbivores.
gu
gate-town:
Parvaz (neutral; use the giant eagle stat block with
an Intelligence of 16 and a Charisma of 14), a Awakened Beasts. Beasts in Faunel are more intel-
brooding albatross with golden tail feathers and ligent than their woddly counterparts. At the DM's
razor-sharp talons, steers a flight ofbirds in the discretion, any given Beast has an Intelligence of
gate-town's dense, heliotropic canopy. 10 and can speak and understand Common.
Tropical Paradise. Frequent rainfall yields fruit and
Faunel attracts its share of non-Beast visitors who water in abundance. Wisdom (Survival) checks to
seek the fruits of nature. Travelers gather in Camp
forage in Faunel are made with advantage.
Greenbriar, a tented outpost where foragers, explor-
ers, and merchants mingle with awakened wildlife. NornwoRTHY Srrns
Meanwhile, a despicable group of hunters, the Vile
The unbound wilds of Faunel have no districts or
Hunt, hacks through the jungle in search of rare
roads, save for the worn footpaths that snake be-
animal hides. Led by a gold-toothed poacher, Mick
tween its dilapidated ruins and tropical overgrowth.
Mangehide (gnotl fangof Yeenoghu), the Vile Hunt
The town's bestial residents make their dens near
whittles away at Faunel's bickering factions as Mick
natural landmarks: waterfalls, rock formations, and
prepares his trophy wall for their mounted heads.
the gnaded branches of magical trees.

"#* äv€nt1e, it raker a ,l*ih fl.iriy


Caup GnnnNnnren
A spiked wooden palisade lines the perimeter of
dayr tt diiert a ii*qi"c iea{" Camp Greenbriar, an assembly of tents, thatch-
*A ,-i,-in Ipc"ii"'r a"ir"aL {acf: roofed huts, and mud-soaked caravans in the heart
of the wilderness. Positioned in a balmy, spireward
clearing, the encampment is a popular stop for

l'li r! I,-f Ll I '!-'lt : {;l.l i i,i}i l-}5


1

A cNou PoacH€R
Nean FaulEt-'s PLANAR GATE,

,::

explorers and hunters to gather supplies, trade, and RazonroorH RocK


sharpen their blades before trekking through the Ebonclaw and his streak claim Razortooth Rock, a
lightless thickets ahead. pointed stone overlook that resembles the mighty
A friendly three-toed sloth, Razak (neutral good; fangs of the awakened predators who call it home.
use the black bear stat block), likes to hang around Tall, leafy greenery surrounds the stony pillar and
the camp. A remnant of Old Faunel, Razakacts as its vine-draped trees, making Razortooth Rock
a messenger for the gate-town's three splinter king- an ideal place for snakes and big cats to ambush
doms in hopes of seeing the jungle united again. their prey.
EAGTBS'Asnrn AovrNrunns rN FauNs!
High in Faunel's golden canopies, a conference of
The Faunel Adventures table offers suggestions for
birds convenes. Rickety tree houses and intricate
encounters and stories in the gate-town.
nests, held together with rope and gluey spittle,
make up Eagles'Aerie, a settlement for avian folk
Fluruel Aoverurungs
and awakened birds.
Hundreds of feet above the forest floor, Eagles' d4 Adventure Hook
Aerie is removed from much of Faunel's conflict. But I Mick Mangehide (gnoll fang ofYeenoghu) and
in recent months, egg poachers have grown bolder, his band of gnolls set out to claim the hides of
scaling the jungle heights in the night. Worse yet, Faunel's three pack leaders.
the gate-town of Rigus plunders Faunel for its nat- 2 Commanded by a general in Rigus, a hobgoblin
ural resources, notably its lightweight timbers that warlord attempts to capture Camp Creenbriar and
are as strong as steel. As loggers topple sacred convert it into a logging camp.
trees for their priceless lumber, the treetops' avian
residents criticize their leader, the albatrossPawaz,
3 A musteval guardinal (see Morte's Planar Parade)
explorer hires the characters to join an expedition
who merely observes problems from a bird's eye
view. The birds of Faunel can't afford to go to war by to recover a lost treasure from Old Faunel.
themselves. Until the jungle is one again, they must 4 An irate roc assails Eagles' Aerie, gobbling up its
weather the storm. inhabitants and destroying their nests in search of
its egg, which was stolen by the Vile Hunt.

l.r:-{:\lTtt f iali'_ i-)L|ti Aiüllt


DE "llro'Lolyr* i.a*k ar ihä?. lt'; tire
Gate Destination: Peaceable Kingdoms of Arcadia
tr c,t the lrail alai*."
Primary Citizens: Celestials and Humanoids
*,,r.^ (,,p"6. , l". t.7.ta _.; Jo^g.
Ruler: The Spotless Seven
. Fortitude is a place of ordered beauty. Identical
trees line its polished boulevards in neat rows, and in blue flames. Known as the Storm Lords, the be-
each uniformly trimmed blade of grass in its public ings refuse entrance to anyone they believe would
parks glistens with a single drop of morning dew. spoil the lands beyond.
Fastened to Arcadia, a plane of law and virtue, Forti-
tude combines the rigidity of Automata with the pu- RneroNal Eppncrs
ritanical attitudes ofExcelsior, creating a pressure The region containing Fortitude's planar gate is
chamber of homogeneous moral rectitude. influenced by the magic of Arcadia, creating one
The gate-town's residents are charitable people or more of the following effects in and around the
who pursue purity to a fault. At first, locals appear gate-town:
perfectly benign-smiling, hospitable folk in immac- Living Congruence. Creatures in Fortitude appear
ulate attire who look after their fold-but their veils more beautiful and symmetrical than their typical
of compassion slowly betray their obsessive natures. counterparts,
Townsfolk fixate on flaws, in themselves and in Perfect Vitality. Creatures in Fortitude are immune
their surroundings, believing that abnormality is the to the poisoned condition and have resistance
precursor to evil. They fret over their appearances, to poison damage. The effects of diseases are
chasing impossible standards of beauty and grace. suppressed.
Wracked by contempt, they smother what makes
them truly unique, like gardeners pruning unsightly NoTBwoRTHY Srrrs
branches from their own personalities.
Nicknamed "the Egg" by some travelers for its
Fortitude is governed by the Spotless Seven, a
white, oval-shaped town wall, Fortitude is a tire-
group ofpoliticians elected once every 289 years, or
lessly maintained assortment of parks, orchards,
whenever the Great Modron March passes through
and gardens balanced by pristine buildings and
the town. Its members are enduring angels, long-
sparkling fountains. Honeycombed into hexagonal
lived dwarves, and immortal public servants who
blocks, the town has not a hair out of place. The
keep their house clean. Although their terms are
weather in Fortitude is always pleasant and predict-
long, incumbents typically campaign for reelection
able, pacified by the Storm Lords who defend the
between marches, defending their seats from chal-
town's planar gate.
lengers advocating similar platforms of goodliness
and law. Nevertheless, even exemplars of decency Bnnnrvn Bourrgun
have sinister secrets, and the Spotless Seven aren't Part salon and part fashion store, the Beehive Bou-
as clean as their title suggests. tique pampers residents with magical makeovers
and fine outfits cut from the same cloth. The bou-
Gers tique is a domed, two-story edifice of blond stone
An unquenchable green flame burns atop a low, with curtained, amber windows. Inside, buzzing
circular ziggurat in one ofFortitude's scenic groves. beauticians help each resident's appearance reflect
The step pyramid consists of seven stacked tiers their inner beauty. Creatures that stumble through
quartered by staircases that ascend to the gate the parlor's hexagonal black door a disheveled mess
to Arcadia. Cradled by four curved beams at its emerge exquisite and graceful.
summit, the blazing, green portal gently envelops For a premium rejuvenating experience, patrons
entrants and ushers them to a plane of peace and can visit the second floor, where the Beehive's
order. Evil creatures tend to avoid the flame, suspi- proprietor-a mind flayer arcanist (a variant mind
cious that its warmth can harm the wicked. flayer) that uses a dis§uise self spell to appear
as a grinning human cosmetician named Doctor
Sronu Lonns Goodcheer-conducts special cleansing sessions.
Four elemental servants of the demigods who con- With the aid of illithid technology, the good doctor
trol the skies of Arcadia stand vigilant at the bottom siphons "impurities" from his patients-hatred,
of the ziggurat's steps. Each sculpted from an ele- malice, and other loathsome emotions-for use in
ment in its purest state, the lawful good guardians foul experiments in a hidden laboratory beneath
use stat blocks similar to those of genies: a dia- the boutique.
-skinned dao, a djinni of noble gas, a glacial
azure efreeti with a saber wreathed

-I'E
;t j T}I }i
r,

Foun ereueNraL paR^GoNs, rxe Sronu Lonos,


pRorEcr Fonrrruoe's GAIE To rlncrrorn.

*i,

Ftr,rennr, PeBr punishments ranging from light reprimands to exile


The fruity fragrances of blooming orchard trees or worse. Meanwhile, the exuded darkness festers
waft through the clement air in Filigree Park, a beneath their feet and escapes into Fortitude as hos-
public sanctuary teeming with metallic wildlife. Sil- tile dretches, Oozes, and shadows.
ver stags graze amoflgbuzzing brass-winged bees,
while chittering copper squirrels sequester acorns A»VnNTURES IN FoRTITUDE
for a winter that never comes. Adorable petitioners The Fortitude Adventures table offers suggestions
of goodly souls, the critters meticulously tend to the for encounters and stories in the gate-town.
park's manicured garden trellises, ensuring every
flower is exactly as it should be. FonrtruDE ADVENTUREs
Aspiring members of the Spotless Seven hold d4 Adventure Hook
forums within the park, inviting constituents to I A local politician (dwarf noble) pays the characters
voice their concerns. Vain and corruptible, these
to dig up dirt on an opponent.
politicians regularly cast doubt on their opponents
and hire mercenaries to bring shame to other
2 After a series of guilty admissions, black puddings
begin to slither from the Pavilion of Purity at night,
candidates.
slaying their confessors one by one. The Spotless
Paviuox oF PuRrry Seven hires the party to scrub the black puddings
Opposite the town from Fortitude's gate stands a from the town.
grand, milk-white arena: the Pavilion of Purity. Sev-
3 One of the Storm Lords falls ill with a supernatural
eral times a week, locals admit their faults within
cold, plunging Fortitude into a sudden brutal win-
the radiant stadium, confessing their wrongdoings
ter. The remaining three elemental beings ask the
on a stage for all to see. In addition to townsfolk, the
characters to enter the gate in search ofa cure.
audience always includes a least one member of the
Spotless Seven. 4 A popular candidate for the Spotless Seven
Embedded in the stage are several thin grates. convinces several citizens that to achieve inner
As citizens profess their guilt, darkness sloughs harmony, they must indulge themselves in one
off them like melted shadow and into the drains at night of unchecked mayhem.
their feet. The crowd then passes judgment, with

, .i
GronIuu Wonrnnoor CTRCLE
Agents of an ancient druidic circle of giants, the
Gate Destination: Heroic Domains of Ysgard
Woddroot Circle, tend to Glorium's hidden gate.
Primary Citizens: Giants and Humanoids Believing the sacred plant to be a seedling of Ygg-
Ruler: Tyrza Bonebreaker drasil, they nurture the sapling and use it to com-
Blaring horns rally Glorium's residents to battle. mune with members of the circle on other wodds. A
Warriors are forged in the gate-town, a village of treant born from its roots, Yggatha, defends the gate
lodges, training fields, and farms arranged along the chamber at all hours. The Woddroot Circle is fur-
fertile slopes of an icy ford. A colossal, serpentine ther detailed h Bi§by Presents: Ghory of the Giants.
statue towers over the gate-town, its coils arching
along the peaks of a high mountain range. Glorium's
RrcroNar Eprncrs
rich, rugged shores are speckled with the blood of a The region containing Glorium's planar gate is influ-
thousand battles, shed by folk who revel in skirmish- enced by the magic of Ysgard, creating one or more
ing and welcome death when it comes for them. of the following effects in and around the gate-town:
In Glorium, every resident owns a weapon and Destined for Glory. Creatures in Glorium have ad-
knows how to use it. A tight-knit fellowship of hard- vantage on death saving throws.
ened warriors, locals revere gods of war and are Horns of Battle. Whenever a conflict of any sort
distant toward visitors who have yet to prove them- starts in Glorium, a horn can be heard within 300
selves in combat or through feats of strength. feet of the conflict's origin.
Glorium's leader is Tyrza Bonebreaker (chaotic
good, human gladiator wearing a belt of Eiant NornwoRTHY Srtns
stren§th [frost giant]), the daughter of the gate- Compared to its surroundings, Glorium is small
town's previous ruler, Flatnose Grim. Loyal and and humble, nestled between glacial f ords, lofty
tempestuous, she leaps into the fray with a thun- mountains, and forested skerries. It boasts no inns
derous cry. The one-armed warrior's face and body or busy welcome centers, and when there are no
bear the scars of countless duels, and the gnarled battles, daily life is calm and mundane. Common
haft of her trusty battleaxe is said to be a splinter pastimes in Glorium include blacksmithing, boat-
from the World Tree. Off the field, she loves a strong building, farming, and training.
drink and a good laugh with her comrades.
Invaders from far and wide seek to conquer Glo- Housn oF GLoRY
rium. Surtur and Thrym-the mighty patron deities The sounds of drums erupt within the House of
offire and frost giants, respectively regularly Glory, a mammoth of a gymnasium where warriors
send hulking subjects to pillage the wintry camp, boast, revel, and train. Weapons of past heroes line
darkening its skies with ash and snow. Meanwhile, its wooden halls: frayed hand wraps, fencing sa-
nomadic groups of mountain bariaurs hold back the bers, flagged spears, folding iron fans, and colorful
alien armies of Gzemnid, a gaseous beholder god. wicker shields mounted beside trophies of battle.
Among them hangs a magic tapestry adorned with a
Gern scene of charging warriors. Its image changes after
Unlike other gate-towns, Glorium has two planar each battle, reflecting any newly fallen heroes.
gates. The first and most obvious is a whirlpool at A crackling firepit dominates a smoky chamber in
the mouth of the f ord that connects to Ysgard. Wide another area of the lodge filled with the succulent
enough to accommodate a frost giant longship, the scent of roasting meats. Magnificent feasts, given
watery gate reverses its tide twice each day, allow- by gods of war to their followers, appear on long
ing boats to voyage to the chaotic plane and back wooden tables throughout, imbuing warriors with
again. Though the swirling portal allows Glorium the strength to fight again.
to trade with settlements on Ysgard, it also makes
them vulnerable to that plane's invaders.
The second gate is a legend deep within the gate- ''6lory? l{äl ldJhäf cio äny of *l k.o*
town's snow-capped mountains: a secret entrance to o{ llory? l,rle're lfill aljvel Yo" JEck
Yggdrasil, the cosmic tree that connects the Outer ä i'€u?ro{ fhat ca" be aitai"eoi o^Ly
Planes. It appears as a mass of knotted, intertwined i* ,.leath""
roots surrounded by softly drifting motes of light. *iyrza ßo.ebrcakei'. ,*ayor o{ 6l*'i"r
The tangled roots part to form an arched portal to
Ysgard, but with the corresponding portal key, it can
take entrants almost anywhere in the multiverse.

a-H.{arl,t: i'f t{L ÜL'iLr\}g


L
r
,

B%,,-..,

Secnno lMrrr A»vrNruRES rN Gronrulr


A prophetic hag coven lairs in the Sacred Well, a
The Glorium Adventures table offers suggestions for
temple of fate at the edge of Glorium. Respected by
encounters and stories in the gate-town.
the townsfolk, the hags greet visitors with twisted
smiles, their eyes always obscured by ominous
GlonruM ADvENTUREs
horned headdresses. For a price, the hags can inter-
pret the grand tapestry offate on another's behalf, d4 Adventure Hook
glimpsing where the threads of destiny begin and I The town's deceased warriors rise to fight again
end. Occasionally, the hags prophesize catastrophes as ghosts, but their resurgence creates headaches
yet to come, calling on heroes to rise and shape when the spirit of Flatnose Crim expects to be re-
the future. instated as the town's ruler.

SnnpnNr's Rtsn
2 After an argument with Tyrza, Jek Thanol refuses
to shield Clorium from the armies of Czemnid.
Named for the stone serpent that arches over its
snowy peaks, the mountains of Serpent's Rise are With their treaty shattered, a death tyrant attacks
home to several bariaur communities. Jek Thanol, the gate-town.
a bearded bariaur wanderer (see Morte's Planar 3 A frost giant jarl learns ofthe entrance to the
Parade) with a jeweled eye patch, leads the largest !(orld Tree within Serpent's Rise. Rather than at-
tribe, which enjoys a tenuous alliance with Glorium. tack Clorium, he sets out to find the root and use
The bariaurs are sentinels who treat the serpent's it to conquer untold worlds.
coils as bridges between summits and strike down 4 A sea hag in the Sacred Well tells one of the char-
Gzemnid's forces wherever they pop up.
acters they will die at the hand of Czemnid in five
An absinthine-eyed human child, the so-called
d ays.
Lemming Boy, appears to mountain travelers,
offering to guide them through the bluffs. Those
who accept his services are quickly ambushed by
Aberrations or left to die in avalanches or pits lined
with glassy shards of permafrost. Survivors of the
snickering child claim he's a disguised trickster god.

a;-i Ä!r;ir R I l'l'A t: {j1.1'i'Li i{}a


ELESS "Lgt .ng q*e"fi. Yr"'l'e toi^1 la +a*ce?
Gate Destination: Gray Wastes of Hades lpe^dii. Be cerr{u, ^rt to .rilP
Primary Citizens: Humanoids a^ fhE athel. I've a€v€i" (?r'€cl
Ruler: High Cardinal Thingol {or rLtpltick c*r.eoiY'"
Aptly named, Hopeless is a dreary town with but *H;11" Cerdi.a{. ihi"ioL
one entrance: the Screaming Gate, a garish arch-
way of red stone carved in the shape of a howling
face. Crimson streaks of chipping paint run from its RncroNar Errncts
wide, empty eyes like pained tears on either side of The region containing Hopeless's planar gate is
an elongated mouth. It's the only pop of color in the influenced by the magic of Hades, creating one
somber town, a spiral of weathered gray buildings or more of the following effects in and around the
in a pit under a perpetually overcast sky. gate-town:
The residents of Hopeless are a gloomy lot-de-
feated folk with nowhere else to go and no energy Lingering Apathy. The residents of Hopeless are
to leave. They dress in drab, monotonous garmeflts cheerless and indifferent. Charisma (Performance
devoid of color or fashion, trudging listlessly down and Persuasion) checks to influence them are
the gate-town's single, curling avenue like sewage to made with disadvantage.
a drain. Too despondent to muster emotion, loca1s Wasting Pigments. Hopeless leeches the color
are neither friendly nor spiteful-they simply exist. from its inhabitants. Creatures' skin, scales, and
Not surprisingly, they are easily conquered, as was fur fade to gray, and nonmagical clothing and
the case when the town's current ruler, a mysterious equipment exhibit ashen tones.
Humanoid called High Cardinal Thingol, entered
the Screaming Gate with a pack of beholders poised
NornwoRTHY Srtns
to enforce her will. Nicknamed the Maiden of Mis- Arranged in a dizzying spiral around a lonely cob-
ery, Thingol floats through Hopeless adorned with blestone avenue, Hopeless is composed of worn,
an expressionless iron mask and a robe of rattling leaden buildings and crooked towers. Visitors
chains. The unfeeling tyrant's laws change by the who plod down the main road from the Scream-
day, but her disdain for color and emotion are con- ing Gate eventually come to the Wishless Well,
stant. This joyless executioner compounds the sor- passing a host of dull establishments selling even
row of her subjects. duller sundries.
Some doubt the High Cardinal's claim that she
was once a mage of a dying world, while others Cesrln oF BoNE
spurn the notion that she's mortal at all. Still, a Said to be the quietest-or least depressing-inn in
glimmer of hope flickers among the townsfolk, who Hopeless, the Castle of Bone is run by Roric With-
rebel against the high cardinal and her beholders in erblade (neutral good wight) and his modest staff of
small ways while they gather the strength to put up neutral skeletons. A Sensate in life, Roric perished
a real fight. in Hopeless while touring the planes, killed by a
beholder's death ray for delighting townsfolkwith
G,tru his showy outfit and song. In undeath, he continues
to rebel, hoping to overthrow the High Cardinal and
The gate-town's only road ends in the center of a pit
her entourage of eleven-eyed tyrants.
in a circular courtyard where a bottomless well bub-
On the first floor, Roric's skeleton crew serves
bles with thick, black gunk. Creatures who enter the
unappetizing platters of bland food and chalky mugs
squelching reservoir, known as the Wishless Well,
of watered-down booze. But beneath the bar lies a
arise in Hades covered in the sticky tar, which is
Sensate speakeasy: a vibrant, elegant chamber fil1ed
said to be the same substance from which the age-
less baernaloths sculpted the first demodands (both
with a cornucopia of pleasures banned in Hopeless.
Far from the prying eyes of the cardinal's beholders,
creatures are detailed in Morte's Planar Parade).
the townsfolk plot their rebellion and partake in rich
The gate is prone to overflowing. Oozes, yugo-
food and drink. They are careful not to overindulge,
loths, and liquefied demodands gurgle to the surface
however. Strong emotion causes splotches of color
and pour over its gray stone edge. Notices around
to return to their faces, making them prime targets
the Wishless Well warn townsfolk against tossing
for the high cardinal's watchful servants.
coins into the well, which causes it to spurt a jet of
inky sludge.

ai:{4p'I'li: ? 3 I'}:lr (}ii-)'Li.|l'i;S


A BEHOLOER INTERRoGATES A TRAvELEEI AT THE
ScneavrNc Gare, rxr €NTR^NcE ro lloperess.

Genows the phantom brothers. Will-o'-wisps appear on the


When townsfolk suspected of crimes aren't disin- balconies, tempting curious townsfolk to venture
tegrated on the spot, High Cardinal Thingol allows inside, where the Tomdon twins and their staffpre-
the accused a chance at salvation on an infamous pare to feed on the misery of their living guests.
stage called the Ga11ows. Before their executions,
the Maiden of Misery grants criminals the chance AnvnNruRES rN HoPELEss
to put on the performance of a lifetime. If their dis- The Hopeless Adventures table offers suggestions
play makes her feel an ounce of emotion, the high for encounters and stories in the gate-town.
cardinal vows to set them free. Thus far, she's never
had to honor her word. The stage is littered with the Hopeless AoverurunEs
ashen remains of disintegrated entertainers. d4 Adventure Hook
Torrrpox MeNon I The party is caught red-handed after a mean-spir-
The dead dance in Tomdon Manor, a haunted man- ited goblin makeup artist ambushes them with a

sion at the edge of town. The once-elegant three- splash of magic paint. Two beholders demand the
story villa is in a state of disrepair. Dusty planks characters perform at the Callows or be disinte-
cover its broken windows, and shingles dangle from grated where they stand.
its slumping roof. The estate once belonged to the 2 Commanded by its superiors in Hades, a nycaloth
Tomdon twins, a pair of failed entrepreneurs who bubbles up through the Wishless Well and begins
risked everything to save their dying business, even hunting members of the resistance in Hopeless.
their souls. When a sudden and grisly accident
3 High Cardinal Thingol hires the characters to catch
claimed both of their lives in one fell swoop, the
the Jester, a costumed vigilante (mage) in posses-
twins awoke as wraiths. They quickly preyed on
sion ofa wand that spreads joy.
their household staff, condemning them to serve the
manor beyond death as specters. 4 A baernaloth (see Morte's Planar Parade) whispers
Some nights, the manor comes to life, and music to the characters through the Wishless !(ell, of-
can be heard within. Free from their glum tethers, fering to trade ancient secrets for the Maiden of
spirits gather for a supernatural soiree hosted by Misery's true identity.

af{Äirl.IN I I "1:'1lr üf rlA§1}5


The whims of demon lords creep from the
UE_MORT well to the ears of the archlector, an unwitting pup-
Gate Destination: Infinite Layers of the Abyss pet who pines for their power. He does their bidding,
Primary Citizens: Demons and Humanoids and in turn, the Pit whispers the names of mutinous
Ruler: Archlector Bex townsfolk and other rising threats. Known dissent-
Might and treachery rule in Plague-Mort, an auto- ers are marched up the platform and cast into the
cratic cesspool teetering on the unhallowed brink noxious void. Moments later, the Pit belches up a
of the Abyss. Rotting shacks, crumbling stone demon to serve in the ranks of the Hounds.
edifices, and derelict streets lie in the shadow of a DruoNrc INcunsroNs
silvery keep atop a gray hill. An imposing fortress
At any momeflt, a horde of demons could spill from
of demonic construction, Blightsteel Keep, towers
the Pit and stain Plague-Mort's streets with chaos
over the broken town that encircles it, separated
and bloodshed. Though these recurring events are
by a bubbling moat of black ichor' From within its
largely unpredictable, many believe the demonic
walls, an iron-hoofed tyrant, Archlector Bex (lawful
incursions are punishment for holiness within the
evil bariaur wanderer; see Morte's Planar Patade),
town. Kindness and piety are met with hostility and
lords over Plague-Mort and its despicable townsfolk,
horror, and townsfolk overwhelmingly view mission-
even as they plot against him.
aries of good-aligned deities as ill omens that must
Trust has no place here. The citizens of Plague-
be wrangled and pitched into the Pit.
Mort are a sinister lot, traitors eagerly awaiting the
chance to plunge their daggers into each other's RreroNar, Eprncrs
backs. They vie against each other to supplant the The region containing Plague-Mort's planar gate is
archlector, a position prized, for its access to demon influenced by the magic of the Abyss, creating one
lords and their dark gifts. The throne's despotic or more of the following effects in and around the
inheritor is doomed to defend the seat from an gate-town:
unending torrent of assassins and usurpers' Their
pattern of betrayal has one exception. Periodically, Demon Ichor. Demon ichor pollutes nearby water
the townsfolk band together to combat the demonic sources. Local wildlife that come into direct con-
hordes birthed from Plague-Mort's festering gate. tact with the unholy gunk acquire demonic attri-
Demon ichor-a malodorous reduction of blood, butes, such as multiple heads, leathery wings, or
bodily fluids, and viscera left by slain demons- writhing tentacles.
oozes from Plague-Mort's sewers and chokes local Persistent Pestilence. Residents of P1ague-Mort
wildlife, transforming fauna into grotesque Fiends display various symptoms of supernatural illness.
that prey on a wretched populace. Disease runs Townsfolk have sickly complexions and commonly
rampant, but those who succumb to illness or infec- cough up flies or wipe ichor from their drib-
tion don't stay dead for long. Undead are a common bling noses.
nuisance, as pox-ridden corpses regularly return to Undead Townsfolk. Dead townsfolk periodically
confront their oppressors. return as skeletons, zombies, and revenants.

Gern NotnwoRTHY Srrss


Plague-Mort's gate is the Pit, an inky sinkhole that Plague-Mort is a bleak town of cobblestone streets
churns within a locked chamber in the archlector's and simple buildings clustered around a colorless
keep. A mangled steel platform extends directly hill. Cursed farmlands lie beyond the town.
over the Pit, and walls of thick briars surround its BrrcstsrnEl KEEP
swirling edge. A garrison of armored demons, the The archlector rules from an unyielding steel for-
Hounds, defends the gate and its keep. Once hu-
tress on a barren hilltop. A moat of demon ichor sur-
man vassals who lived outside the keep, the Fiends
rounds the ash-gray hill, polluted by countless de-
swear tenuous fealty to Archlector Bex so long as he
mons who gleefully bathe in the foul sludge. Living
furthers the interests of the Abyss. gargoyles adorn Blightsteel Keep's metallic eaves,
and bloodthirsty demons roam its luxurious halls in
"The k"i{e of bet,'ayal it bpit service to Archlector Bex.
Bex's second-in-command is the sniveling Alorio
t*ilie't T*ies*o.cc l" fl"e ba{.k Nightriddle (chaotic evil, human mage). Alorio acts
a"ol a1ai" i* fi"e '1r"avc. Trutt ne än€,
as Bex's distrusted adviser and maintains the keep
**t evg^ the de:.I,"
and its staff. It's an open secret that Alorio covets
-A Lu,io l{i.1htri"1.i Lo. ; r*n Le.tcr', ä"ivire r the throne, but he isn't above groveling to support
his illusion of loyalty.

illlÄfTit 3 ! fltl Ülrl l-i\II:i


A ccru
LOOMS OYER THE
TOWN OF

t.&
4il-§+

t"

Plague-Mort isn't the first town founded on the ApvnxruRES rN PLAGUE-MoRT


gaping maw of the Abyss, and it won't be the last.
The Plague-Mort Adventures table offers sug-
In years past, the Pit has expanded suddenly and
gestions for encounters and stories involving the
without warning, swallowing the town and its in-
gate-town.
habitants into one of the plane's infinite layers. Each
time, however, Blightsteel Keep remains, stubborn
Pllcur-MoRT ADVENTU REs
and eternal.
d4 Adventure Hook
OurrvrNe Fenus 1 Disguised as a cleric of a sun god, a deva from
The gate-town's desecrated farmlands lie at the Excelsior begins proselytizing among hopeful
edge of town. Given the gate-town's steady supply townsfolk in secret. Archlector Bex commands the
of corpses, some macabre farmers fertilize their characters to capture the missionary and deliver
crops with the dead. Bountiful harvests sprout from
them to the Pit.
crooked stalks in forlorn farmlands, their red fruits
plump, juicy, and delicious. However, some crops
2 Afarmer pays the characters to prune a patch of
pustules from a field before the harvest is spoiled.
are marked by wrinkled, blood-hued pustules that
burst and spoil adjacent harvests if not pruned in Dozens of zombies lurk within the maze of stalks.
time. If allowed to seep into the soil, the pustules' 3 Armed with a forked spear, the vindictive Martari
liquid causes buried corpses to rise as hostile Un- Mayhem (lawful evil, tiefling gladiator) plans to
dead. The cursed blight goads farmers to wade into storm Blightsteel Keep. At the Razed Altar, she
the stalks and reap what they sow. hires the characters to infiltrate the stronghold and
report on its defenses.
Raznn Arran
Believed to have once been a temple to a god of 4 Alorio Nightriddle (chaotic evil, human mage)
learning, Plague-Mort's abandoned cathedral has invites the characters to a clandestine meeting at
become a monument to malice: the Razed Altar. A Pinch of Salt, a rundown tavern with a glabrezu
Vindictive townsfolk gather in its shattered stained- proprietor. Alorio wants their help to oust the
glass halls to plot against the archlector and trade arch I ecto r.

cursed items.

::
In addition to the ,bsidian wa11s that surround the
RrscecE citadel, a garrison of devils defends Ribcage's gate.
Y
' Gate Destination: Nine Hel1s of Baator In times of invasion or other wide-scale conflicts,
Primary Citizens: Devils and Humanoids the duchess can beseech Avernus to deploy infernal
Ruler: Duchess Z elza Ztrkb ane armies and weapons of war through the portal.
Ribgage is the blackened heart of the Vale of the RrcroNel Errrcts
Sp'1ne, a jagged range of barren mountains whose
The region containing Ribcage's planar gate is influ-
peaks curve inward around a smoldering valley.
enced by the magic of the Nine Hells, creating one
Iron walls encircle the fortified town, and two rows or more of the following effects in and around the
of cracked, dry spires of rock curl over its arid gate-town:
sky-the earthen ribs from which the gate-town de-
rives its name. Ribcage's menacing, arched gates, Diabolical Surveillance. Fiendish, yellow eyes
festooned with wings like those of a bat and forged peer through windows, pools, and other reflective
from infernal steel, allude to the power of the Lords surfaces to judge citizens of Ribcage. Meanwhile,
of the Nine Hells. the duchess and her senators can listen in on any
Bound to the Nine Hells and its rigid hierarchy messa§e arrd sendin§ spells cast within Ribcage,
of backstabbing Fiends, Ribcage obeys a strict occasionally intercePting them.
but mobile caste system. Stratified by morality, Insatiable Greed. Creatures in or near the gate-
residents climb the rungs of society through guile, town crave power in all its forms, but their accom-
treachery, and devilish deals to obtain power at any plishments are never enough. Thirsts for domi-
cost. As a result, the town's lowliest paupers exhibit nance are never quenched in the desiccated valley,
redeemable qualities, while the nobility are all but where each victory feels hollower than the last.
soulless-vile individuals who spend their days in
decadence until their infernal pacts come due.
NornwoRTHY Srrns
To prevent the gate-town from becoming so evil Ribcage consists of five districts clustered around
that it experiences a cosmic realignment, Duchess the Citadel of Cinders. Buildings are constructed
ZelzaZwkbane (lawful evil succubus) and her from iron or hewn from sharp stones, with size
senators have enacted a policy limiting the num- and ornamentation varying by wealth and social
ber of devils in Ribcage. A succubus in a suit and status. The town's five senators preside over one
tie, Duchess Zurkbane masquerades as a tiefling district each.
arbiter. Severed unicorn horns support the soles of
her clacking obsidian heels, and her briefcase-a Br,nnorNc HonN
subservient mimic-snaps open to reveal a drooling Like molten blood, red-hot lava pours from a stony
maw of jagged teeth. Her Excellency rarely shows rib into the taproom of the Bleeding Horn, a dev-
her true form and keeps her abilities secret, prefer- il-owned tavern located in one of Ribcage's wealth-
ring to drain her victims through legal proceedings ier districts. The duchess and her senators tolerate
and blackmail. Duchess Zttkbane wants nothing its proprietor, an ice devil named Sparax who helps
more than to plunge Ribcage into the Nine Hells dry-tongued locals quench their thirst with chilled
and expects the Lords of the Nine will reward her cocktails. The heat from the glowing lavafall behind
for the accomplishment. the bar keeps drink orders coming. Loose-lipped
nobles regulady spill secrets and rumors to Sparax,
Gern who always keeps one afltenna to the ground.
A column of roaring red flame swirls within the Cit- Crraonr oF CTNDERS
adel of Cinders, a walled structure in the center of A walled, ebony fortress rests on a dusty crag in the
town. Surrounded by silvery ash-said to be all that center of town. Considered Ribcage's exclusive sixth
remains of those who challenged archdevils and district, the Citadel of Cinders is the gate-town's seat
lost-the fiery pillar transports entrants to the des- of law and corruption. Here, Duchess Zurkbane's
olate wastelands of Avernus, the war-torn first layer senators-an easily manipulated quintet of bloated,
of the Nine Hells. Clever Fiends and mages can self-important sycophants-help her maintain the
change the gate's destination, warping the pillar into illusion of a just government.
an icy mirror that leads to the glacial layer of Cania
or a noxious cloud leading to the rotting bog of Mi
nauros. Only Asmodeus, Archduke of Nessus, can "arho *eed, ä* ir-ro irit *,t*e"
link the pillar to the lowest layer of the Nine Hells. Yüü i4ävä ä a**trätf?"
*0".h€ti JeLzt 7'rkbe"e

CHÄTTER 3 I T'i{§ OUTLAND§


Devtrs Rure s«tEs aBovE Rrgcnce, a
cHArNEo ro rxe NrNE l-lelrs op Baaron.

":.

An iron statue of Duchess Zurkbane stands in the A»vTNTURES IN RIBCAGE


citadel's courtyard, holding aloft a pair of burning
The Ribcage Adventures table offers suggestions for
scales. Behind it lies the Court of Cinders, an ornate
encounters and stories in the gate-town.
house of law where devil magistrates administer
justice on behalf of the diabolical courts of the Nine
RrsclcE Aoverurunes
Hells. Their jurisdiction is loosely defined, however,
and creatures that break laws elsewhere in the Out- d4 Adventure Hook
lands sometimes wind up in the Court of Cinders I One of the character's loved ones pledges their
due to fine print in devil-authored legal codes. soul in an infernal contract. To win it back, the
party must argue their case before a pit fiend judge
GvuxasruM oF SrEAM in the Court of Cinders.
Located just outside the town walls, the Gymna-
sium of Steam provides respite to weary travelers
2 Commanded by a fallen angel (lawful evil planetar)
who runs a rival tavern, a gaggle of imps begins
who have business in Ribcage but want to avoid the
duchess and her oligarchs. The resort leverages a vandalizing the Bleeding Horn. The ice devil
network of scalding geysers and terraced volcanic Sparax pays characters to deal with the situation.
springs to create a paradise ofsteam rooms, saunas, 3 Thalamra Vanthampur, a deceased duke of
and luxurious baths. Nobles schmooze with merce- Baldur's Cate, claws her way out of the depths of
naries and sellswords in the gymnasium's humid, Avernus and emerges in Ribcage as a death knight.
ruby-tiled chambers, plotting the demise or demo- A vengeful conqueror, she calls on the characters
tion of their neighbors. Meanwhile, invisible imps to help topple Duchess Zurkbane and her cronies.
spy on the resort's patrons on behalf of high-ranking
4 Duchess Zurkbane hires the characters to capture
devils, gleaning the visitors' deepest secrets when
a supposedly dangerous criminal, who turns out
their guards are lowered.
to be an innocent commoner who saw Zurkbane's
true form.

r'lt r Ua't L^.f,


A a-Tl1:
| . iir: nt TI
L/L , a 1\
\ \uJ,rC *'r
t)<
Rrcus G.q.rn
Gate Destination: Infinite Battlefield of Acheron The gate to Acheron rests in a spacious hangar
Primary Citizens: Humanoids deep beneath the tiered hill. In addition to natural
Rulers: The Crown Generals underground tunnels, the chamber has two main
entrances. One is a mile-long, wrought-iron stair-
Generals stoke the fires of war in Rigus, a perma- case located in the gate-town's highest district: the
nent military encampment linked to a plane of battle Crown. The other lies in plain sight-a massive, oc-
and bloodshed. Constructed in tiers on a fortified tagonal elevator that comprises Rigus's penultimate
hill, Rigus is a monument to military strength. Eight ring. The platform responds only to the Crown Gen-
octagonal iron walls, menacing and impenetrable, erals, who can lower the district-along with armies
divide the town into seven stacked rings festooned and weapons of war-to the gate chamber.
with banners of war. Advanced siege weapons are Nicknamed the Lion's Gate, the portal looks like
anchored to their angular battlements. Soldiers rise an eflormous feline eye within an arch of bones, a
at the crack of dawn to the punctual call of brass gaseous curtain bisected by a roaring black stripe.
horns, filling the gate-town's tented circuits with the
drum of marching boots and cadence calls sung by RncroNer, Eprncts
warriors honing their bodies for an unending war. The region containing Rigus's planar gate is in-
Rigus follows a strict military hierarchy in which fluenced by the magic of Acheron, creating one
everyone has a rank. Commoners and green re- or more of the following effects in and around the
cruits come in as privates, the lowest designation in gate-town:
the gate-town save for prisoners of war. Their arms
Pulling Rank. Creatures in Rigus have advan-
tire from saluting their superiors and thankless,
tage on Charisma (Intimidation) checks made
menial work. Citizens are expected to comply with
to influence a creature of a lower rank. These
orders from commanding officers, who don't toler-
creatures have disadvantage on Charisma (Intim-
ate disobedience lightly. With time and dedication,
idation) checks made to influence a creature of a
ambitious cadets can graduate to respected posi-
higher rank.
tions. Accomplished adventurers quickly ascend the
Regimented Populace. Creatures in Rigus are
ladder, but unproven visitors-called "slates" after
marked with a magical symbol denoting their rank
the blank, chalk-white badges they wear within the
and station. At the DM's discretion, nonsapient
town-are paid little attention.
creatures, such as certain Beasts or Plants, might
The six Crown Generals are the top brass in
not have a rank.
Rigus. Seasoned tacticians with centuries of bat-
tlefield experience between them, they command NornwoRTHY Srtns
the armies of nations. Among them is General
Braahg (lawful neutral hobgoblin warlord), a Rigus is a fortified hill divided into seven dis-
broad-shouldered, gray-haired commander from the tricts, separated by thick iron walls and stratified
world of Toril. Clad in crimson plate, the general by height. Tents, military buildings, and training
pays homage to the Red Knight, a god of strategy camps line its ringed districts, overseen by guard
whom he reveres. Deep down, Braahg hates war towers equipped with siege weapons.
and all its destruction. Stern and contemplative, he Buurnns
moves the pawns in his war tent with deliberation,
Rigus largely forgoes inns and taverns in favor of its
knowing each toppled piece represents thousands
bunkers, an underground complex ofbarracks and
of casualties. The pensive general harbors many
mess halls connected to all but the gate-town's top-
secrets, the darkest of which can end entire wodds.
most ring. While there's plenty of room to quarter
Braahg's disdain for the conflict he oversees is
soldiers above ground, generals find the cramped
counter to the gate-town's warlike nature and tem-
tunnel conditions foster more aggressive warriors.
pers Rigus just enough to keep it in the Outlands.
Life in the bunkers is mandatory for the gate-town's
rank and file, but visitors typically prefer to stay at
the Broken Slate, an enduring surface tavern.
' {.o*trat*iatia*i, ilatcl Yo,',,,c b€g*
In addition to housing, the bunkers contain the
ta:-:jiDqt, ih /€atre-i 131. Iate fi^,1
gate-town's armory and vehicle-storage facilities, as
.-:eF ?*d i'€fä1'T fa fiue iect*.1 r)*1 {t,'
well as secluded administrative chambers where
i.atrioe oi,fy. il..e*, You*r€ h€ä;€d ?e
officials negotiate and strategize. Fetchtatter-a
th* {ro*f ii"si, ial.aLfiEr tre loi.1h, b"t contemptible arcanaloth loyal to Be1, a former arch-
iü ;r€ thc opfr,i.t"*irief {or E,'orocriu*." devil-frequents the bunkers. He acts as an infernal
*(cloil'ci., i?Ie arms broker, selling war machines to the Crown
:r€altr
Generals of Rigus.

',\. CHÄPTEI1 3 I'IHE OUI]LA§}]S


RINGED VALLS OF
WAR THAT

:rt

Cnowx The Final Procession is also a place of ceremony.


While everyday soldiers are buried and honored in Generals frequently award medals of bravery to
the Final Procession (detailed below), the generals valiant souls, whether living or dead, before an audi-
of Acheron are entombed in the mausoleums of ence of their comrades at the memorial.
the Crown, Rigus's dignified topmost ring. While
some Crown Generals are content to enjoy the AovnNruRES rN RrGUS
early retirement that death brings, others refuse to The Rigus Adventures table offers suggestions for
rest, joining a shadowy cabal of Undead warriors. encounters and stories in the gate-town.
Reborn as ghosts, liches, and mummy lords, they
guide the Crown Generals from beyond the grave. Rrcus AoveruruRes
The most feared and respected among them is the d4 Adventure Hook
death knight Nagaro, a former paladin from the I The arcanaloth Feichtatter pays the characters to
world of Krynn who severed her oath in her pursuit steal an infernal war machine from Ribcage so it
of conquest. While the strategies of other Undead
can be sold to a general in Rigus.
generals in her company have grown stale with their
desiccation, General Nagaro remains as sharp and 2 The avatar ofan evil deity ofwar (use the planar in-

ruthless as ever. carnate [Fiend form] stat block from Morte's Planar
Parade) emerges from the Lion's Cate to destroy
Frxer, PnocnssroN Rigus.
A monument of reflection amid a hungry machine 3 A mummy lord in the Crown commands Ceneral
of death, the Final Procession is dedicated to the
Braahg to implement an outdated strategy. Risking
countless lives sacrificed in conflicts across the
treason, the hobgoblin hires the characters to lay
multiverse. The memorial consists of upright sepul-
his superior to rest.
chres and tall, granite steles engraved with the
names of fallen heroes. History is written by the 4 The ghost of a fallen warrior asks the party to
z victors, however, who don't always respect their en- investigate why their name isn't on the Final Pro-
ü
z
emies, no matter how brave or honorable those foes cession. The culprit is a petty Crown Ceneral who
i might have been. took credit for the warrior's heroism.

CFiAP ER 3 :THE oUI L,\NDS 85


RscroNar Err ECTS
N A The region containing Sylvania's planar gate is
Gate Destination: Olympian Glades of Arborea influenced by the magic of Arborea, creating one
Primary Citizens: Fey and Humanoids or more of the following effects in and around the
Ruler: The Seven Spiritors gate-town:
Sylvania is a nonstop party, a boisterous glade that Guest of Honor. Everyone in Sylvania knows each
thrums with revelry at all hours. Elves and hobgob- other's preferred name. Creatures that have never
lins dance together in glittering patches of magical met recall small tidbits about each other like old
light, serenaded by singing harpies and the drum of acquaintances. This effect doesn't pierce magical
satyr hooves on hollow stumps. Locals treat every disguises or false identities.
visitor like the celebration is just for them, adorning Life of the Party. Music and merriment pervade the
each guest's head with a flower crown and fashion- town. Flowers and trees bob to the beat, and smal1
ing them garments in theme with the current festi- birds and sentient teakettles whistle jaunty tufles.
val, which changes by the day. Natural Remedy. Sylvania wards its guests from
The gate-town's buildings are enchanting struc- the negative effects of overindulgence. Creatures
tures intertwined with the forest around them. have advantage on saving throws against the poi-
Toadstools sprout from the mossy roofs of squat soned condition.
hill homes, and tiered, open-air ballrooms soar
into the sky on the alabaster branches of wise, old NotnwoRTHY Srrns
sycamofes.
Scent and sound are handy guides in Sylvania, a
The Seven Spiritors, eidolons of revelry from the
rustic hodgepodge of architectural styles joined by
plane of Arborea, govern the gate-town. Neither liv-
winding footpaths and noisy parades. Establish-
ing nor dead, these eternal beings act as Sylvania's
ments are caricatures of the splendors within, from
party planners, peacekeepers, and gracious hosts.
the bubbling chimneys of kettle-shaped teahouses to
Virtues of celebration, the Spiritors are manifesta-
macabre ballrooms in the boughs of decaying pines.
tions of nostalgia, passion, and relaxation, among
other things. They have no known physical forms, Gooonrnxv Gnovn
instead preferring to roister along in commandeered Celebrations start sma1l in Goodberry Grove. The
vessels, such as willing party guests, animated stat- idyllic thicket of charming shrubs abounds with
ues, or meticulously trimmed topiary hedges. nourishing berries produced by primal magic each
Mystified by a panoply of delights, partygoers dawn. Nestled amid the speckled shrubberies and
sometimes become prime targets for malevolent vivid toadstools is Ewrendar, a pixie kingdom ruled
forces. Hags and other Fey lure gullible celebrants by King Ewren III (chaotic neutral pixie), the Party
to eerie cottages. Other guests become so lost in Pixie. A miniature monarchy, Ewrendar crowns its
the celebrations they never leave, stupefied in an un- leader based on how hard they can party in a tour-
shakable trance of numb ecstasy. nament of unhinged jubilance.
G.ttn WIDow's Hnxcr
The gate to Arborea rests in the dense forest that Deep in Sylvania's woods, a secluded arrangement
encircles Sylvania. The woods nearest the town are of eight ancient menhirs looms over a silent clear-
jovial and bright, but farther out, they fillwith dark- ing. Worn by time, the standing stones'inscriptions
ness, mystery, and even violence. Unlike the portals are inscrutable to wandering partygoers. Some be-
in most other gate-towns, Sylvania's portal moves lieve the monument was once a cage for the Seven
through the forest on a whim, opening in an aged Spiritors or a prison for the ruler who preceded
tree hollow one day and a circle of stones the next. them. Others claim the monoliths denote a site for
The Seven Spiritors always know the gate's current druidic rituals to an unknown nature god.
location, but the portal never stays there for long. Not long ago, one of the stones collapsed inward,
causing the entire forest to shudder. For a moment,
the party stopped, its music briefly replaced by
"Hey, evenybooiy, *afrl. il.iil-' an ominous whisper heard by all. Locals quickly
'ott,').e -dw ne ?it shrugged off the event and resumed the festivities,
-rp*,p )1 ^ 1..ä(Q
but since then, strange, sumptuous feasts have ap-
lr'r'"1"
peared on the toppled stone, covered end to end like
rL'{A&
a table of pale, calcified rock. Birds and woodland
§w
,ffi.*&
:w§ creatures avoid the lifeless site. Wayward travelers
:&§
fi who partake of its temptations are never seen again.
ffir
§a
w/ i.iit.äpTr,li 3 Tl{| {-1{.i'l-L1}l }s
A
l

A vamptpg REvELg vlrH FEY


SEvEu SprRrroRs ouRrNG a

YnanNrNc Tirrnrns all shapes and sizes. Jergal, the apathetic former
The Yearning Timbers are the perfect party venue, Lord of the End of Everything, regularly challenges
a gaudy event hall carved from an enormous ban- visitors to a game of skull bocce. Legend has it he's
yan tree that was once an elven temple. The hall's been defeated only once.
branches are graceful and pearl white, interlacing
into bridges and pointed, symmetrical archways. AovBNTURES IN SYLvANIA
Magic blankets the tree, allowing the Seven Spiri- The Sylvania Adventures table offers suggestions
tors to rearrange it to suit a variety of themes, right for encounters and stories in the gate-town.
down to the weather: springtime garden parties lush
with gossip and savory hors d'oeuvres, romantic SvlvltlA ADvENTUREs
balls beneath cascading autumn leaves, and psyche- d4 Adventure Hook
delic raves illuminated by glowing fungi. 1 A vampire bachelorette invites the characters to a
To keep each celebration fresh, the Seven Spir- costumed ball at the Yearning Timbers, hoping to
itors maintain a constantly evolving list of special
enlist their help in choosing her next partner.
guests, renowned and infamous entities from across
the multiverse. Many gods are invited to the Yearn-
2 A jolly halfling invites the characters to a tea party
at their woodland cottage. The halfling is actually a
ing Timbers, but few attend. Particulady polite de-
ities, such as the drow god Eilistraee, send proxies green hag intent on eating her guests.
to express their regrets. Only gods who love a good 3 A blink dog gobbles up King Ewren Ill. As the
shindig-like Alobal Lorfiril, elven god of revelry kingdom descends into chaos, a pixie messenger
and mirth-regularly accept. Clout-chasing empyre- asks the characters to help determine the next
ans routinely appear, eager to gain new followers or monarch.
quench their foul moods. Party crashers are a com- 4 One of the Seven Spiritors (use the ghost stat
mon nuisance.
block) possesses a satyr and involves the charac-
A nocturnal club nicknamed the Afterparty re-
ters in a scandal that must be remedied.
1: sides beneath the tree's roots. It's a who's who of
Undead-liches, vampire lords, and skeletal folk of
,:
:
"l-h€r€'t **ihi*.1 r.org vai,abi.e fha*
Gate Destination: Bleak Eternity of Gehenna
r.ic"tity" &ichef, rni.ü ltoi€n, r?n
Primary Citizens: Humanoids and yugoloths
be rer*,fed, b"f r'ep"tatio*I (?* bE
Ruler: The Family
r.oioc"i beyo*"i ,'cpai,'. 5ie;i- a
"a,*e,
Torch is a den of thieves built on the slopes of three ä*"1 y*, iteai. *vc,.yflr)*1 if **^1."
volcanic spires that rise from a blood-red marsh. *l-he l'i:n'cre..l lja", i.ea*lci. o{ rl,e 'tookaLik*l
Formed from hardened molten rock, the pillars
alternate in spewing blazing streams of pyrophoric
gas, providing light and heat to the town,
gilded bowl near the spire's peak, can petition Old
Clustered buildings retreat from the pestilent
Goldbelly to ferry them to the gate. However, those
swamp, climbing each spire to its steep, walled-off
who disturb him with paltry sums risk his ire.
hei ghts. Notorious kin gpins, br azen embezzler s,
and brooding criminal masterminds look down on Rneroxal Erructs
petty larcenists from their towering hideouts, but The region containing Torch's planar gate is in-
danger still looms even for those at the top. Without fluenced by the magic of Gehenna, creating one
warning, the hollow peaks erupt with sporadic jets or more of the following effects in and around the
of lava and flaming rockslides, or as the locals say, gate-town:
"trouble above, trouble below."
The people of Torch are crooked, greedy, and Bottomless Greed. Equipment and lifestyle ex-
penses in Torch are twice their normal cost.
cruel. Townsfolk eye each other with suspicion as
they pass through the sloped alleys, clutching their
Lure ofAvarice. Visible coinage, jewelry, and magic
purses in one hand and brandishing cautionary items in Torch entice nearby creatures with faint,
blades in the other. Grifters, bullies, and bandits
unintelligible whispers. The more valuable the
serve as minions for Torch's numerous criminal
item, the louder the whispers become.
syndicates, seedy organizations preoccupied with
robbing each other and destroying rival guilds.
NorrwoRTHY Srtss
The gate-town is controlled by the Family, a ten- Törch is divided among its three volcanic pillars-
ebrous inner circle of crime bosses who enforce Dohin, Karal, and Maygel-after which its districts
some semblance of honor among the thieves of are named. High walls along the top of each spire
Torch. Admission into the Family is by invite only. separate the rich from the riffraff, and two huge iron
The full roster of members is shrouded in secrecy, bridges connect Maygel to Dohin and Karal. Each
. as are the venues for their conclaves. Even so, some district is divided into an upper and lower subdis-
names in Torch carry more weight than others, and trict. The gaudy buildings along the upper slopes
locals can't help but speculate about such folk's in- are typically constructed from stone or metal, while
volvement in the town's hidden oligarchy. the moldy piers of Torch's lowest districts feature
glassless windows and rotten, waterlogged planks.
Gers
BeNr< oF ABBATHoR
Like a bloodshot eye gazing over the Outlands or Headquartered in the city of Sigil, the Bank of
a scarlet gemstone begging to be plucked from the
Abbathor (detailed in chapter 2) services custom-
sky, the gate to Gehenna floats a hundred feet above
ers across the planes. Account holders can visit a
the walled upper slopes of Torch's middle spire,
branch of the respected financial institution in the
Maygel. The portal is difficult to reach without flight,
Outlands, just spireward of the bridge in Upper
but some ambitious creatures attempt the perilous Dohin, but they might not like what they see.
climb to Maygel's highest point, a caustic precipice The Bank ofAbbathor in Torch is a cesspool
wracked by acrid fumes that ignite on exposure to
of white-collar crime. Fraud, money laundering,
the atmosphere. From there, it's a leap of faith. and forgery run rampant within the once-shining
Orn GoTuBELLY branch, whose crumbling roof collapsed long ago.
A decrepit ancient red dragon, Old Goldbelly, Pummeled and melted by fiery rockslides, the statue
slumbers in the fires of Maygel, his rumbling snores of Abbathor in the lobby is hardly recognizable. The
heard within the lambent pillar. An ill-tempered bank's original tellers are gone, replaced by prof-
miser, the cranky wyrm wakes only to add to his iteers who skim a few coins off every transaction.
hoard. Those who offer payment at his shrine, a They don't keep their ill-gotten gains for 1ong, how-
ever. The branch gets robbed at least once a week.

APTER 3 i T'Ti§ O'}TLAN»§


..
l.
.l i
i.1
.i
I I

Dav alo Nrexr, ToRcx's rxRes VOLCANIC SPIRES BELCH


FIRE ANO SMOI(E, GIVING THE 6ATE.TOWN ITS NAME.
1

Br,oo»rn» Mensn The Stolen Glance is a society of fences and cura-


A sanguine marsh festers at Törch's lowest point. tors overseen by a cal1ous, chain-smoking medusa
Sicklyyugoloths row along its malodorous waters, named Zephesta. The group deals in precious art
rbveling in the death and disease they bring. Like objects from an illegal gallery in Lower Karal.
a seeping wound, the marsh engulfs the lower city
in crimson murk, transforming it into a temporary A»vrNruRES rN ToRCH
playground for a slaad colony that dwells elsewhere The Torch Adventures table offers suggestions for
in the bog. Residents exposed to the floods often fall encounters and stories in the gate-town.
i11, stricken with curses and supernatural plague if
they aren't dragged away by croaking Aberrations. Toncs Aoverurunes
d4 Adventure Hook
GeNc Hrnnours
Criminal organizalions are plentiful in Torch.
I When a buyer stiffs the Stolen Clance, Zephesta
hires the characters to collect the debt and "rough
Their skeevy hideouts-ruled by.monstrous rin g-
leaders and their lieutenants-occupy the town's him up a little bit." She fails to mention the buyer
three spires. is a cloud giant.
The following gangs, among others, are headquar- 2 A death tyrant claiming to be the deceased founder
tered in Törch: of the Xanathar's Cuild on Toril hires the party to

The Lookalikes are a group of shapeshifting iden- obtain an invitation to the Family on its behalf,-or
tity thieves led by an elusive doppelganger called be destroyed.
the Mirrored Man. The group holes up in a wax 3 The Bank ofAbbathor hires the characters as se-
museum in Lower Maygel. curity. The very same day, two maelephants (see
The Severed Hands are a procession of grave Morte's Planar Parade) attempt to rob the bank.
robbers who collect hands from the corpses they 4 Doppelgangers in the Lookalikes gang take on
I plunder. Tricksters and charlatans, they mas-
:
:rI querade as humble priests, swapping their robes
the characters'appearances and go on a crime
spree, creating problems for the party at multiple
for shovels come nightfall. The group gathers its
l_r location s.
spoils in a run-down temple in Lower Dohin.

cF{AprER 5 I T}iE ourl.ANr}s, 89


must
GATE ter Bytopia. The every-
Destination: Twin Paradises of Bytopia thing an interested traveler owns down to the last
Primary Citizens: Humanoids coin, including abstract holdings and objects of sen-
Ruler: The Five Star Guild timental value-memories, keepsakes, and songs.
A hub of ethical trade, the gate-town to Bytopia The Trade Master's price is high but fair, tailored to
brings a slice of Sigil's sprawling markets to the individual's wealth. Those who attempt to swin-
the Outer Planes without the breakneck pace or dle the Trade Master or threaten their way into Byto-
cutthroat competition of that multiversal hub' pia might be banished to some remote plane with a
Tradegate is a town of industrious laborers and gen- stamp of the bariaur's hoof.
tle traders, buzzy plazas and quaint boutiques, and
RncroNel- Erpecrs
quiet crafts and wild inventions.
The region containing Tradegate's planar gate is
Tradegate's citizens are upright, productive, and
influenced by the magic of Bytopia, creating one
optimistic. Dwarves and gnomes abound in the star-
or more of the following effects in and around the
shaped town, acting as builders, merchants, and tin-
gate-town:
kerers who aren't strangers to the daily grind. Under
the guidance of the Five Star Guild-a council of Crafty Town. The time and cost required to craft
entrepreneurs, innovators, and representatives from nonmagical objects, such as adventuring equip-
the town mint--Tradegate has risen to a mercantile ment, are halved in Tradegate.
powerhouse at the center of the Great Wheel. Resilient Production. Damaged buildings, roads,
Coinage from across the multiverse flows through and structures in Tradegate are repaired by its
Tradegate. The gate-town simplifies market ex- populace within 1d10 days.
changes by minting its own currency, a magnetic co-
balt coin known as a lodestar. The lodestar has be- NomwoRTHY Srrns
come a standard currency accepted in transactions Shaped like a star, Tradegate has five triangular dis-
throughout the Outlands. However, the currency tricts, separated by industry and arranged around
isn't as stable as its prevalence suggests. a pentagonalplaza ofshops called the Everything
Due to its reputation for economic prosperity, Tra- Emporium. Creativity shines in the open-air market-
degate has become the target of raids, the worst of place, a break from the unfussy designs and gray-
which is a recurring group of treasure-hungry xorn. stone warehouses that make up much of the town'
Periodically, the voracious Elementals surface in the
town, destroying buildings and devouring the town's EvnnvrHrNe EMPoRTUM
plentiful reserves. Nevertheless, Tradegate's stout- Built on a checkered pattern of glittering
hearted folk remain undeterred, hastily rebuilding gold-and-violet tiles, the Everything Emporium is
demolished businesses. Tradegate's main attraction. The emporium fea-
tures extraordinary wares from every corner of the
Gern planes, but despite the ever-present crowds, shop-
Visitors struggle to locate the gate to Bytopia, a liv- pers remain unusually polite. Buyers form orderly
ing portal that appears as a bearded bariaur called lines around businesses, which range from quaint
the Trade Master. His long, recurved horns are easy curiosity shops with niche gnomish appliances to
to spot, gilded appendages embellished with dan- squat dwarven forges with their bellowing furnaces.
gling coins from across the multiverse. Rumored to No one shoves their way to the front of a queue, and
be an incarnation of a deity of commerce or a pla- no illegal market awaits contrabandists after sun-
nar manifestation of trade itself, the Trade Master down. Theft is rare, though guards are still present
appears as a bariaur wanderer (see Morte's Planat in the form of awakened Bytopian trees and lawful
Parade) who can cast the §afe spell at wi1l, requiring Celestials who know a lie when they hear one.
no material components. MeNvnoaDs's MAPs
The Outlands' most renowned cartographer is Mel-
vin Manyroads, an energetic conjurer (chaotic good,
o* .lo** tc lo,"Li'i fixerr,
"Co,*§
gnome mage) who dwells in a turquoise tower with
LoCafed ecral, {rt- Doze {hooje i^
a marigold roof. Peppy and loquacious, he roams
fl*e fveryfl"iol [r"fori"r"i Appty jxt
the planes for weeks at a time, intent on charting
*n€ (a?t c{ t,}' ?w?rci-*i**i*1 liXi*J
every square inch of the multiverse. He funds his ex-
Polilh, a"d Yo*r ai',qai' *iLt Le !h'in't*t plorations by selling maps to fellow wanderers and
tlna. a r.adrr.,'t backr;oi€," adventurers, as well as the occasional tourist.
b; I iq.er.p^.lle, :. ä.Jpoa,o e^r1 aPte^e'i
-lr.

I n OUTL.AND§
r,.-*&r'

2
e
?

;i

TeaoE

-t

Melvin's maps aren't always cheap-or accurate, Erasimus secretly opened a portal to the Elemental
for that matter-but his atlas is brimming at the Plane of Earth, introducing an aggressive group of
seams. The hospitable gnome claims to have xorn to the Outlands in hopes of counterbalancing
mapped hundreds of locations throughout the Tradegate's then-abundant wealth. However, the
planes, including many of the gate-towns. Melvin xorn's greed proved insatiable, and the Elementals
offers discounts on older maps, but some of his continue to sack the town for all it's worth.
earliest depictions are little more than interesting
shapes with crude annotations. AovnNTURES IN TRADEGATE
Throughout his travels, Melvin has earned many The Tradegate Adventures table offers suggestions
enemies, having trespassed in the lairs of demon for encounters and stories in the gate-town.
lords and hoodwinked gods to survey their domains.
When he needs to skip town, the slippery cartogra- Tnloeclre AovErurunes
pher collapses his tower into a magical map tube,
d4 Adventure Hook
slings it on his back, and sets up shop elsewhere.
I While the characters are shopping, several hostile
Tneonurr,L MrNT xorn attack the Trademill Mint.
Unless they plan to barter with locals, visitors 2 During a demonstration for the characters, a
should stop at the Trademill Mint, a high-security gnome inventor's latest creation (use the iron go-
building where Tradegate produces its currency. lem stat block) runs amok, wreaking havoc.
Run by a board of trustees consisting mainly of
3 Melvin Manyroads (chaotic good, gnome mage)
financially inclined dwarves, the mint is a cobalt for-
asks the characters to help map one of the many
tress where traders can exchange virtually anything
sites in the Outlands (see the "Other Realms,,
for its worth in lodestars.
The Trademill Mint's most senior board mem- section later in this chapter).
ber-a nervous, monocled economist named 4 A local beekeeper wants to sell a special planar
Erasimus Astralbeard (neutral, dwarf noble)-is honey in the Everything Emporium. To help her get
?
e the source of the town's recent troubles. Not long started, the beekeeper asks the characters to cap-
: ago. when Tradegate was overflowing with coin, ture ldl0live sunflies (see Morte's planar parade).

aHÄtTrrR 3 I iilti irLil i..Äir*3


'tl".tof, ,*,ci" like or.'{er, beli*i
Gate Destination: Ever-Changing Chaos of Limbo
l" fhe r"j"'i" ßef"ie ifl e"try
Primary Citizens: Githzerui
;*tt yo,r' tintrlhfi, a".l XanI ii I
Ruler: Varies
fc*r"f f5 r6l"j,"
Chaos reigns supreme in Xaos, a gate-town tethered *Br.,ih, 5!.;'::L (i"c"
"iipl.or"ar
to the ever-turbulent plane of Limbo, where reality
is only as stable as the thoughts that bind it. Xaos
lies in a region of extreme climates and varied ter- RncroNel Errncrs
rain-rugged mountains, muddy swamps, balmy The region containing Xaos's planar gate is influ-
coasts, and barren dunes. The town's fragile struc- enced by the magic of Limbo, creating one or more
tures are hewn from obscure materials anchored to of the following effects in and around the gate-town:
semi-stable foundations, and its roads are tumbling
waves of cobblestone that upend and rearrange Chaotic Combustion. When a creature in Xaos
themselves without warning. Locals can't even casts a spell that deals acid, cold, fire, or lightning
agree on how to pronounce the town's name. damage, the gate-town attempts to substitute that
Xaos has no consistent ruler. The town's sovereign damage type for another. Roll a d4 for the new
fluctuates, chosen at random by a diadem of shifting damage type, if any: (1") acid, (2) cold, (3) fire, or (4)
crystals that appears atop the current ruler's head. lightning. This effect can change only one damage
The crystal crown remains throughout a ruler's type per casting of a spell.
reign, which can last for months or fizzle before Spontaneous Deconstruction. Structures in Xaos
their coronation is done. The laws a ruler makes are dissolve and re-form at random. Glass gymnasi-
similady temporary and futile, and criminals rarely ums melt into metallic puddles that give way to
serve their full sentences. Because ofthis, residents brick taverns with belching smokestacks of poison
tend to live by their own creeds, carving out some gas, and so on. These transformations don't harm
semblance of order from a settlement in eternal flux. Xaos's inhabitants.
Either way, locals humor their leader-be they a be-
loved monarch or a despised tyrant-by addressing
I.[ornwoRTHY Srrns
them as "Your Majesty." Xaos has no defined districts and few steady land-
In recent years, Xaos has become a haven for the marks. Aside from a handful of local anchors-
Sha'sal Khou, a group of githyanki and githzerai structures built on stable, neutral-aligned areas that
who fervently believe in the reunification of the gith. resist the town's volatile nature-nothing remains
Considered radicals and outlaws by their fractured for long. Most homes and businesses are owned
people, members of the Sha'sal Khou work secretly by githzerai, sculpted from currents of instability
in their respective societies, subtly discouraging into ordered redoubts: towers of latticed diamond,
violence toward their gith kin while carefully re- domed obsidian taverns, and magnesium enclo-
cruiting like-minded individuals. As part of the sures that shelter inhabitants from roiling storms of
organizatiorr's goals, the Sha'sal Khou has founded matter and energy.
a fortified enclave in Xaos masquerading as a
githzerai embassy. Tsr Cunr
Recently, a unit of modrons from the far end of the
GArs Outlands set out to establish a degree of order in
Xaos. The modrons' solution was a lawful outpost:
The gate to Limbo shifts with the town, changing
a polished brass polygon called the Cube. However,
shape and location at indeterminate intervals. In the
the gate-town gradually corrupted the outpost,
morning, it might be the glaring eye of a cyclopean
which collapsed in on its occupants. Now, the Cube
statue. By night, it could be a freestanding door,
exists in a constant state offlux, an undulating,
humming softly in the middle of a river of sluggish
four-dimensional mass of repeating fractals and
lava. Other times, the gate takes bizarre forms, such
micrified contours. Those who enter the Cube are
as a dull liquid in an antique chalice that must be
rarely seen again, and the few creatures that claim
sipped to transport creatures, or a sassy, sapient
to have been inside the structure describe it as a
mouth that admits only those who reveal a titillat-
hostile realm of mathematical impossibilities, a
ing secret to it. Regardless of its form, the gate isn't
clockwork house of horrors.
hard to identify; chaos swells around the portal-the
1 1:ltirlt
Some residents speculate the Cube is alive-a
eye of a maelstrom of change.
hovering, sapient Construct that feeds on Xaos's
,
disorderly residents. Periodically, Automata deploys
ffie
tr§
gf
CHAPTER 3 I TH§. OUTLAIVDS
:,:
=
{a
-

f
:-

E
a
Txcee uoocor.t5 PREpaRE To
ourposr coRRUptEo By rHE otsoRoER oF Xaos.

modrons to recover the lost unit, but they are Sraeor Nnsr
swallowed just the same, absorbed into the belly of a The slaadi ofXaos drag their prey to a gooey nest
massive, mechanical beast. on the edge of town. Cocooned within the bores of
a mysterious geometric pillar, their victims become
Grrsznner EMBASsY unwilling incubators for hideous slaad tadpoles that
The githzerai embassy is an island of order amid
erupt from their hosts at birth.
a sea of chaos. The adamantine citadel floats
above Xaos, held aloft by collective thought and fo- AovENTURES rN Xaos
cused meditation. A powerful sage named Almera
The Xaos Adventures table offers suggestions for
(githzerai futurist; see Morte's Planar Parade) de-
encounters and stories in the gate-town.
fends, sustains, and reshapes the embassy with her
psionic prowess.
Xros Aoveruru nes
Though it sees its share of legitimate ambassa-
d4 Adventure Hook
dors, the citadel is a front for the Sha'sal Khou. ,l
Normally mortal enemies, githyanki and githzerai A team offour quadrones recruits the party on a

live in harmony within its walls, raising children rescue mission into the Cube.
who are simply called gith. Almera keeps in touch 2 Lazethon, a githzerai uniter (see Morte's Planar
with the organization's covert leader, a powerful Parade), recruits the characters to defend the em-
githyanki wadord named Zetch'r'r who has yet to bassy from an approaching githyanki warship.
visit the enclave. 3 A merciless githyanki knight arrives in Xaos on the
The dread Lich-Queen Vlaakith, ruler of the
back ofa young red dragon. He asks the characters
githyanki, has issued a reward for the skulls of
to help him sniffout members of the Sha'sal l(hou
githyanki traitors, and she prizes those ofthe
on behalf of Vlaakith the Lich-Queen.
Sha'sal Khou above all others. As rumors drift
through the Astral Sea of an enclave in the Out- 4 Slaadi flock to their nest in Xaos for a ritual that
:i lands, some githyanki knights have begun poking occurs once every century. Afraid of becoming
:a their silver swords around Xaos in search of so- hosts for slaad tadpoles, townsfolk beseech the
i)
0 called radicals. characters for aid.
Rne L M S FrownnrNG HILL
Outside the gate-towns lie walking castles, the lairs Just spireward of Ecstasy lies the Flowering Hill,
of timeless evils, and godly realms ruled by deities a kaleidoscopic orchard and the divine realm of
who dwell among their worshipers. The following Sheela Peryroyl, the halfling god of agriculture.
realms exist in the Outlands. Vibrant wildflowers sprout behind every step taken
in this agrarian community of sturdy fences and
CevnBNs oF THoUGHT mossy hill homes. Halfling farmers live carefree
lives in the Flowering Hill, tending to quaint but
The spies of Ilsensine report to the Caverns of
fertile plots, far from the hustle and bustle of busier
Thought, a hostile realm of alien tunnels deep be-
locales and their dangers. Harvests are plenty, so
neath the Outlands. Cold and calculating, Ilsensine
feasts are a regular occurrence, hosted by the god
is a divine entity revered among illithids. Ilsensine's
and open to any nature lover with an empty belly
infinite tentacles pervade the otherwoddly caverns,
and a tale to tell.
worming their way into untold worlds. Eaters of
knowledge (see Morte's Planar Parade), along with Tnn GnrAT PASS
mind flayers and their thralls, protect the hive
mind, which intersects with Gzemnid's Realm (de- Creatures who wish to travel from Ribcage to Rigus
tailed below). on foot must traverse the Great Pass, a bulwark of
The Great Brain rarely entertains visitors. How- rugged mountains that mirror the unforgiving gate-
ever, creatures who aspire to slay or supplant gods towns they border. Choked by dust and volcanic ash,
sometimes find themselves in Ilsensine's service, the jagged peaks conceal the lairs of demoted devils
hoping to learn a fraction ofthe coveted secrets the and remote camps of soldiers who deserted the in-
deity has pried from the minds of the multiverse. finite conflict on Acheron. Their names besmirched,
the renegades prey on travelers seeking the pitiless
Counr oF LrGHT homes the soldiers abandoned.
The Court of Light is home to Shekinester, the
Three-Faced Queen of the Nagas. Ramps and ser-
GznuNr»'s Rpetu
pentine architecture pervade her deceptively small Tall, spindly mountains rise and cud above the nox-
realm, a palatial stone nest where Shekinester puri- ious realm of Gzemnid the Gas Giant, the beholder
fies entrants through magical tests. Coiled around god of deception, fumes, and fog. The offspring
the court is the Loom, a dense tangle of poisonous of the Great Mother-the eldritch matriarch from
brambles with thorns dripping like fangs. Nagas which all beholders descend-Gzemnid lurks within
slither to the Court of Light not only to worship a deadly network of smooth tunnels, obscured by
the Three-Faced Queen, but also to share stories toxic clouds and laced with traps and illusions.
around the Arching Flame-a cleansing, eternal fire Beholders prowl the gaseous labyrinth, furthering
that remembers the oldest tales in the multiverse. their god's duplicitous schemes.
Gzemnid's Realm is connected to the Caverns
DnNoBe»rs of Thought. The beholder god enjoys a tenuous
One of several rilmani (see Morte's Planar Parade) alliance with Ilsensine, whose servants and
communities, Dendradis is a vertical city of towers aberrant thoughts haunt the depths of the subter-
and bridges that knits across a fissure in the Spire.
faneanmaze.
Rilmani number among the few who settle near HropnN Rtlr,vr
the Spire, as most avoid the strange ambiance the
impossibly tall mountain emanates. For the rilmani, After the decline of giants, Annam the All-Father
the Spire is a sacred site-a manifestation of the disowned his children and left Ysgard, swearing
multiverse in balance. Their metallic structures seal never to answer the prayers of giants again until
damage to the Spire and usually last for only a few they restored their ancient kingdom and reclaimed
hundred years before vanishing and leaving behind their rightful place as mighty rulers. The All-Father
only smooth stone. now dwells in the Outlands, his realm hidden from
Dendradis is notable not only for its size but also divination magic and invisible to the naked eye.
because the slowly growing, latticelike city works Though the Hidden Realm's location is unknown,
to cover a massive body entombed within the Spire. divine oracles believe the Father of Giants sits in a
The rilmani who settle here know the massive crystal tower atop an enormous mountain, silently
corpse's identity but keep this knowledge secret, watching over the multiverse and waiting for his
leaving outsiders to speculate whether the corpse is children to rouse from their complacency. Some
a dead god, a visitor from beyond the multiverse, or claim a portal to Annam's fortress lies spireward of
something else entirely. the Great Pass.

CI{ÄPT§R 3 i TH§ OI]'TLÄNDS


..rtr{s::i{,1i,

,]

L_anynrNrn or Lrrr MoBenrN's ANvrr


Ubtao, Father of Dinosaurs, maintains a divine Hammers ring out in Moradin's Anvil, a dwarven
realm in the Outlands. The Labyrinth of Life is a mining city tucked under the icy mountains spire-
tangled, meandering jungle where dinosaurs run ward of Glorium. The realm is divided among three
rampant, including Ubtao himsell who roams his dwarven deities: Dugmaren Brightmantle, god of
forest maze as a tyrannosaurus rex. invention and discovery; Dumathoin, god of explora-
tion and buried secrets; and Vergadain, god ofluck
Meusoroqru or'_.Qnnoxnpsrs __ and wealth.
The sands of time trickle in the Mausoleum of Impeccable smiths, the dwarves of Moradin's An-
Chronepsis, a once-great city from the age of drag- vil produce some of the best armor and weapons in
ons that has long fallen to ruin. Here, surrounded the Outlands. They regularly trade with the people
by hundreds of hourglasses in a vast cavern be- of Ironridge, a small surface settlement nestled in
neath the dilapidated city resides Chronepsis, the less perilous peaks near Glorium.
dragon deity of time and fate. Chronepsis typically
manifests as an ancient time dragon (see Morte's Ruru oF THE NonNs
Planar Parade), though he sometimes takes the Fates are spun and severed in the Realm of the
form of a black dragon with iridescent scales. Each Norns, a community of seers who divine mean-
hourglass within the dragon god's realm is said ing from mystical signs across the planes. On the
to represent the life of a dragon somewhere in the horizon looms the sunset-like arch of a phenom-
multiverse. enally huge spinning wheel that turns endlessly
Chronepsis prefers to be left alone, and he seldom and can never be reached. Locals gather in a few
leaves his sanctum. In times of great need, he relies village-sized hubs, but most keep to themselves in
on seasoned adventurers to recover stolen hour- private hermitages, observatories, or other struc-
glasses, speed the sands of a troublesome wyrm, or tures from which they ponder fate's particularities.
travel back in time to mend a past wrongdoing. Many people bearing magical curses also live in the
I
:i area. While some hunt for ways to end the magic
7
affecting them, most have accepted their conditions
and live peacefully.

i: \ r ''i:., '. ': ...i'' l'


any creature's past, future, and true purpose with properties.
perfect clarity. However, since many of the realm's
residents are aged, reclusive fortune tellers, none Trrnnrsrvs
know who among them are the actual Norns, if in- Outside the gate-towns, Thebestys is one of the
deed they exist. largest settlements in the Outlands. Deserts and
marshes compete for dominance around the walled
Rrvnn Maat city, situated near the banks of the River Ma'at.
The River Ma'at is a snaking waterway that flows Founded by a god of learning, Thebestys draws
spireward of the gate-towns from Torch to Excelsior sages and scholars with the promise of knowledge,
Boathouses float atop its gentle waters, and for its library is said to hold the answer to any ques-
gnome-operated paddle steamers chug along the tion one could ask. However, finding answers within
river's length, ferrying travelers between realms for the endless repository can prove futile-some crea-
a few lodestars. Stilt houses rise from the river's tures die of old age in between its bookshelves only
flooded banks, marshy expanses widened by count- to continue their hunt as petitioners. More often,
less tributaries and surges from other planes. planar powers of knowledge come to Thebestys to
The River Ma'at is a delicate aquatic ecosystem throw down with one another in academic debates,
molded by the wondrous creatures that inhabit it. hoping to assert a single truth for a1l of'history.
Wild unicorns drink from sparkling streams, sea
hags plot in dank river caves, and the river splits Vnr,n oF THE SprNr
into branching sections of rapids near the dens of The bony pillars from which the gate-town of Rib-
sleeping hydras. cage defives its name stem from the Vale of the
Spine, a narrow valley of towering, curved moun-
SnuuaNva's BoG tains rumored to be the corpse of some ancient
The domain of the lizardfolk deity Semuanya is a titan. Dried-up bones and rusted infernal scrap,
challenging paradise for hunters and others who eroded by acid rain and hellish temperatures, litter
embrace the god's philosophies of athleticism, sur- the barren vale. As one moves spireward, the land-
vival, and self-improvement. Semuanya's followers scape gradually gives way to dusty plains.
believe in pushing their limits in the face of the most -W'LxrNc
hostile conditions. Semuanya's realm reflects this: Cesrrns
a vast, densely canopied swamp that is colorful, Outlanders are always on the move, and some like
sweet smelling, and full of lethal natural hazards. to take their strongholds with them. Whether pow-
Along with the servants of Semuanya-who eagerly ered by gnomish invention, bestowed on worshipers
encourage visitors and one another to strive toward as godly boons, or animated with powerful magic,
ever-greater goals-all manner of giant Beasts and walking castles cause wildlife and other travelers
swamp monsters inhabit the bog. Dangerous plants to scatter as they tromp across the plane. The
are also common in the deepest parts of the mire, mobile fortresses range in size and construction,
but among them grow fruits and herbs that can from sprawling palaces haunted by royal spirits to
be used to brew some of the rarest elixirs in the impregnable aquatic keeps on the shells of grumpy
Outlands. dragon turtles. Coveted by planar raiders, walking
castles are capable of defending themselves from
TrrB Sprx.n would-be conquerors.
The spoke at the center of the Great Wheel, the
Spire is an infinitely tall pinnacle of rock that towers WoNonnHoME
above the Outlands. Above its highest point hovers The gears of innovation turn steadily in Wonder-
the city of Sigil, its streets lining the inside of a home, a divine workshop belonging to Gond, a
floating torus. god of craft, smithing, and invention. Populated
Pockets of antimagic radiate from the Spire. almost entirely by sapient Constructs, Wonder-
Though the gate-towns and most realms in the home is a magnet for inventors seeking sparks of
Outlands are beyond its reach, the Spire's inter- creativity, magical contraptions, or solutions to
mittent magic-dampening effect is enough to bring nagging problems.

CI{AP'IER 5 I THE OU'ILAT'I}S


Any portal could open into Sigil, the crossroads
of the multiverse. lmmortals, spirits, and planar
philosophers vie for dominance in this mind-
bending metropolis, but no authority is greater
in the City of Doors than its ruler-the enigmatic
Lady of Pain. Beyond the city's myriad doors lie
the divine realms of gods, wild environments
warped by the Outer Planes. and infinite
opportunities for adventure!

Sigil and the Outlands" is intended for players


and Dungeon Masters who want to explore
the Planescape campaign setting. This book
contains backgrounds and feats for player
characters, spells and magic items, and guides
to both Sigil and the Outlands, a plane of endless
possibilities at the heart of the Outer Planes.

For use with the other books in this set


and the.fifth edition Player's Handbook',
Monster Manual' , and Dungeon Master's Guide'

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