Post by Stix on Apr 20, 2007 9:40:15 GMT -5
Image: The Clerk's Ward Skyline, Dana Knutson
Describing Sigil
Looking at the map of Sigil, a cutter can see the place isn't shaped like any other, and that can make it hard to describe. (Fact is, it wasn't easy drawing the place, either.) If a body's got to describe the place with words, the closest analogy is an auto tire. Imagine a tire - no hubcap or wheel rim - lying on its side. Sigil would be built on the inside of the tire. All the streets and buildings would fill the curved interior. Meanwhile, on the outside there's nothing, see?
One thing this means for describing the place is that, no matter where a cutter stands, if he looks up he's going to see buildings overhead. Most of the time a basher's looking across the center of the ring, so he'll see a broad panorama of the city in the distance (unless, of course, it's obscured by smoke, smog, fog, or rain, which happens frequently). Locals get used to having the gray arc constantly hovering overhead; in fact, the open sky of a normal world sometimes unnerves them.
Another important thing to remember when describing Sigil is that the city's curved in the opposite direction from most prime-material worlds. On those worlds, there's a horizon because the surface has a convex curve, and a cutter can only see what lies along a straight line of sight. In Sigil, things curve up, not down. Looking down a long avenue, it'll seem like the street's rising in front of a body, kind of like looking up a long hill. Just to make it more confusing, Sigil curves both in front of and behind that sod on the street, so he might feel like he's standing at the bottom of a big hollow nearly all the time. The Cage's a flaming big city, though, and it's crowded tall with people, buildings, and smog. The average line of sight is rarely more than a few hundred feet unless a body's looking straight up, so it's not like a berk's constantly looking at the curve of a bowl all around him. It might be a few hours before the average prime, new in town, realizes that the world ain't flat.
Up and Down
"Down" is always the ground beneath a cutter's feet, no matter where he's standing on the ring. Up is the other direction. It doesn't take much to realize that two bashers on opposite sides of the ring could both look "up" at each other. Flying across the ring's perfectly possible, and so is falling. A berk always falls toward the section of Sigil closest to him, even if he was headed in another direction to start with. Although the shapes are different, the whole business is really no different than falling on any Prime world: A sod falls, he gets hurt. Along with "up and down" is the question of "inside and outside." It's quite a question, too. Nobody's ever seen the outside of Sigil because there may not even be an "outside." The edges of the ring are all solidly lined by buildings with no windows or doors on their backs. 'Course, a cutter could get himself up on the roof to take a look. Those that've tried it'll tell a body, "There's nothing to see," and they really do mean "nothing" - not emptiness, not a vacuum, just nothing. That matches what flying bashers say lies beyond the ring: nothingness.
Humans being a particularly curious type, it's natural that some of the barmies have tried stepping off into the nothingness. Everybody who does so just vanishes. It's said that a few are seen again, too. Apparently, crossing that border hurls a sod into a random plane. Considering the conditions of some of these destinations, it's no surprise that only a few make it back. 'Course, when the horde of Dark Eight assassins is about to make a Sigilian lost, the choice between sure death and a wild gamble don't look so bad....
Day And Night
There's day and night in Sigil, but it's not caused by a sun. Instead, the sky gradually fills with luminescence until it reaches a peak and then immediately begins to fade. There's both bright daylight and deep darkness, but most of Sigil's day is a half-light, the gloom of twilight, rich with shadows and haze. Things sensitive to sunlight can get around without problem for all but the brightest six hours of every day (the three before and after peak). Sigil doesn't have a moon or stars, so things dependent on the moon, like some types of shapechanging, don't happen in Sigil. The Cage's without stars, of course, but there's still lights in the sky. Remember, the city's always overhead, so even in the darkest hours there'll be the sharp lights of far distant lanterns.
Weather
Rain and smog - that pretty much says everything about Sigil's weather. The city's sky is mostly a greasy-looking haze from the smoke and fumes that belch from a thousand chimneys. When it rains - which it does a lot - the rainwater's got a brownish tinge from all the crud that's scrubbed from the sky. When it's not raining, there's an equally good chance that a thick, foglike smog has settled over the city. Visibility can be as bad as only 5 feet in the worst of these, but most times a cutter can see about 10 yards through the haze.
When it isn't drizzling brown water or swaddled in fog, Sigil can be a pretty pleasant place. The temperature tends to be cool (chilly when it's raining), and light breezes blow away the stagnant odor that normally hangs in the air. Still, no cutter ever comes to Sigil for the climate.
Razorvine and Street Vermin
Sigil's a far cry from a lush wilderness, but it does have its share of wildlife, all brought in from elsewhere. Plant life's pretty slim, though. There used to be a city park, but it's mostly overrun by squatters. Besides, the landscaping for both devas and fiends just wasn't harmonizing at all. The only lasting contribution to the flora of Sigil is razorvine - not most berks' idea of a blessing. Razorvine's a hazard and a pretty nasty one at that, but since it can't get up and chase a sod around, it's easy for most to avoid. Razorvine's got no special powers or intelligence, it doesn't harbor evil thoughts, and it couldn't lure even the dimmest leatherhead into its leaves. About the only thing it does is grow, but it does that very well. Plain said, razorvine's the kudzu of the Outer Planes. It used to just grow on the Lower Planes, where it fit in, but over time it's spread into all sorts of places, like Sigil.
Razorvine got its name because that's what it is: a twining climber whose lush, glossy black leaves conceal blade-sharp stems. A cutter can't touch it with his bare hands without getting slashed. Once more, the razor edges are so fine, they'll slice through cloth and cheap leather, too. Properly cured leather or something like a chain mail mitt's the only safe way to pick the cursed weed. Anybody really wanting to grow the stuff's going to suffer for their folly at the least.
In practical terms, razorvine's harmless unless a berk's daft enough to step into it. Most folks aren't, so most of the time a sod gets cut because he falls or gets pushed into the weed.
Razorvine wouldn't be more than an oddity except for the fact that the cursed stuff grows so fast. It can easily spread a foot per day, and some bloods claim they've measured its spread at up to six feet in a single day! Furthermore, it seems to grow all over everything. It'll climb walls, encrust statues, choke other plants, even run along a clothesline that's been left up too long (usually slashing it in the process). About the only places it doesn't seem to grow are frozen wastes, burning deserts, and open water. Then again, it wouldn't surprise most bashers if there were versions for all those places, too - razor-seaweed, maybe.
The folks of Sigil, always able to turn misery into a virtue, have found some uses for the weed. If a cutter can plant and control the vines carefully - and many high-up men pay others to do this - razorvine makes for fine protection. Not many thieves are willing to climb a wall covered with razorvine. A lot of the faction headquarters are covered with the stuff, all to keep unwanted visitors out. Some of the folks hailing from the lower reaches grow a patch for its persuasive properties - a sort of talk-or-we'11-throw-you-into-the-vine-patch approach - and the threat's very effective. It's even rumored there's a few back-door gladiator games in the Hive, where combatants are pitted against in each other in a ring grown from razorvine. Two naked bodies fighting in a ring of that stuff guarantees that blood'll be drawn.
The main reason the weed hasn't overrun the city is the dabus. One of the main tasks of these creatures is cutting back the previous day's growth, which is then sold off in bundles to fuel the city's fires. This seems impractical given razorvine's nature, but another quirk of the vine is that it goes dull and brittle when it's cut. Dead razorvine's good for nothing but kindling. A sod can't carve it, weave it, or build with it. 'Course, the Cilenei Brothers make heartwine from the weed in Curst, but that's a recipe no one else knows the dark of.
The vine's not the only wild creature to be found in Sigil, but the rest of the lot are much more unpleasant. Rats thrive in the dark alleys, garbage heaps, and the sewers of Sigil. Most of these are the common rat, found everywhere that humans go, but a few are of a perverted species known as the cranium rat (see the Monstrous Supplement included in this boxed set). These miscegenations are cunning enough to strike back at the ratcatchers who work Sigil's streets.
There's wererats, too, with the audacity to believe that someday they'll control the Cage from beneath the streets. Their miserable squeaking existences are a testament to hope for the dimmest of creatures. Most of the other "natural" life in Sigil's just vermin. Roaches and rot grubs burrow through the garbage heaps, mice scuttle through storehouses, and bats roost beneath the eaves. There's not much in the way of pigeons or birds, and although there's a few packs of wild dogs in the Hive, that's not to say they're native creatures. Most of the beasts a cutter's going to find here were brought in from somewhere else.
Building Materials
Being an impossible place, Sigil's got no natural resources for all the things that're needed to build a city. There's no stone pit just outside of town, no logging camp up the river. There ain't even sod to build the most primitive earthen hut. Everything to build anything comes from outside. 'Course, that's not as hard as it sounds, since all it takes is a portal to import raw materials through. The result is that Sigil's built of everything. It's not like some towns that're noted for their black-green marble or the brilliant blond of their ash-wood lumber. Sigil's got every kind of building material imaginable and in no particular order, and it's all made worse because scavenging's really important; to keep down costs, most folks go out and use what's already here. Most cases in the Cage get built with whatever a cutter can get, and if that means mixing cracked marble from Carceri with Elysium glory pine and pumice stone from the Elemental Plane of Fire, then that's the way it's got to be.
Add to this the fact that Sigil's completely unplanned, like a good city always is, and the result is chaos-construction. Folks build more or less how they please on tracts that are too small and hinky. In places like the Hive there's even less control; there, a berk builds wherever he can with whatever he's got, which ain't much. For some this means building out and into the street. For others, it's building ramshackle shanties on the roofs of other houses. Space is more important than beauty, berk.
Keeping the Peace
In a place where almost anything and everything can mingle, tempers can run high. It's a tough bit for a lesser baatezu to stand aside, just to let the procession of a greater tanar'ri pass down the street - a fiend don't forget the way of the Blood War so easily. 'Course, it's no easier for good creatures, either. There's lots of times an agathinon can't see past the fact that a berk just ain't good-aligned. Then there's the factions. Each one's got its own plans, and most times those plans don't include any rivals. Add to all this the good old-fashioned cross-trade and the Cage's got all the potential to be total anarchy. That'd suit the Revolutionary League and probably the Xaositects well, but it don't do other sods much good.
Sigil isn't anarchy, though, and there's a number of things that keep it from the brink. The dark of things in Sigil's pretty common knowledge to the natives, but the Clueless are just going to have to learn by keeping their eyes and ears open.
Here's what keeps the order in the City of Doors: the Lady of Pain, her Mazes, and the dabus.
The Lady of Pain
The high-up man in Sigil, the one who ultimately watches over the Cage, is the Lady of Pain. She's not a woman and she's not human - nobody's quite sure what she is. The best guess is she's a power, probably a greater power, but there's also a theory that she's a reformed tanar'ri lord, if such a thing's possible. Whatever else she is, she's the Lady of Pain, and given that, most other facts are extraneous.
For the most part the Lady (as she's called) keeps distant from the squalid hurly-burly of the Cage. She doesn't have a house, a palace, or a temple. Nobody worships her, and with good reason: Those that say prayers to her name get found with their skins flayed off - a big discouragement to others.
Sometimes she's seen drifting through the streets, the edge of her gown just brushing over the cobblestones. She never speaks. Those who try interfering with her erupt in horrid gashes at just the touch of her gaze. Wise bloods find business elsewhere on those rare times she passes down the way. Eventually, her image fades and she vanishes into nothingness. Natives of Sigil view her with fearful awe, as she's the uncaring protector of their home.
The Mazes
The Mazes are the grandest of all Sigil's punishments, and the Lady of Pain saves them for the worst threats to her power. They're a part and yet not a part of the city, and no sane basher wants to go there. The Mazes are the Lady's special birdcages for the would-be power mongers of Sigil.
The Mazes are just that: mazes. There's a difference between them and some of the more confused sections of the Cage, of course, or they'd not be much of a punishment. For starters, they aren't exactly part of Sigil. When the Lady creates a new part of the Mazes, a small piece of the city - an alley or a courtyard, for example - copies itself and becomes a tiny little demiplane. A portal of her making then carries the copy into the heart of the Deep Ethereal. There, it grows into an endless twisting maze that's got no beginning or end. It just doubles back forever on itself. (Actually, the Guvners insist that the Mazes are still part of Sigil, even though they're in the Ethereal, so even their location is a mind-maze.)
A sod sentenced to the Mazes never knows it until it's too late. Sometimes they form around him just as he's passing through some particularly deserted part of the city; he turns a corner and the next intersection's not the way he remembers it, and by that time it's too late. Those that figure the Lady's after them - the ambitious and the cunning - try clever ways to avoid her traps. Some of them never leave their palaces so they never enter a blind alley, and others only travel with groups so they're never caught alone, but it never works. A basher walks down an empty hall in his house, only to discover a maze of rooms that didn't exist before. And sooner or later a berk turns his back to his friends, and when he looks back they're all gone. The Mazes'll always get a sod, no matter how careful he is.
Just spitting her rivals into the Deep Ethereal's not enough for the Lady of Pain, either. Each little chunk of the Mazes that's kicked out is sealed oneway from planar travel - things can get in with a spell, but things can't get back out. For instance, food and water always appear so the prisoner won't starve. But worst of all, those in the Mazes know there's a way out, as the Lady of Pain always leaves a single portal back to Sigil hidden somewhere. Maybe it's so the dabus can check on things if needed, and maybe it's just to torture the sod who's trapped there.
'Course, since that portal's there, it's not impossible to escape the Mazes - hard, yes, but not impossible. Maybe a berk gets lucky and finds the portal. Maybe his friends have got the jink to mount a rescue. After all, they only have to find where the portal opens in Sigil or else track down the demiplane in the Deep Ethereal. How hard can that be?
The Dabus
The dabus are both servants and lords of Sigil. They're unique to the Cage, never found anywhere else in the planes. In other words, the dabus never leave Sigil. From this, bloods figure the dabus are actually living manifestations of the city, which makes sense since the beings maintain most of the infrastructure that makes the city work.
Most of the time the dabus are found repairing what's broken in Sigil. They keep the sewers and catacombs beneath the streets from crumbling, they cut back the razorvine when it grows too rampant, they patch the cobblestone streets, and they repair the crumbling facades of the city's buildings. To most, the dabus are nothing more than cryptic workmen.
However, some berks discover another side of their duties, because the dabus also work as agents of the Lady of Pain. Sometimes they appear to punish those knights who've gotten too forward in their plans, and sometimes they arrive in force to put down riots, but they're not concerned with normal crime. It's the factions that are left to deal with the thieves and murderers in Sigil. The dabus only show up when there's a threat to their Lady, and that's usually a sign that another one of the Mazes is about to appear.