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Aasimar
Aasimar, tieflings' opposite number, are the
children of celestials - the inhabitants of the
Upper Planes - and mortals. They carry a spark of
goodness in their very flesh, yet some of them
turn away from their heritage. Though they are
generally paragons of virtue, one shouldn't trust
them without reserve. |
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Advocate
An advocate is one who devotes him - or herself
to the study of Sigil's laws, making sense of the
labyrinthine structure of legalities that hold
the city together. They can represent a person in
a court of law, draw up legacies (also called
"wills"), and perform other tasks that
mark one's citizenship in a society. |
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Bariaur
Half-man, half-goat, all attitude. The bariaur
are rough-and-tumble warriors of a nomadic race,
a straightforward people with a zest for life.
From what you've seen, they tend to keep to
themselves. |
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Black
Abishai
An abishai is one of the least forms of the
baatezu, a race of lawful fiends that seeks to
impose cruel tyranny on the face of evil. A black
abishai is the lowest of the abishai, ranking
below the green and the red forms. They are the
infantrymen and skirmishers of the Blood War;
they are malicious and compared to the rest of
the baatezu race, not terribly clever. |
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Collector
Collectors are the pathetic remnants of humanity,
cast adrift in the Hive. They scrape together an
imitation of life by collecting the dead who
accumulate in the streets of the Hive Ward and
dragging them to the Mortuary in exchange for
money from the Dustmen. You know they've gathered
your body from the streets on occasion... |
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Cornugon
One of the highest-ranking levels of baatezu in
all Baator, cornugons are those who have ascended
through the ranks of their fellows by way of
countless generations of betrayal,
self-sacrifice, deception, and all manner of
vices. Covered with tiny horns, wearing a huge
pair of wings, and heavily-muscled, they look
like stupid creatures and often play on that to
their advantage - they are, in fact, deeply
intelligent creatures, and there's no telling how
deep their schemes might run. |
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Cranium
Rat
Individually, cranium rats are little more than
your ordinary garbage rats with the slight
addition of pulsing, exposed brains on their
skulls. Get them in a group, though, and they
become much more dangerous - their proximity to
other cranium rats creates a hive mind that grows
more powerful with the addition of every rat.
Their intelligence can rapidly increase to
godlike level, and they gain spells and other
fearsome mental abilities - and it's only by
slaying numerous individual rats that you can
weaken the hive mind. Best to avoid them, if at
all possible. |
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Curst
Guard
The lawmen of Curst are brutal and often unfair.
They're tools of the local strongman, Tovus
Giljaf, in keeping the people of Curst miserable
and plotting. |
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Dabus
The dabus are the servants of the Lady of Pain,
the enigmatic ruler of Sigil. They float above
the ground and speak in rebuses, symbols strung
together to spell out words. They tear down walls
and construct streets under the unspoken command
of the Lady. There's something about them that
strikes you as wrong. |
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Dustman,
Female
The "Dustmen" are the caretakers of the
Mortuary, a huge morgue filled with bodies. The
faction seems to be a pretty somber bunch, rarely
showing expression or interest in anything. They
seem intent only upon taking care of all the dead
bodies that come into the Mortuary, cataloguing
them, preparing them, then burying them...
somewhere. |
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Dustman,
Male
The "Dustmen" are the caretakers of the
Mortuary, a huge morgue filled with bodies. The
faction seems to be a pretty somber bunch, rarely
showing expression or interest in anything. They
seem intent only upon taking care of all the dead
bodies that come into the Mortuary, cataloguing
them, preparing them, then burying them...
somewhere. |
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Gehreleth
Gehreleths are the outcast fiends of the planes,
savage fighters who create themselves from the
bodies of the dead that litter Carceri's spheres.
They're universally feared and despised, and for
good reason. Best to stay away from them - if you
can't do that, make sure you've got a weapon
that'll drive them off. |
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Ghoul,
Female
The walking dead come in many shapes and sized.
This particular shape and size is that of a
carrion eater, a thing that survives by eating
the flesh and bones of the living and dead alike.
A ghoul is a savage creature, with few scruples
and even less intelligence. Fortunately, they're
easily disposed of. |
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Ghoul,
Male
The walking dead come in many shapes and sized.
This particular shape and size is that of a
carrion eater, a thing that survives by eating
the flesh and bones of the living and dead alike.
A ghoul is a savage creature, with few scruples
and even less intelligence. Fortunately, they're
easily disposed of. |
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Giant
Skeleton
These skeletons are made from the bones of giants
and given a semblance of life through necromacy.
Although these skeletons have no ligaments or
musculature, their joints are bound with iron
bolts and their bones are reinforced with leather
straps and cords wound beneath their armor. These
skeleton's size belies their great speed and
their skill with their great swords.
The archaic armor and weapons these skeletons use
do not look like they have suffered from age, and
their blades are razor-sharp. It is possible that
thier armor is cleaned daily by one of the
Mortuary workers.
Skeletons suffer less damage from any slashing or
piercing weapons. Crushing weapons, such as clubs
and hammers, inflict normal damage. |
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Githzerai
The githzerai are the long-seperated kin of the
githyanki, and where their former brethren are
cruel and vicious, the githzerai are quiet and
reserved, burning with a passion that drives them
far beyond what most mortals are capable of. They
dwell in Limbo, in the ever-shifting seas of
Chaos, making thier fortress homes impregnable
against the attacks of the natives of that plane.
They speak in metaphors and legends, and carry
themselves with a quiet nobility. |
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Glabrezu
Of all the tanar'ri - demonic fiends that inhabit
the Abyss of chaos and evil - few are as cunning
as the doglike glabrezu. These are the chosen
tempters of mortal minds, offering power and
knowledge beyond the ken of even the most
knowledgeable. Of course, this knowledge comes
with a price. They're also brutal warriors, among
the most dangerous creatures you have
encountered. Tread carefully, both in body and
mind. |
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Godsman
Yet another of the factions of Sigil, the Godsmen
are also known as "The Believers of the
Source." They believe that all creatures
have the potential for godhood within them, that
all of life is a test, and that every step is a
lesson. Their relentless optimism makes them
fairly popular. They make thier homes in the
Great Foundry in the Lower Ward, crafting some of
the finest metalwork in the planes. |
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Godsman
Guard
The Godsman guards are very devoted to their
jobs. They're also very cagey about what's going
on in the Foundry. |
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Greater
Shadow
The skeletal shadows that have taken the plave of
the first shadows you saw seem to be far more
dangerous. Their elongated limbs end in vicious
claws, and they swarm like insects. |
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Green
Abishai
An abishai is one of the least forms of the
baatezu, a race of lawful fiends that seeks to
impose cruel tyranny on the face of evil. A green
abishai is the second rank of the abishai,
ranking above the black and below the red. They
are the infantrymen and skirmishers of the Blood
War; they are malicious and compared to the rest
of the baatezu race, not terribly clever. |
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Grillig
These pack creatures are cowardly on their own,
preferring to hunt only with their brethren
nearby. They attack with their hind feet,
slashing their enemies with razor-sharp claws.
They appear to be immune to edged weapons... |
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Gronk
The gronk is a stupid, burly creature, stupidly
aggressive. They tend to be docile until thier
territory is invaded, and unfortunately, by the
time you see one, you've probably invaded its
territory. Best to avoid combat with these. They
appear to be immune to crushing weapons. |
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Harlot
A sad fact of life: Often, the only way a woman
has to survive is by selling her body and mind to
males desperate for companionship and release.
It's an unfortunate commentary on the Hive that
so many prostitutes litter its streets. |
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Harmonium
Another of Sigil's factions, the Harmonium credo
is "Live right." Unfortunately for
others, this credo often translates to "Live
like we do, or else." They believe firmly in
the rule of law, and thus they serve as the
enforcers of Sigil's streets. Their red armor
helps them to stand out on the city streets. |
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High
Threat Construct
These constructs are the more powerful creatures
inhabiting the modron maze. They come in two
varieties, one more powerful than the other.
They're both more powerful than the light drone,
and they're both dangerous enough that you should
keep an eye out for them. |
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Huge
Thug
Some folks are just born large. Some of them use
their abnormal physique to intimidate others and
travel through life terrorizing those who are
smaller. They tend to favor brawn over brains,
and sadly, too often they get away with it. |
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Larval
Worm
These are not the pleasant earthworms that emerge
from the ground after a heavy rain. They are
slimy, massive creatures that feed on carrion,
their mouths lined with sharp teeth that can tear
the arm off a strong man or the head from a
child. |
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Lemure
The least of the hordes of the lawful evil
baatezu, lemures are the incarnate spirits of the
truly evil. They are used as ballista-fodder for
the Blood War, and are barely intelligent. You
need magic weapons or holy items to hurt them, it
seems, for their gelatinous flesh seals behind
any wounds you might inflict. |
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Lesser
Vargouille
Horrid creatures from the Lower Planes,
vargouilles are disembodied heads grown wings.
Their bite is lethal, and worse, the victims of
said bite are likely to become vargouilles upon
their death. Though the vargouilles are not too
dangerous in single combat, they flock to a fight
and can prove deadly to an unprepared traveler.
Those who would travel in dark places and
catacombs should be wary. |
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Lim-Lim
These innocuous insects appear to be little more
than giant fleas. However, they can be trained,
and seem loyal to their owners. How far that
loyalty extends is worth investigating. |
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Low
Threat Construct
The light drones don't present much of a threat -
they've been built to establish a baseline for
"wandering adventurers." Still, they're
annoying and petty. |
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Merchant
In all places, in all times, there seem to be
merchants. Their desperate grubbing for money and
material gain is pathetic, yet their greed
mirrors the commerce of the human soul. In Sigil,
as in other places, they sell whatever anyone
else is willing to buy. |
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Mercykiller
One of the most frightening factions of Sigin,
the Mercykillers - the Red Death - are relentless
in their pursuit of justice. They believe that
without justice, there can be no truth. They have
appointed themselves the guardians and
executioners of true justice in across the
multiverse. Their only redeeming grace is that
they apply their justice to all things, including
themselves, and do not enforce unjust laws. Their
fanatic devotion is unnerving, but it can be used
against them. |
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Modron
The embodiments of perfect order, modrons hail
from the Gear-Plane of Ultimate Law - Mechanus.
They adhere to a strict caste system, a system so
perfect that they cannot comprehend the castes
not immediately adjacent to theirs. Their unified
mind is so perfect that they have no sense of
self of individuality. They have no ambition, no
emotion, and exist only to carry out the order of
their superiors.
Of course, in any system there are bound to be
imperfections. It's possible for a modron to grow
an identity and go rogue. You have no idea how
this might happen. |
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Nupperibo
A bare step above the lemure in the baatezu food
chain, the nupperibo is a practically mindless,
blubbery lump of flesh that contains the pure
essence of law and evil. Driven on by the cruel
whips of thier supervisors, a group of them can
form a battle wave that can wash effortlessly
over an opponent. Apparently, the nupperibo can
only be harmed by magical or holy weapons. |
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Red
Abishai
An abishai is one of the least forms of the
baatezu, a race of lawful fiends that seeks to
impose cruel tyranny on the face of evil. A red
abishai is the highest of the abishai, ranking
above the green and the black forms. They are the
infantrymen and skirmishers of the Blood War;
they are malicious and compared to the rest of
the baatezu race, not terribly clever. The red
abishai is one step down from promotion to a
higher form of baatezu. |
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Shadow
These shadows are pale, effeminate wraiths who
draw themselves up from the ground quietly. They
strike without warning, and seem to be more
bloodhound than warrior. |
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Skeleton
These skeletons have been given a semblance of
life through necromancy. Although these skeletons
have no ligaments or musculature, their joints
are bound with thin metal bolts and their bones
appear bound with leather straps and cords wound
beneath their armor. Skeletons suffer less damage
from and slashing or piercing weapons. Crushing
weapons, such as clubs and hammers, inflict
normal damage. |
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Small
Thug
In any society, there are going to be people who
can't live by the laws society lays down. Maybe
they feel downtrodden and oppressed. Maybe
they're driven to the streets because they have
no other options. Maybe they're just resentful.
Whatever the cause, quite a large number of them
choose to slip into a life of crime, living by
preying off others. You've done it yourself. It
doesn't mean you like it any better when they're
trying to prey on *you*. |
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Sohmien
You were first alerted to the sohmien by the
thundering of their hooves. Four-legged creatures
of pure evil, the sohmien have the body of a
horse and a head out of nightmare. Their spiked
shoulders make them additionally threatening.
They seem to travel in carnivorous herds. |
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Thokolas
Thokolas are dull and brutish humanoids. Their
bodies are covered with a brown, almost-furry
skin, and their jutting jaws do a poor job of
hiding their misshapen teeth. They are warriors,
and find no greater joy than in bloodshed. It is
probably best to avoid angering them. |
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Tiefling,
Female
The Lower Planes spits evil across the cosmos,
infecting everything it touches. Sometimes it
swallows people. When they come back, they come
back with the Lower Planes stamped across their
faces and their souls, and sometimes they come
back bearing children. A child who has been
touched by the Lower Planes is called a tiefling,
and it's scarred from birth. Being born with a
soul that's unquestionably tainted with evil will
do that. The reaction a tiefling earns while
growing up scars it still further. Tieflings tend
to be loners, steering clear of trust and
friends, living their own lives. When they do
trust, they do it sparingly and only over a long
period of time - and it's rare that they'll ever
show it. |
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Tiefling,
Male
The Lower Planes spits evil across the cosmos,
infecting everything it touches. Sometimes it
swallows people. When they come back, they come
back with the Lower Planes stamped across their
faces and their souls, and sometimes they come
back bearing children. A child who has been
touched by the Lower Planes is called a tiefling,
and it's scarred from birth. Being born with a
soul that's unquestionably tainted with evil will
do that. The reaction a tiefling earns while
growing up scars it still further. Tieflings tend
to be loners, steering clear of trust and
friends, living their own lives. When they do
trust, they do it sparingly and only over a long
period of time - and it's rare that they'll ever
show it. |
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Angry
Townsperson, Female
These townspeople are angry and suspicious,
wearing an outer shell of protective blades to
reflect the barriers to their hearts. Their
appearance reflects their reality. |
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Angry
Townsperson, Male
These townspeople are angry and suspicious,
wearing an outer shell of protective blades to
reflect the barriers to their hearts. Their
appearance reflects their reality. |
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Townsperson,
Female
The most miserable of all the miserable folk of
Sigil, they have sunk as far as they can. Death
would be a solace to most of them. They do what
they must to survive, no matter how base that
existence might be. |
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Townsperson,
Male
The most miserable of all the miserable folk of
Sigil, they have sunk as far as they can. Death
would be a solace to most of them. They do what
they must to survive, no matter how base that
existence might be. |
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Trelon
Ordinarily, you'd think beetles would be small
things you could crush with your boot. You
wouldn't credit them with intelligence. You
certainly wouldn't credit them with a sadistic
streak. At least, you wouldn't until you saw the
trelons. These hissing beetle things live in the
dark, and they have a marked penchant for pain.
They seem to be a breed of Lower Planar creature,
because there's a palpable evil in them. |
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Tricha
These bird-like creatures are docile things that
flock together in the Outlands. They appear to be
friendly, but what happens when they get riled is
another question entirely. You wonder how they'd
taste. |
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Trigit
Ravel's Black-barbed Maze is said to hold the
legendary night hag herself - but in the
centuries that she's been gone from Sigil, she's
had the opportunity to alter her personal maze.
Seeds fell from her hair as she traveled through
the maze, and the peculiar energies of the maze
spawned these creatures - the trigits. They're
essentially sentient trees, and they seem to have
a hunger for blood. |
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Trocopotaca
Trocopotacas are big, white crocodilian creatures
that prefer the damp. They live in the catacombs
under Sigil's street, fighting the vargouilles
and Collectors foolish enough to venture into
their lairs. They are a legend among the mothers
of the Hive, used to frighten children and
criminals alike into sumbission. They exist.
They're nasty. |
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True
Shadow
These shadows are much like the other two kinds
of shadows you have encountered, but they're
armed with brutal claws and a fierce dedication
to your death. Alone, they're dangerous - but
they usually hunt in packs and so become deadly. |
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Tuscampa
These monsters seem to be native to the prison
plane of Carceri. Their huge tusks deliver a
painful ripping to those unfortunate enough to be
in the way, and their natural armor plating seems
to protect them from bludgeoning attacks. They
don't seem to be very intelligent, but what they
lack in wits they make up for in brawn. More's
the pity. |
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Upper Class
Townie, Female
Power and wealth create privilege, a private law,
for those who know how to use them properly. When
used correctly, they can create more wealth and
power, and keep a perpetuating cycle that shuts
out the less fortunate and sometimes victimizes
them.
In Sigil, what this means is that you'll run into
a supercilious breed of human whose experience
tends to be limited by what is 'right' and
'proper'. This woman is a fine example of that. |
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Upper Class
Townie, Male
Power and wealth create privilege, a private law,
for those who know how to use them properly. When
used correctly, they can create more wealth and
power, and keep a perpetuating cycle that shuts
out the less fortunate and sometimes victimizes
them.
In Sigil, what this means is that you'll run into
a supercilious breed of human whose experience
tends to be limited by what is 'right' and
'proper'. This man is a fine example of that. |
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Wererat
Lycanthropy is a sickness passed on by the bite
of an infected creature, turning the unfortunate
victim into a 'were-beast', a creature that is
half-human, half-beast. There are a number of
creatures that pass along this disease, some of
them quite noble, others fearsom and
awe-inspiring. The rat is neither of these, and
its lycanthropic cousins are the skulkers of the
were-world, the hiders in shadow, the despised.
Their personalities all seem to reflect this. |
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Wizard
Some people devote themselves to a life of the
blade, thinking with their thews. Others pursue a
more larcenous career, letting their fingers do
their talking. Still more pursue no special
vocation, plodding dully through the tedium of
their daily lives. That's not the wizard. The
wizard seeks to understand and funnel the
energies of the multiverse through his body,
learning the secrets of existence and twisting
them to achieve his own ends. They are dangerous
foes, for they understand much and seek to
comprehend still more. Some of them are mere
hedge-wizards. Some achieve true greatness. All
of them are potential threats. |
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Zombie, Female
Zombies are mindless corpses animated by
necromancy. Unlike skeletons, zombies still have
a great deal of flesh attacked to thier frame,
and this is both an advantage and disadvantage...
it makes them tougher and stronger than
skeletons, but at the same time, rigor mortis
hinders their movement, making them much slower
than a normal human bieng.
Although zombies move and attack very slowly,
their great strength becomes apparent when they
catch a target. Their blows are capable of
killing a normal human bieng with a single punch. |
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Zombie, Male
Zombies are mindless corpses animated by
necromancy. Unlike skeletons, zombies still have
a great deal of flesh attacked to thier frame,
and this is both an advantage and disadvantage...
it makes them tougher and stronger than
skeletons, but at the same time, rigor mortis
hinders their movement, making them much slower
than a normal human bieng.
Although zombies move and attack very slowly,
their great strength becomes apparent when they
catch a target. Their blows are capable of
killing a normal human bieng with a single punch. |