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Sigil (pronounced /ˈsɪɡɨl/) is a fictional city and the center of the Planescape campaign setting[1] for the Dungeons & Dragons fantasy role-playing game.
[edit] DevelopmentSigil was originally created for Planescape as the setting's "home base." According to Steve Winter in 30 Years of Adventure: A Celebration of Dungeons & Dragons, "A movable base, like a vessel of some sort (or an artifact, which was the original idea for the means of traversing the planes) wouldn't do it. It had to be a place that characters could come home to when they needed to, and it had to be central to the nature of the setting."[2] Sigil's fifteen factions were created because, "Vampire: The Masquerade was a particularly hot game at [the] time and one of the ideas in it that we really liked was the clans. Jim Ward wanted to be sure that players had something to identify with and to give them a sense of belonging in this alien venue [Sigil]."[2] [edit] Publication history[edit] Advanced Dungeons & Dragons 2nd edition (1989-1999)Sigil is first described in the Planescape Campaign Setting boxed set, released in 1994.[3] It is also featured prominently in some later Planescape rulebooks, including In the Cage: A Guide to Sigil (1995),[4] The Factol's Manifesto (1995),[5] and Uncaged: Faces of Sigil (1996),[6] as well as in many adventures, such as The Eternal Boundary (1994),[7] Harbinger House (1995),[8] and Faction War (1998).[9] [edit] Dungeons & Dragons 3.5 edition (2003-2008)A short description of Sigil is in this edition's Dungeon Master's Guide (2003).[10] Information on Sigil can also be found in various 3.0 and 3.5 sourcebooks, such as the Manual of the Planes and the Planar Handbook. [edit] Dungeons & Dragons 4th edition (2008-)Sigil is described in the 4th edition Manual of the Planes[11] and Dungeon Master's Guide 2. [edit] In the game
[edit] From outsideSigil is located atop the Spire in the Outlands.[13] It has the shape of a torus;[13][14] the city itself is located on the inner surface of the ring. There is no sky, simply an all-pervasive light that waxes and wanes to create day and night. Sigil cannot be entered or exited save via portals; although this makes it quite safe from any would-be invader, it also makes it a prison of sorts for those not possessing a portal key. Thus, sometimes Sigil is called "The Cage".[15] Though Sigil is pseudo-geographically located "at the center of the planes" (where it is positioned atop the infinitely tall Spire), scholars argue that this is impossible since the planes are infinite in all dimensions, and therefore there can never truly be a center to any of them, let alone all of them; thus, Sigil is of no special importance. Curiously, from the Outlands one can see Sigil atop the supposedly infinite Spire. Sigil contains innumerable portals that can lead to anywhere in the Dungeons & Dragons cosmology:[16] any bounded opening (a doorway, an arch, a barrel hoop, a picture frame) could possibly be a portal to another plane, or to another point in Sigil itself. Thus, the city is a paradox: it touches all planes at once, yet ultimately belongs to none; from these characteristics it draws its other name: "The City of Doors".[10] [edit] Sigil's leader and neutralityThe ruler of Sigil is the mysterious Lady of Pain.[13] The Lady is sometimes seen in Sigil as a floating, robed Lady with a face bearing a mantle of blades. The Lady does not concern herself with the laws of the city; she typically only interferes when something threatens the stability of Sigil itself. However, she is an entity of inscrutable motives, and often those who cross her path, even accidentally, are flayed to death or teleported to her hidden Mazes, lost forever. It is widely believed that she never speaks, although some unconfirmed (and, most would argue, highly questionable) rumours to the contrary do exist. Sigil is also highly morphic, allowing its leader to alter the city at her whim.[17] Sigil is, theoretically, a completely neutral ground: no wars are waged there and no armies pass through. Furthermore, no powers (such as deities) can enter into Sigil; the Lady has barred them from the Cage,[13][18] though some disguised avatars have made it in and been promptly dispatched by the lady. It is also of great interest to them, as they could use Sigil to send their worshippers anywhere, and it is at the center of the Outer Planes. Of course, Sigil is hardly peaceful; with such a condensed population, consisting of everything from angelic devas to demonic glabrezu, violence is common, usually befalling the foolhardy, the incautious, or the poor. Most natives of Sigil ("Cagers") are quite jaded as a result of living there. People coming to Sigil from the Prime Material Plane are often treated as clueless inferiors by the planar elitists who dwell there. They are thus widely referred to as the "Clueless", or more charitably, as "Primes".
[edit] Administrative divisionsSigil is divided into six districts, called wards:
[edit] In other mediaSigil is also the setting for the 1999 video game Planescape Torment,[20] in which you play the immortal "Nameless One."[21] In an interview with RPGWatch, Chris Avellone commented on the use of Sigil as the game's main setting, saying "We felt Sigil was the part of Planescape we really had to get right from the outset in case we made more games. It's the signature city, but... we did sacrifice other planar locations so that we could do it."[22] [edit] See also
[edit] References
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