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    The Lady of Pain 
https://static.tvtropes.org/pmwiki/pub/images/lady_of_pain_ee.jpg
Worship her at your own peril.

The legendary and enigmatic ruler of Sigil, a towering and feminine humanoid who wears a mantle of myriad blades. She never speaks, relying on her Dabus to communicate for her, and takes little active interest in running the city on a day-to-day basis. Rather, her concern is the survival of Sigil as a whole, which she appeals through swiftly applied and brutal methods at her own seeming whim.


  • Always a Bigger Fish: She's the Bigger Fish. It's incredibly rare for any being to even slightly inconvenience her, and ever rarer for them to survive. There are no limits to her power that aren't self-imposed, and she can apparently ignore even cosmic principles on a whim. No matter how powerful someone becomes, they will never equal or surpass her without the DM's intervention.
  • Appeal to Force: To put it quite bluntly, the Lady rules Sigil because she has the power to curbstomp anything and everything she wants, whenever she wants, as seen when she utterly annihilated the portal god Aoskar and all his temples and pretty much all of his worshippers, simultaneously, throughout the entire multiverse.
  • Berserk Button:
    • Worshipping her as a goddess or disturbing her Dabus is the quickest way to get mazed or being reduced to Ludicrous Gibs by her.
    • Aoskar, the dead god of portals, is a walking one. Worshiping him or agreeing to become his follower is grounds for immediate flaying or mazing.
  • Cool Crown: Sort of. When seen from a distance, she seems to be wearing a wicked cool headdress made of long, razor-sharp metal blades that encircle her entire head. However, if one gets close enough to see her features more clearly (not recommended, given what she's known to do to people who annoy her) one sees that it's not a headdress... it's part of her body.
  • The Dreaded: Anyone who doesn't fear or respect the Lady of Pain enough to give her a wide berth at all times is either stupid or dead, and often both in that order.
  • Deader than Dead: If the Lady deigns to kill you, then not only do you die without any saving throws, you can never be brought back.
  • Dimension Lord: Of Sigil, and she has absolute control over any and all portals into and out of it.
  • Domain Holder: In Sigil, the Lady of Pain's slightest whim becomes physical reality, and her control over it is in many ways stronger than that of a normal Power's control over their domain.
  • Fate Worse than Death: The Lady's non-lethal punishment of choice, referred to as Mazing, traps the victim in an extradimensional labyrinth of randomized design. Whilst stuck inside, the victim's immortal and unable to age or die from injuries (self-inflicted or otherwise) or starvation/thirst, possibly leaving them to run the maze for the rest of eternity. This isn't as fun as it sounds, given that you're trapped alone in total isolation, which doesn't tend to do much for a person's sanity. Fortunately, there's always a way out... if you can figure it out. However, even this ability to escape is a form of Cruel Mercy, as it's possible for the offender to exit into a completely different place or time, sometimes thousands of year in the past or future — better than eternal imprisonment and isolation, certainly, but still leaving the freed individual hopelessly stranded in an alien environment.
  • Flayed Alive: The most notorious of the Lady's abilities; when her shadow passes over someone she dislikes, that individual immediately drops dead, spontaneously skinned and slashed to pieces. Worse, this flaying extends to their soul, leaving the sucker Deader than Dead.
  • A God I Am Not: Although the Lady's power level is divine at the very least, she refuses to allow others to worship her, swiftly Mazing or flaying anyone who tries. Some argue that it's because she's an entity of such power that being called a "mere" god is insulting. It's more commonly accepted, and may be the official explanation, that if she were to allow others to worship her like a god, then that would turn her into an official god, which would collapse the warding around Sigil that keeps gods out.
  • Guardian of the Multiverse: Sigil is the interplanar metropolis where one can go to anywhere in DnD multiverse, and everyone agrees that she is the only reason the place hasn't turned into a battleground for interplanar forces.
  • Hair-Trigger Temper: Her default reaction to anyone who tries to interact with her in any way, shape or form is to gruesomely tear them apart. However, if she’s the one to initiate communication, you’re in slightly safer territory. Slightly.
  • Humanoid Abomination: The Lady looks surprisingly human-like — true, she's a Statuesque Stunner, being over seven feet tall, but otherwise she just looks like a woman with a bizarre taste in headdresses. However, the reality is that she's an entity whose powers make her alien and scary to Demon Lords and Archdevils, Celestial Paragons and Archangels, Faerie Lords and Gods alike, capable of doing things that otherwise should be impossible.
  • Inexplicably Awesome: What else can you call a figure about which we know nothing, but who's capable of keeping the collective might of the entire multiverse at bay through sheer force of will alone? The only thing we do know aside from at least some of the scale of her power is that she is not a god… which makes what she can do even more confusing.
  • Lord British Postulate: A deliberately invoked aversion; the official rule is to never stat the Lady of Pain, ensuring that she can never be formally fought or killed. Incidentally, this actually does lead to player backlash; one of the more common complaints about Sigil is how the ruler literally exists to be invoked as a handy way to kill off players the DM has taken a dislike to.
  • Mouth of Sauron: Since the Lady refuses to communicate with anyone directly, it falls to the Dabus to carry out her will and pass on any direct instructions from her to their intended recipients. Since the Dabus are generally seen as having her authority, virtually no one willingly obstructs their work or raises a hand against them, regardless of their alignment or persuasion, as doing so is a really good way to get on the Lady's bad side and wind up in one of her Mazes.
  • Names to Run Away from Really Fast: Do not expect "the Lady of Pain" to be gentle.
  • Necessarily Evil: Although the Lady is disliked for her callous indifference punctuated with moments of seemingly whimsical brutality, it is grudgingly acknowledged that without fear of her wrath, Sigil would be an endless battleground between various planar forces, mostly the Blood War.
  • Nerf: An ever so slight one in the 5e Planescape: Adventures In The Multiverse sourcebooks. While the Lady remains unstatted and thus cannot be defeated by anything short of the GM saying she was, her namesake ability has taken a slight hit in lethality; rather than instantly flaying the body and soul of those she passes her shadow across, miscreants who draw the wrong kind of attention from her are wracked with such unconscionable pain that it instantly drops them to 1 hit point with no saving throw or means of mitigating it. Then, if the clueless berk somehow didn't get the memo to stop screwing around, she Mazes them while they're still in that state, forcing a critically injured person into a randomized near-infinite labyrinth that can have anything running around in it with them.
  • Not So Stoic: Very much downplayed considering that she only ever communicates via proxies that speak in rebuses, but there have been two published adventures that show she is more cognizant of what goes on around her beyond punishing troublemakers. In "Die, Vecna, Die!" it is noted that she is having to actually expend a significant portion of her power and attention to maintain Sigil's wards in the face of Vecna's assault, and the epilogue of "Turn Of Fortune's Wheel" has a Dabus give the party a message that more or less congratulates them on behalf of the Lady for fixing the cosmic imbalance at the heart of the adventure's plot, as well as permitting the Dabus to turn a random brick into a Cubic Gate for their use, one face of which is specifically keyed to Sigil so that the party can return to the city whenever they want in a massive show of appreciation and trust from the entity that once slew the God of Portals.
  • The Old Gods: A few individuals suspect that the Lady may belong to a small category of ancient "uber-Powers", beings inherently mightier than the gods who currently rule over the multiverse. The adventure Die, Vecna, Die! adds fuel to the theory by suggesting that the Lady may be one of the "Ancient Brethren".
  • Reality Warper: She can shape Sigil and her mazes in any way she can think of.
  • Riddle for the Ages: All details about who the Lady is — where she comes from, what she is, what she wants, how her powers work, etc. — are never to be officially solved.
  • Rocks Fall, Everyone Dies: It's outright stated in the books that the Lady of Pain is to be used by Dungeon Masters to punish players who they feel are screwing Sigil up too much. She simply pops them into a maze, or, more commonly, chooses that moment to drift across them and reduce them to a greasy red smear with her flaying shadow.
  • The Scottish Trope: In-Universe, nobody actually calls her "the Lady of Pain" if they can avoid it. They much prefer honorifics and euphemisms, like "the Lady" or "Her Bladed Serenity".
  • Series Mascot: She is without a doubt the face of Planescape, or at least Sigil, and her face is the outright logo for the Planescape line.
  • Shadow Dictator: A variant; she's certainly seen and only a total barmy thinks she doesn't exist, but she almost never communicates with people except by suddenly flaying or mazing them.
  • Stop Worshipping Me: One of the surest ways to draw the Lady of Pain's wrath is to worship her. Expect anyone who tries it to end up mazed or flayed alive in short order.
  • Tailor-Made Prison: Not only are her Mazes constructed, impossible for anyone to escape but by the exit of her own design, but many have speculated that Sigil itself may be one for her, hence its common moniker of "The Cage".
  • The Voiceless: The Lady absolutely never speaks, ever. The Dabus, who themselves aren't exactly capable of verbal communication, instead "interpret" her will for her.
  • The Worf Effect: Given her status as the most ungodly powerful creature in the entire multiverse in canon, more than a few Dungeon Masters have had her be defeated or outwitted in some way to give their villains "credibility" — which hardcore purists scoff at. In a canonical example of it, during the events of Die, Vecna, Die! she is forced to enlist the players' help to intervene with Vecna, as he's managing to hold her off just enough to struggle towards rewriting reality in his own image.

    A'kin the Friendly Fiend 
A cheerful and apparently good-natured male arcanoloth who runs a magic item shop known as the Friendly Fiend.
  • Affably Evil: Whether he's truly faking it or not, nobody knows, but he still remains by far, the most courteous and approachable of yugoloths, a race regarded as greedy and amoral merchants at worst and chessmaster orchestrators of the Blood War at best.
  • Alternative Character Interpretation: In-Universe; everybody's got their own suspicion as to why he acts the way he does, save for the fact that Cagers are too cynical to believe he might legitimately be redeemed. Some even say he goes on secret rampages of destruction in order to vent his pent-up evilness after acting so nice in public.
  • Ascended Demon: Seemingly; he acts with incredible friendliness, decorum, courtesy and even small acts of charity... in other words, more like a celestial than a stereotypical fiend. No Cager really buys it, however.
  • Bazaar of the Bizarre: The store he runs is like this. Surprisingly, many powerful magical items used by Shemeshka have come from here, which only further muddles the waters about what their relationship is.
  • Noble Fugitive: Fugitive, definitely. He became a fugitive by writing The Factol's Manifesto. He claimed to have only good intentions in mind, to expose the corruption of the factions, but the faction leaders, rather understandably, thought otherwise. Whether he truly was acting for the greater good by exposing the inner workings of the factions is anybody's guess.
  • The Rival: To Shemeshka, but to what extent is not known; they may be Friendly Enemies, Arch Enemies, somewhere in between, or may even shift between the two. What is known is, despite their apparent enmity, they seem to cooperate at times. Many of the powerful magical items Shemeshka uses coming from A'kin's store. The biggest indication was in the forward to The Factol's Manifesto, where A'kin (although he didn't reveal himself then) said that Shemeshka and her organization was his biggest source of information for the book, but she eventually double-crossed him and leaked an advance copy to the Mercykillers, thus making him a fugitive.

    Aoskar 
The late God of Doors and Portals. He was the perfect god for the City of Doors, his followers had unparalleled knowledge of doors and planar travel. Until he made the fatal mistake of trying to usurp The Lady, and became a cautionary tale of why you should never, ever, cross The Lady of Pain.

  • Beat Still, My Heart: The Heart of Aoskar, a massive metallic sculpture of a human heart made of folding panels and clockwork studded with keys that can be used to create portals, is the only known surviving relic of his.
  • Kill the God: Killed by The Lady, all his temples across the Multiverse razed, and his followers killed or mazed. All in a single night.
  • Posthumous Character: He's long gone, made as an example of why The Lady is the absolute ruler of Sigil.
  • The Scottish Trope: Most of his worshippers have been killed or mazed, his worship is decreed to be a capital crime, and the ones who remember him dare not speak his name. The only exception is the Aoskian Hounds, dogs bred for their portal sensitivity.

    Autochon the Bellringer 

A human and the head of Sigil's foremost courier service, the tale of Authochon is a tale of misery and betrayal, one of many that can be laid at the feet of Shemeshka the Marauder. As his success led to growing attacks upon his couriers, stealing or destroying goods, disrupting messages and even killing them, he eventually sought the Arcanaloth's help. She suggested he go to the fearful Temple of the Abyss, bartering with the fiend-priests there for protection for his workers. Autochon did as told, and met Noxana the Unwilling, a female tiefling priestess — and a fellow member of the Free League. It was love at first sight, and although the contract was struck, promising protection for Autochon's couriers in exchange for always carrying the Temple's missives and goods for free, the two secretly continued to meet for trysts. Unfortunately for Autochon, their love was discovered by a spy, who reported the rendezvous to Noshteroth of the Umber Scales, tiefling high priest of the Temple. Whether he was Noxana's father, lover or both, he flew into a jealous rage and cursed Autochon with the Bells of Bedlam, a punishment normally reserved for those who broke faith. After three days, on the brink of madness, Autochon pleaded with Shemeshka for mercy; the Arcanaloth fitted him in enchanted armor that managed to dull the worst of his curse, and he has been her slave ever since.


  • 24-Hour Armor: His trademark jingling armor has to be worn at all times, because it's only when he's sealed into it that he has any relief from the Bells of Baphomet curse affecting him.
  • Curse: The Bells of Bedlam, which means he incessantly hears the clamoring of extremely loud bells at all times, without it ever ceasing. It's enough to drive him mad — and worse, his special armor can't muffle it entirely, it just migates the worst of it, giving him some ability to sleep and retain a tenuous grip on sanity.
  • Nerd in Evil's Helmet: A variation, in that people expect him to be hideous-looking to fit his fiendish-looking armor, but the reality is that he's quite handsome.
  • Verbal Tic: Every sentence he speaks starts with "I must have"; it's something he's been doing since he first started his business, and arguably enforces his drive and authoritative nature. Ironically, it sounds more fitting for a member of the Fated than one of the Free League.

    Black Marian 

A human priestess of Bragi and a member of the Believers of the Source, Black Marian tends to the fabulous Singing Fountain in the Lady's Ward, where in exchange for donations of jink, she will listen to the way the music changes in response to someone drinking from it and use that as a way to divine that donor's future.


  • Ambiguously Human: While her in-game write up marks her as human, many other Cage residents doubt it. Her voice and hauntingly hypnotic eyes seem bewitching and enchanting to a listener, and some believe it's supernatural in nature. Some believe she's actually an embodiment of the Norns, but the true "secret" to this is her past life as a delphon.
  • Badass Pacifist: She abhors fighting, but if you try it, you'll regret it. If someone provokes her at the Fountain, her admirers will likely take issue, and the mace of disruption she keeps isn't for show.
  • Friendly Rival: For lack of a better term, her relationship with Harys Hatchis; the human wants to recruit her as an advertising agent for his business, but Marian refuses, as she not only finds the idea offensive to her religious beliefs, but also finds him a discordant figure who interferes with her connection to the Singing Fountain.
  • Good Samaritan: Despite being one of the Godsmen, Marian has a view much like the Ring-Givers; she donates most of the funds she gets from donations to soup kitchens in the Hive where she also devotes much of her time. She's also gained a lot of volunteers via tending the Fountain.
  • Reincarnation: Part of the reason for Black Marian's unique ability to divine with the Singing Fountain stems from a strong spiritual connection to her last life. Before she was a human, she was a delphon, a magical, musical, predatory fish from the plane of Oceanus more commonly known as a "songshark".
  • Unknown Rival: Autochon regards Marian as competition, and because she is non-profit, her "business" can't be bankrupted, something he hates. (In truth, he wants her to work for him, but he'd never admit it.) As a result, he has often tried to spread covert slander and, in one notorious incident, sabotaged the fountain with feathers of fiendish scavenger birds from the Outlands simply to try scare her. It didn't work.

    Kesto Brighteyes 

A Bytopian gnome illusionist who, after an accidental trip to the Astral Plane exposed him to the corpses of slain Powers, lost all faith in deities. Now a member of the Athar, he runs the Parted Veil; a bookshop in the Lower Ward literally made from books, where he offers knowledge freely to all and can get in just about any book that you want. And we do mean any.


  • Badass Bookworm: He's read most of his stock and often lectures at the Shattered Temple, proving his "bookworm" status, but his skills as a high-level wizard contributes the badass part.
  • Big Guy, Little Guy: When with Cleve, who is about seven feet tall, Kesto is the Little Guy.
  • Cool Old Guy: He's almost three centuries old, but still a wise-cracking, knowledge-seeking, free-thinking fellow who wants others to just be the best people they can possibly be.
  • Magic Librarian: He owns the Parted Veil, a Magical Library in the Lower Ward with crazy architecture; shelves of books even make up the floor. Unlike most places in the city that deal in information, it isn't Faction-specific.
  • Master of Illusion: Well, "master" is pushing it, even if 12th level out of 20 is nothing to sneeze at, but Illusion is his specialty as a wizard, so he can really scramble your brains if you push him too far.
  • My Greatest Failure: He was the one who summoned Saure out of Carceri, and he's aghast at the way the Athar have taken to using her as a weapon against religious people. He constantly sends missives to Factol Terrence, pleading with him to put an official stop to this dehumanizing treatment of Saure.
  • Our Gnomes Are Weirder: Actually, he's a lot less reckless than the typical gnome, but still eccentric. His best friend is an undead paladin who can kill people with a look and he lives in a building where the floor, walls and roof are made out of filled bookshelves. That ain't exactly normal.

    Cirily 

A firre eladrin who is infamous throughout Sigil for her efforts to drum up support for the Planarists, hoping to push her hatemongering creed from a mere Sect to a full-fledged Faction. It's possible she may be either an ally of Koe, and the whole anti-Prime screed is just a tool she's using to help leverage his plans of promoting the fiends to destroy each other by supplying them with weapons. Then again, she might be a dupe of Koe's whose antics, although sincerely believed, are ultimately just a tool that Koe is using to obfuscate his plans.


  • Everyone Has Standards: Sigil may be full of arrogant fools who dismiss the Prime, but even so, Cirily's efforts to drum up outright racism aren't doing very well.
  • Fantastic Racism: Is the founder of the Planarists, a small and verbal Sigil-focused Sect dedicated to expelling all Primes from Sigil and the Outer Planes.
  • Incendiary Exponent: Like all firres, Cirily can transform between the form of an angelic elf and a sentient ball of fire.
  • Odd Friendship: With Tripicus, maybe. The two (and Koe) are partners in the plot to arm the fiends and keep them at each others' throats, but his view of Primes directly opposes hers. The two seem to have at least some mutual respect towards each other.
  • Well-Intentioned Extremist: Much like Koe, she feels the Blood War is Necessarily Evil, and seeks to prolong it to keep the fiends only fighting each other.

    Wooly Cupgrass 

A bariaur Sensate and alchemist, Wooly is famous for his bizarre method of testing every possible potion, oil, scent or poison a person could hope to identify: he drinks it. In fact, he may end up drinking the entire sample, which makes using him to identify such things rather risky. Still, the novelty of his methods keeps customers coming, and Wooly himself certainly wants to keep going; he's utterly addicted to his bizarre drinking habit.


  • Acquired Poison Immunity: Zigzagged. Consuming countless toxins, alchemical concoctions and magical potions has made Wooly extremely resistant to their effects — however, he's not totally resistant, and occasionally succumbs to whatever he's drunk, especially if it's new to him.
  • Alchemy Is Magic: He's so skilled at alchemy that he can brew up magical potions, ointments, perfumes and so forth. One could even argue it's fitting to change his class from Apothecary to Eremitenote .
  • The Alcoholic: A variant in that he's addicted to consuming alchemical and magical potions, rather than mere booze, but the trope otherwise stands. It's well known that a risk you take from giving him a taste test is that he may chug the lot right there and then.
  • The Dandy: Bariaurs tend to be vain and foppish anyway, but Wooly takes it to an extreme even by their standards. He smothers himself in powders and oils meant to nullify his natural musk (to the point most people think he stinks more now than he did before) and shears his upper body down to the skin to look more fashionable.
  • Dark and Troubled Past: According to Uncaged: Faces of Sigil, Wooly was once an aspiring apothecary for his tribe on the Outlands, but an attempt to cure the chieftain's sick daughter with one of his own potions killed her because he accidentally used spoiled ingredients. He started testing his potions on himself after that, but turned into an addict and began guzzling all of his own creations. Eventually, it got so bad that his tribe kicked him out, and he came to Sigil because he knew he couldn't make it as part of a flock anymore.
  • Death Seeker: It's subtly implied that guilt over the death of the chieftain's daughter means there's a part of Wooly that wants to die in atonement.
  • Gameplay and Story Segregation: His lore writeup states that Wooly is all but immune to poison or any other hazardous side-effect from his constant potion tasting. His mechanics don't reflect this in the slightest, giving him a distinctly average Constitution score and a measly +1 bonus to saving throws against poison.
  • Professor Guinea Pig: His addiction to guzzling potions and ointments stems from his habit of taste-testing his own potions first, to make sure they work.

    Dihek'nlarr 

A female githyanki who wants to find the secrets to unravelling the mazes of the Lady of Pain, a process she is pursuing by manipulating the arrogant and foolish into challenging the Lady and getting themselves mazed. Then, through some unknown process — believed to stem from her training as a hr'a'cknir — she enters the resultant maze from its gate in Sigil, maps it out, and then follows her own trail back.


  • Gameplay and Story Segregation: Despite being described as The Charmer, she's only got 7 points in Charisma. For the uninitiated, that's a point below the bare minimum average Charisma score, meaning she gets a -1 penalty to her skill rolls at persuading people. Of course, she can cast the Charm Person spell, which does help.
  • Magic Knight: She's a multiclassed Fighter/Wizard under the AD&D ruleset, with 7 levels in Fighter and 4 in Wizard.
  • Toxic Friend Influence: She uses charm, flattery and false pretenses of friendship, all to goad people into getting themselves mazed.
  • Ungrateful Bastard: It's generally believed that if she finds the victim she got mazed, she kills them.

    Adamok Ebon 

An enigmatic female bladeling, Adamok used to hunt rust dragons that bedeviled the bladeling city of Zoronor; when clerics created spells that shielded her people from the rust dragons' breath, she was no longer necessary. Instead, she moved to Sigil, where she has since pursued a living as a hunter, a guide, a domesticator of beasts and, it is rumored, an assassin. She charges very little for such activities, just enough to cover her room and board; all she wants is to live an essential, dangerous life.


  • Egomaniac Hunter: A variant; Adamok isn't the boastful type by any measure, but she lives to hunt. It's all she thinks about, and all she cares about.
  • Hunting the Most Dangerous Game: Played with; Adamok prefers the most dangerous quarry she can go after, but mere humanoids are pretty low down on her measure. She's more likely to hunt the petitioners of the Beastlands, who combine the physical might of animals with the intelligence of humans, or to go after magical creatures like illithids, gehreleths, beholders and su-monsters.
  • Monstrous Humanoid: As a bladeling, Adamok appears as a 7ft tall humanoid woman with metallic skin and with dozens of sharp-edged metallic spikes poking out of her flesh all over.
  • Religious Bruiser: According to her official statblock for AD&D, she's a multiclassed Fighter/Cleric (level 6 and level 5, respectively), although which god she worships is unknown.

    Estavan 
An ogre mage, and head of the Planar Trade Consortium, Estavan is the deal-maker and deal-breaker of commerce in Sigil.
  • Cruel Mercy: If someone has the nerve to pick a fight with him, he'll often refrain from using lethal force once he proves he can, offering mercy in exchange for a "favor" to be paid later.
  • Genius Bruiser: He's usually a polite and cultured individual, and handles the PTC without any visible aid, but he's more than capable if someone picks a fight, unleashing the ferocity befitting of his kind with powerful evocation magic and his magical naginata.
  • Faux Affably Evil: A courteous and generous businessman on the surface towards anyone who deals with him "fairly" (that is, according to his rules), Estavan shows absolutely no mercy towards anyone who does not.
  • Intrepid Merchant: Need a wyvern egg? Give Estavan a day, he'll get it. An actual dragon egg? That one might take a week, but he'll get it. Estavan has yet to disappoint a customer, so long as they can meet his price.
  • Neat Freak: He's obsessed with his appearance, constantly smoothing his robe, stroking his tusks, and checking his fingernails.
  • Oddly Small Organization: As far as is known, Estavan is the only actual member of the PTC, which deals in trade over a multitude of worlds, dimensions, and planes. The bulk of his "employees" are in some way indebted to him.
  • Rules Lawyer: He's a Guvner, so it comes with the position, and even more than the typical Guvner, he often manipulates the law to suit his own end.
  • Unknown Rival: To Zarada, possibly the only Cager willing and able to blatantly refuse to deal with him on anything. Estavan has wanted her to support the PTC, but won't even consider working with her as equals, and Zarada flat-out rejects his attempts at threats or bribery. (Because unlike most Cagers, she has enough wealth and power to do so.)

    Farrow 
https://static.tvtropes.org/pmwiki/pub/images/farrow_5e.jpg
Farrow (left) and one of his many personas (right)

A Shadow Elf from the world of Mystara, Farrow is a former member of the dreaded Eyes of the Serpent; a secret society of thieves, spies, saboteurs and assassins dedicated to protecting their race at all cost. When a mission went wrong in Glantri, he was hurled through a Gate into Sigil, where he managed to survive and ultimately came to join the Revolutionary League. Unfortunately for him, he ended up falling under the sway of Shemeshka the Marauder, who gave him a Ring of Disguise and ordered him to infiltrate every faction at the same time. The result was too much for the elf's mind, and it catastrophically splintered; each of his disguises became its own separate personality, with poor Farrow losing control of his body to them whenever the right circumstances are triggered. Only the sight of somebody flaunting or challenging a repressive authority will trigger the re-emergence of Farrow himself.
In 2nd edition, his 14 alter-egos and their triggers are:

  • Dox: A male human wizard noted for his pointy chin, Dox is the alter who is a member of the Athar. Dox manifests whenever Farrow or one of the other alters comes in contact with a vocal street preacher.
  • Ozer Pidey: A chubby female elf priest of the Believers of the Source. She takes over when Farrow encounters somebody who boasts of besting the challenges that the multiverse has thrown in their past.
  • Wellrock: A male tiefling assassin with long, jet black hair, Wellrock is Farrow's alter for the Bleak Cabal, and takes over in response to encounters with horrific or pathetic sights.
  • Trez Damrod: A violent-tempered, dark-skinned, male human warrior, this is Farrow's Doomguard alter, and he takes over when Farrow encounters a wanton act of entropy.
  • Kale O'Seth: This male half-elf bard is the alter used to infiltrate the Dustmen. He takes over when Farrow encounters somebody dying a natural death.
  • Burbery: This red-tinged female tiefling pickpocket belongs to the Fated, and surfaces whenever Farrow either strongly focuses on obtaining something or sees somebody strong or capable taking from the weak.
  • Mellon Mahl': Short and bald, this male human serves the Fraternity of Order as a lowly clerk in the City Court. Questions of the law, whether directly addressed to one of Farrow's alters or simply overheard, trigger his emergence.
  • Kirrik the Ear: A blonde, bearded, male half-elf gossiper, Kirrik is the alter used to infiltrate the Free League. He takes control whenever Farrow sees somebody defy a faction or otherwise stand up for their own beliefs.
  • Josbert Plum: A towering male human paladin, Josbert is the most righteous and benevolent of the alters, with a sincere faith in the Harmonium. He emerges to defend Farrow if ever Farrow is directly threatened, but can also take over whenever Farrow sees somebody commit a crime.
  • Skiba: This tattoo-adorned female elf ranger is the Mercykiller alter, and takes over whenever Farrow believes a lawbreaker hasn't been lawfully punished. If she takes over, she stops at nothing to "correct" this problem. This can make it rather hard to predict whether a crime will trigger the emergence of Josbert or Skiba.
  • Sylvester Goldwax: With the appearance of a toothless old male human, Sylvester is a street artist with connections to the Sign of One (specifically, the Will of the One subfaction), and he takes control whenever Farrow sees somebody engaged in an act of creation.
  • Aza Dowling: A hedonistic, horn-headed female tiefling mage, Aza is the alter representing the Society of Sensation. She is obsessed with novelty, and only takes over when offered (or challenged with) tantalizing new experiences — as a result, she is appearing less and less of the alters.
  • Featherback: A sleek, athletic, male human druid, Featherback belongs the Transcendant Order and is triggered by the sight of people performing physically demanding and dexterous tasks.
  • Rue-The-Day: A boisterous, prank-loving elf, Rue-The-Day is a Xaositect to the core, and surges to dominance in response to sights of "wholly inane activity", as the sourcebook puts it.

  • Clap Your Hands If You Believe: Farrow's diverse personalities have different races and classes; somehow he gains the extraordinary and even supernatural abilities of whatever race and class that personality is, including spellcasting. Even Shemeska has no idea why that is, although Sigil is indeed a place where ideas and beliefs are strong.
  • Gone Horribly Right: The combination of Farrow's special "method acting" technique for infiltration and his Ring of Disguise ended up turning him into a gestalt of different beings.
  • Involuntary Shapeshifting: Farrow can no longer deliberately use his magical ring's shapeshifting power, and instead it only works to transform his body into the guise of whichever persona is currently dominant.
  • Mind Hive: Each of Farrow's 15 personas (the original and 14 others) is a truly independent sentience in its own right, which means it would take a Wish to cure him — or to separate them.
  • Sex Shifter: Though Farrow was born male, several of his alters are female.

    Fell 

A mysterious "fallen Dabus", supposedly disowned by the Lady of Pain for becoming a priest of the dead god Aoskar — indeed, it's commonly whispered that it was his conversion to Aoskar that prompted the Lady to move against him and destroy him. He now runs a tattoo business and is a member of the Sign of One faction.


  • Broken Angel: He's a fallen Dabus, disowned by the Lady of Pain, unable to float.
  • Doom Magnet: Not really, but most residents of Sigil are afraid he might turn into one. After all, he double-crossed the Lady, and it's very possible she might just be biding her time. People tend to avoid him, not wanting to be around if she ever does come to punish him more severely.
  • Good Samaritan: Fell often does the Hive residents a valuable service by bricking up the ooze portals, a dangerous hazard unique to that part of the city that most dabus stay clear of. Whether it's due to generosity, a compulsion to perform his old tasks, or a subtle jab at the Lady, nobody knows.
  • Reality Warper: On a limited scale. Occasionally, the tattoos he creates with his rebus speak become real items or even creatures (with limited duration). He has very limited control over this, and it more often than not happens unintentionally.
  • Semi-Divine: It's rumored In-Universe that he might be a Proxy — a direct servitor of a Power (in this case Aoskar) who is imbued with special divine powers as a result. His stablocks in both Uncaged: Faces of Sigil and Doors to the Unknown confirm that this is the case, and he can cast Dimensional Folding, Surelock, Plane Shift, Astral Spell and Gate as a 17th level cleric. Exactly how divine he is has become somewhat confusing: in 2nd edition "proxy" meant "directly responds to a deity and is given divine magic as a result" — essentially a cleric with a little extra oomph, but in 3rd edition, "proxy" meant "imbued with a share of a deity's own divine strength", becoming a demigod or lesser god, the sort of thing 4th edition would proceed to dub an "exarch".
  • Starfish Language: Like all Dabus, he speaks in a visual language of rebus puzzles. Fortunately, a helpful customer who frequented his tattoo parlor often put together a guide for understanding the language of the Dabus, which he sells there too.

    Judge Gabberslug 

The nalfeshnee judge of the Court of Woe, a court run by the Dustmen and used by the Guvners to handle a long backlog of minor infractions. Somewhat approachable for a demon.


  • The Alcatraz: Don't even think of fleeing the Court of Woe, cause you can't. It's situated in the Void of the Negative Material Plane, and the portal won't return a defendant to Sigil until Gabberslug passes sentence, as that's the Gate Key. Unfortunately, the place is only useful as a courtroom, given its limited size.
  • Black Sheep: Like all nalfeshnee, he was once a judge in the Abyss who passed sentence on doomed souls. But Gabberslug was something of a prankster who liked embarrassing the balors by selecting weak mortal souls for high positions. Eventually, he was caught and exiled.
  • Brilliant, but Lazy: A nalfeshnee's intelligence borders on godlike, and Gabberslug is no exception. However, he's too lazy to even get off his throne if a fight breaks out in his court, fighting exclusively with magic if he has too. Admittedly, and with the other Dustmen and Lord Porpen there, he rarely has to.
  • The Dragon: Lord Porpen is this to Gabberslug; a Death Knight from Krynn, he was cursed by the god Hiddukel for seeing that his rival, an innocent man, hung in the king's court. Gabberslug has promised to someday help Porpen gain revenge on Hiddukel, who is also believed to reside in the Abyss.
  • Emotion Eater: For most nalfeshnee, the ability to consume negative emotions from mortals like fear, hatred, and despair is an Informed Ability, but for Gabberslug, it's an actual attack. (In game terms, this attack haves the victim's ability scores (and all bonuses), hit points, and THACO for 1d4+1 weeks, and can be done at will. Presumably limited to defendants of the Court of Woe.)
  • Fat Bastard: Much like other nalfeshnee, he's an evil, obese demon.
  • Gonk: He's even uglier than most nalfeshnee, which are already pretty ugly.
  • Kangaroo Court: While a defendant's chance of leaving alive is possibly greater than a standard Guvner court, there's not much legal structure in the Court of Woe. The attorney argues both for prosecution and defense (unless "Sly" Nye is defending) and there's no jury. Gabberslug typically rules as he feels like it.
  • Mind Rape: Defendants who deserve it (or annoy Gabberslug) the most are subjected to being drained of their emotions, a terrifying experience that causes a nightmarish trance for days.
  • My Species Doth Protest Too Much: A Downplayed version; like all demons, Gabberslug is Made of Evil - specifically, Chaotic Evil - In-Universe. However, he favors the Chaotic aspect of his alignment more than he does the Evil aspect. Still evil, but more interested in making mischief or messing with people than causing suffering. Though he still likes causing suffering.
  • Odd Friendship: He genuinely likes Sly Nye, the Xaositect lawyer; the kooky tiefling's antics amuse Gabberslug and he sees something of a kindred spirit in him, which contributes to Nye's success rate.
  • Pig Man: Like all nalfeshnee, he essentially resembles a huge, crudely anthropomorphic boar, except obese and hairy and with two ridiculously tiny little feathered wings.
  • Thou Shalt Not Kill: One rule Skall has insisted on is "no death penalty", and out of a respect for the lich's might, Gabberslug tries not to drain all of his victim's souls. Unfortunately, he doesn't always remember to limit his draining, especially when severely bored or angered.

    The Grixitt 

A female Ysgardian petitioner, the Grixitt is the last of the Expansionists, a Faction exiled from Sigil and which has apparently died out on Ysgard. Driven mad with her need to avenge her Faction on the Lady, she carries out an endless campaign of sabotage against Sigil, stalking through the dark of "night" to destroy as many portals as she can, in hopes of eventually sealing the Cage off from the rest of the multiverse and leaving it to die.


  • Deader than Dead: As a Petitioner who has forsaken her native plane of Ysgard, if she dies in Sigil, she can never come back as she'll cease to exist entirely.
  • Fluffy the Terrible: Grixitts are a now-extinct species of burrowing nocturnal mammals from Ysgard, which were hunted to extinction over their warm pelts. The Grixitt is essentially out to destroy the entire city of Sigil and kill everybody inside of it.
  • Not-So-Harmless Villain: Although her goals sound silly, she does succeed at damaging portals every night she goes out. And Sigil depends on its portal network; without them, it hasn't got any ability to provide sufficient food — in fact, without portals, it'll run out of drinkable water and breathable air! And no spells can be used to summon anything into Sigil, or escape from Sigil. Even without destroying all the portals, if the Grixitt can damage enough of them, she would trigger potentially devastating famine-sparked riots.
  • Technical Pacifist: She never fights if she can avoid it, not because she hates violence, but because she has only limited combat skills (she's only a 1st level Rogue) and because, as a Petitioner, death holds a true terror for her. Bargain and escape are her preferred methods for dealing with the threat of violence... although she's plenty ready to stab somebody in the back or slit their throat if she can get the drop on them first.
  • That Man Is Dead: She's so consumed by revenge that she's forgotten everything except her rage against the Lady of Pain; she doesn't even remember her old name, and just calls herself "The Grixitt".

    Harys Hatchis 

An energetic, friendly and vibrant male human mage, the Sigilite-born Harys Hatchis is Sigil's number one promoter. Promoter of what, you might ask? Why, anything and everything! Harys specializes in big, flashy advertisements for any business, no matter how big or small, that's willing to pay him for his work.


  • Bomb-Throwing Anarchists: Subverted; Hary does want to take revenge on the Clerks Ward, but doesn't promote active violence. He favors subtler acts of revenge, like concealing the code to unlocking the Hall of Records' treasury in a fold-up advertisement he's recently launched.
  • Freudian Excuse: Harys' obsession with jink and his hatred of the bureaucrats in the Clerks Ward stems from the tragedies that befell his family due to beauracratic mismanagement. Fired (wrongfully so, he insists) from his original promising job at the Hall of Information after loyally working there for six years, this was followed by the Hall of Speakers cancelling an order for uniforms, plunging his family's tailoring business into a financial hole. When the Hall of Records made a mistake in their tax assessment that saw his family be bankrupted and die a pauper's death, it cemented a life-long vendetta.
  • Large Ham: Being a pitchman, he has made this into an art.

    Iarmid 

An Aasimar of the Transcendent Order, Iarmid runs "The Other Place", Sigil's premium massage and physical therapy resource after the Great Gym itself. Originally a long-empty greeting hall, The Other Place got its start when Iarmid realized that many paying customers were being turned away from the Great Gym due to members of the Transcendent Order invoking faction membership privileges to steal slots amongst the massage tables, therapeutic baths, and other treatments. Following the creedo of his order, Iarmid promptly took over the hall and made it into his own spa, with his Factol's eventual blessing.


  • Appropriated Appelation: Iarmid didn't really want to call his spa "The Other Place", but his Factol advised him to just adopt what the customers asking for it were calling it when they turned up at the Great Gym. He's grown used to it.
  • Carry a Big Stick: He wields a quarterstaff for those very rare occasions when he needs to fight.
  • Technical Pacifist: Iarmid hates violence and leaves most defense of the Other Place to its guards — a mixture of bariaurs and equinals. However, if necessary, he will fight to defend his workers and his customers, always striving to do the minimum damage needed to disable, disarm or restrain the assailant.

    Jemorille the Exile 

A rilmani of the argenach caste, Jemorille is an arrogant and boastful being who insists that he is one of the greatest manipulators in the entire multiverse. The reality, it's hinted, is that he's a failure who was sent to Sigil mostly because they hoped he would be incapable of causing any more damage there.


  • All There in the Manual: If you need proof that Jemorille is full of hot air, the now-out of print official Jemorille figure explicitly states that he has failed in every single assignment he's ever been given by his superiors, invariably causing huge amounts of chaos in the process.
  • Beat Them Attheir Own Game: Shemeska may be King of the Cross Trade, but Jemorille is pulling a cross-trade on her.
  • Crouching Moron, Hidden Badass: Jemorille is nowhere near as good as he thinks he is, but falling short of that standard still leaves him a lot of room to actually be a pretty good Manipulative Bastard by any other standard.
  • The Mole: His usual identity is that of Colcook, Shemeska's most trusted groomer guard; even Shemeska doesn't know that her most loyal henchman is a mole.
  • Never My Fault: In Uncaged, Jemorille proudly talks about being responsible for the creation and subsequent destruction of the Temple of Elemental Evil on Oerth, counseling Rajaat on arcane magic on Athas, and uniting warring kingdoms on Faerun by giving them a common enemy. He insists that he should receive no blame for the fact that the first led to an Abyssal lord escaping to bedevil the land, the second led to Rajaat's genocidal ecology-destroying wars, and the third was achieved by planting the idea of attacking the Sword Coast in the Khahan's mind in the first place.
  • Reassigned to Antarctica: He was stuck in Sigil by the other Rilmani because every time he tried something on a Prime world, he inevitably caused some horrible calamity to befall it; the hope was that Sigil would be too chaotic and disinclined to listen to him for him to actually screw things up.
  • Small Name, Big Ego: Put it this way; Jemorille believes he is singlehandedly responsible for everything that happens in Sigil, up to and including balancing out the interplay of the Factions and even that he's ultimately managing the flow of the Blood War! Just thinking about it a moment should reveal the absurdity of these claims.

    Koe 

A rogue asura who has become distraught over the sheer destruction that the Blood War brings to the planes. To try and combat this, he has founded a secretive arms-trading ring that smuggles Celestial-crafted arms and armor to the Lower Planes in an interdimensional black market. Koe's hope is that by keeping both factions already equipped, they will have little cause to look outside of their own miserable realms for advantages, confining the brunt of the fighting to the Lower Planes instead of letting it spill across the rest of the multiverse. His greatest hope is that this will lead to the fiends ultimately exterminating themselves, or at least weaken them critically enough to let a united celestial army destroy them once and for all.


  • Fallen Angel: A variant; Koe hasn't really "fallen" in the most common definition of the term, but he is still a "rogue" in that he now serves his own cause rather than directly serving a divine superior, like other asuras do.
  • Well-Intentioned Extremist: He sincerely believes that his arms-dealing is serving the greater good of the multiverse. Better the fiends be kept butchering each other over the worthless and empty Lower Planes, slowly grinding themselves into annihilation, than they be free to rampage across the rest of the multiverse.

    Kylie 

A tiefling tout (a nice word for "opportunist") Kyle acts as a guide to anyone needed information - or a price.


  • Beware My Stinger Tail: Invoked; her tail is actually harmless, but she's strapped a metal barb to it and trained herself to use it as an emergency weapon. If somebody gets on her bad side, they may not realize the danger until her tail has stabbed them.
  • Cute Monster Girl: While she is a tiefling, she looks almost completely human, her one demonic feature being her long tail.
  • Famous Ancestor: Maybe; many people who are in the know about Shemeshka's protection of Kylie have speculated that the Arcanaloth is actually Kylie's mom and the tiefling doesn't know it.
  • Knowledge Broker: As a tout, this is her primary purpose, and she's street smart enough to figure out anything that goes on in the Cage.
  • Small Name, Big Ego: She thinks she's the hottest stuff to ever hit Sigil's streets, boasting about how she's able to run rings around Autochon and Shemeshka. The reality is that Authochon hasn't killed her yet because Shemeshka has told him not to. In fact, she's forcing him to protect her, which is where a lot of Kylie's success really stems from.
  • Stripperific: Tieflings are not known for modesty; her outfit brings to mind a leather bikini, boots, and gloves, with some suggestively-placed belts and straps. Given her class of Rogue, and her "job" as a tout, it's not a surprise; it's more than likely a deliberate ploy to give her an edge over suckers who can't drag their eyes away from her curves.
  • Verbal Tic: Kyle's most common response to any question asked of her is "maybe", her way of keeping someone interested and asking more questions.

    Lissandra the Gate-Seeker 

Originally from the Forgotten Realms, the female human mage known as Lissandra claims that she came to Sigil simply because she was bored. Fascinated by portals, she has dedicated herself to studying them, drafting maps and logbooks that tally known portals and identified portal keys throughout Sigil. What makes her different many other sages doing the same thing is that she has no love for Sigil's established power hierarchy, and eagerly disseminates her findings in an effort to overthrow the stranglehold that the nobility and factions have over such information, which makes her quite popular with the Revolutionary League, even if she doesn't really give a damn about the Factions proper.


  • Beware the Cute Ones: She's a very beautiful woman, but she's also an extremely powerful and experienced wizard, and those who forget the latter will get a very painful reminder of it.
  • For the Lulz: She abandoned her home world and everything she knew simply because she was bored of it. At least, that's her story, and who knows if it's true.
  • Mugging the Monster: What you'll experience if you try to steal her logbook; many thieves have tried to swipe it, knowing the information it holds is valuable, but they always regret it. It's booby-trapped with a chain contingency that first hits the thief with chain lightning to make him drop it, then suggestion with the order to leave immediately.
  • So Beautiful, It's a Curse: She's extremely attractive, with a Charisma score of 14, but she never flirts and hates being reduced to a mere object of beauty.

    Ly'kritch 

A shadow fiend from the Abyss that has taken to stalking the denizens of Sigil, murdering random victims by capturing their souls inside gems for its own evil purposes.


  • And I Must Scream: The fate of those trapped inside of its gems as a disembodied consciousness, especially as the typical fates for such unfortunates are either to be put on a shadow fiend's mantle as a trophy for all eternity or to be eaten.
  • Living Shadow: Like all shadow fiends, Ly'kritch is an insubstantial demonic spirit of pure animate shadow.

    Milori 

A lillend with an uncanny knack for languages, to the point she can not only effortlessly understand Xaositect Scramblespeak, but immediately discern the meaning behind the rebuses that that Dabus use to communicate with other races. A long-time friend of Fell's, she is the author of the Dabus-Common Phrasebook, the only real lexicon to dabus communication to exist so far.


  • Innocent Fanservice Girl: Milori doesn't wear so much as a stitch of clothing, not out of any intent to seduce others but simply because she just doesn't see the point of struggling with clothes given her unusual body structure.
  • Omniglot: Milori can speak any language, and in fact makes a living by holding lectures on different planar tongues.
  • Our Angels Are Different: As a lillend, Milors appears as a female serpent-centaur with angelic wings and a Chaotic Good racial alignment.
  • Snake People: Like all lillends, Milori has the upper body of a beautiful woman with angelic wings, but from the waist down, she has the writhing coils of a 20ft long serpent's body.

    Morte 
https://static.tvtropes.org/pmwiki/pub/images/mpp_cover_art.jpg
Morte on the cover of his book
A floating and rather sarcastic human skull, often mistaken for a mimir but very definitively isn't. Presents the 5E's monster book, Morte's Planar Parade. For tropes related to his appearance in Planescape: Torment, go here.
  • Mr. Exposition: In addition to presenting Planar Parade he is the first NPC encountered by the players in Turn of Fortune's Wheel and introduces them to Sigil.
  • Oracular Head: Like mimirs, he's a floating skull who knows a lot about the planes, unlike mimirs, he has a personality.
  • Unreliable Expositor: Just about anything he says should be taken with a few grains of salt. He was condemned to the Hells for lying in life after all.

    Morvun & Phineas 

Male Fensir twins who migrated to Sigil from their former homes in Ysgard due to their being regarded as bad luck for their lack of the normally innate spell-casting abilities of their people. Driven by despair, they easily fell in with the Bleakers faction, and with their artistic talents (or delusions, in Morvun's case), they have since chosen to scrape a living as bleakniks.


  • All Trolls Are Different: They're Fensir, an extraplanar race of Chaotic Neutral trolls native to Ysgard, defined by, amongst other things, innate magic and almost always being born as twins. And even by Fensir standards they're odd, as the two lack any real talent for magic, which is normally an inherent birthright for Fensire males.
  • Beatnik: They belong to the Bleak Cabal's musical & poetic brotherhood, who're known as "Bleakniks" — thematically, they're Beatniks with maybe a dash of Goth.
  • Foolish Sibling, Responsible Sibling: The two are a classic example of this; Morvun is outright described in his statblock as being "dramatic, self-absorbed and unrealistic", whilst Phineas is "dry, tolerant and pragmatic". Morvun flounces around, convinced of his unrecognized genius, whilst Phineas does what he can to manage his drama-queen of a brother.
  • Identical Twin ID Tag: It's actually so easy to tell the two trolls apart that they almost don't look identical at all. Morvun has a shaved head tattooed with a black-inking of an eclipsed sun, speaks with elongated and overstressed syllables, and always wears black leather knee-high laced boots, baggy pants and a stringed vest. Phineas has greenish-black hair he keeps in a short ponytail, a small silver ring piercing in his nose, and wears a simple black woolen tunic and hose.
  • It's All About Me: Morvun is immensely arrogant, self-absorbed, and dramatically convinced of his own importance and skills. He's even kept the twins from getting a decently paying job by acting as couriers for secret messages because that would add "meaning" to their lives.
  • Muggle Born of Mages: Male Fensir normally have innate spell-like abilities, but Morvun and Phineas just never got the hang of it.
  • Properly Paranoid: Despite the fact that they've been living in Sigil for years without its light turning them to stone, the twins still maintain a stockpile of petrification cures all the same — which is a particularly good idea, given the very nature of Sigil means that they could fall through a portal to some place with real sunlight at any moment.
  • Small Name, Big Ego: Morvun is convinced of his skills as a Bleaknik poet, but the plain and simple truth of it is that he's just a hack. The rare decent bits of morbid poetry he comes up with are actually given to him in his dreams by Xideous. Phineas, on the other hand, is a genuinely talented musician; he's painfully aware of how inept Morvun is, but his loyalty to his twin keeps him from trying to illuminate him on how bad he really is.
  • Taken for Granite: Like all Fensir, they turn to stone if exposed to sunlight. The weird luminescence that emanates from Sigil doesn't have this effect, but the brothers stockpile antidote potions against it just in case.
  • Terrible Artist: Mostly Morvun. His morbid, gloomy poetry isn't much appreciated, as much for the fact it's not even ''good' bleaknik poetry. The only folks who really listen are the ones in line to enter the Gatehouse, who are already pretty depressed.

    "Sly" Nye 

A criminal council lawyer, who is also a Xaositect, Sly is a living oxymoron.


  • Crusading Lawyer: Zigzagged. Whether he charges astronomical prices or does it for free depends on his mood, but he always gets results.
  • Invincible Hero: Sly never loses a case. Ever. Not even in the Court of Woe. It is suggested that juries sometimes rule in his favour to get rid of him, but to him, victory is victory.
  • Non-Human Sidekick: He has six chaos imp friends who inhabit his six ioun stones; most everyone else finds them a nuisance, especially Guvners.
  • Uriah Gambit: The Guvners have often sent him to defend at the Court of Woe hoping he won't come back. He always does.

    Omott 

A linqua that was tricked, captured and tortured by a band of Baatezu for several centuries, before being dismissed. Knowing that it cannot return to Sung Chiang's service, Omott now seeks a new god to offer its service to, and has fallen in with the Will of One.


  • Carry a Big Stick: Wields an enchanted bludgeon called a Mace of Pain.
  • Drunk on the Dark Side: Or rather, in painful withdrawal from it. Omott pines for the divine power it once had, but cannot return to Sung Chiang, so now seeks another god to serve.
  • Golem: A variant; linquas are sapient goblin-like constructs native to Gehenna, created as servitors of the evil deity Sung Chiang.
  • Neutral No Longer: Inverted; its In-Universe alignment was Neutral Evil to begin with, but it is now True Neutral. It's willing to shift anywhere on the axis required in order to meet its goal.
  • You Can't Go Home Again: All linquas know the legend of the first of their kind, who was also the first to leave Sung Chiang; after pining from homesickness for years (much like Omott has), it decided to go back and beg forgiveness, only to be slain. Thus, Omott doesn't dare do to try and return to Sung Chiang, no matter how much it longs to.

    Parakk the Ratcatcher 

A githzerai who has chosen to serve The Us, hoping to help the cranium rats rebel against and slay Ilsensine in order to strike a crippling blow against the hated illithids through the death of one of their two patron gods.


  • Beneath Notice: The reason why Parakk has taken up the guise of a ratcatcher; not only does this allow it to lure cranium rats into the embrace of the Us, but it helps keep it safe from Ilsensine.
  • Eccentric Exterminator: He catches rats for a living, and his activities make him stand out.
  • Small Name, Big Ego: Is very, very proud of himself for his self-perceived role as an avenger of the gith.

    Patch 

A patch of razorvine given sentience through the efforts of Ylem, the unimaginatively named Patch's existence is a secret carefully preserved by Rule-Of-Three, who seeks to monopolize the razorvine's oracular properties: by grafting in a strand of razorvine from anywhere else in the multiverse, and providing Patch with blood to use as a medium, the razorvine can tell its audience about anything that happened near the strand that was blended into it.


  • Greater-Scope Villain: It's hinted that Patch's ability is a reflection of a similar entity - the size of a mountain - in the Abyssal plane where razorvine originated, used by demons to spy on everything everywhere the plant grows.
  • Kill It with Fire: As a sentient piece of razorvine, Patch can't die unless its root is burned with magical fire.
  • Seers: Patch can see anything that has ever happened at any point in the multiverse and at any point in history, so long as happened near razorvine and you can provide both a stem of the right razorvine and blood for it to write answers with.
  • When Trees Attack: Zigzagged. Patch doesn't go out of its way to kill people, and in fact it can't move on its own at all. But, it uses blood given to it by pouring it over its stem to write out messages when asked questions.

    Qaida 

An aasimar of the Dustmen, Qaida is most famous for her obsession with gathering lore, constantly talking to people with the aid of a mimir to gather even the most inconsequential trivia that she can.


  • Bitch in Sheep's Clothing: Whiles she poses as a researcher who interviews residents of Sigil, she is secretly aligned with Ly'kritch to capture souls in hopes of finding one she can use to help her exert control over the Dustmen.
  • Cute Monster Girl: Her planetar heritage shows through in the fact she has vibrant emerald green skin and is naturally hairless, especially on her head.
  • Demonic Possession: Invoked; she sometimes lets Ly'kritch possess her from time to time.
  • Freudian Excuse: Her angelic father abandoned her due to her mother being an evil sorceress, and her mother dumped her on a clan of tieflings. Her adoptive parents decided to get back at her for being an aasimar, a race that receives instant trust in comparison to their own, by raising her to be thoroughly evil.
  • Lawful Stupid: One project Qaida seems obsessed with is proving that a contract signed by Verden is being violated, and that Verden has to pay up. (The contract in question, signed many centuries ago, is one promising the rights to Verden's corpse after death, and as of now, Verden has lived far longer than an elf's typical life span.) Exactly why one cadaver is so important to the Dustmen that she won't consider simply voiding the contract (which Verden has offered to do for thousands times the original value) is clearly an unhealthy obsession. And seeing how Qaida is trying to use the Court of Woe as her legal means, the claim is likely not approved by the Guvners.
    • Subverted in that there's a reason for it: Qaida uses the fear of these contracts to blackmail others into serving her, often setting them up for her to steal their souls. Given Verden's age, Qaida is certain Verden has powerful secrets that would be of great use to her, if she could get control over the elf.
  • Light Is Not Good: Due to having celestial lineage, and thus being partially Made of Good, everybody tends to trust aasimars on sight. With Qaida, who is a death-worshipping evil priestess who works with demons, that's a misplaced trust at best.
  • Sinister Minister: She's a Cleric turned Proxy of the Death God, Arawn, and part of her reason for wanting to usurp control over the Dustmen is to convert them from their abstract nihilistic faith into the multiverse's biggest Arawn cult.
  • The Starscream: Her main goal is to unseat Skall and replace him as Factol of the Dustmen; most would call this unrealistic, as Skall founded the Dustmen and has been Factol through it's entire long history.

    Rule-Of-Three 

A marquis cambion who masquerades as an ancient githzerai seer, Rule-Of-Three is a malevolent figure who enjoys invoking the Rule Of Three as an excuse to sow confusion, incomprehension, chaos and despair in others. His primary goal is to find some way to end the Blood War by uniting the three major races of fiend and turning them against the Upper Planes.


  • Anthropomorphic Personification: He represents the universal axiom that three is the most perfect number. See two things? Look for a third.
  • Dark Messiah: Wants to bring an end to the Blood War... so the fiends can instead go to war against the celestials.
  • Faux Affably Evil: Most folks who go to him for advice claim he's rather approachable for a demon, although his covert activities shed doubt on his motives.
  • Half-Human Hybrid: As a Marquis Cambion, Rule-Of-Three is a direct offspring between a "true" Tanar'ri and a human. Some have speculated he may be one of Graz'zt's offspring, but Rule-Of-Three denies it.
  • Mad Oracle: Most see him as an eccentric old wise man, and he is one, more or less. As his "day job". Subverted in that he's not mad, merely playacting, and also in that he often manipulates the prophecies just to mess with peoples' heads.
  • Rule of Three: He seems to be the Anthropomorphic Personification of the concept, and tends to reflect it. As an advisor, he always gives three pieces of advice, and requires three items of payment. (Value of such items can vary.)
  • Voluntary Shapeshifting: Sports a magical Hat of Disguise and has the innate ability to cast Polymorph Self three times per day, allowing him to assume various different forms as he sees fit.

    Alluvius Ruskin 

An ancient tiefling who runs one of Sigil's premier portal key shops, Alluvius has more up her sleeve than she lets on.


  • Bazaar of the Bizarre: Her shop sells spell components, enjoying excellent business in a city where mages are common. Having such ready access to gemstones aids in her overall scheme.
  • Best Served Cold: A major motivation of her plans, seeing as the Lady crushed the other Incanterium out of Sigil centuries ago.
  • Cute Monster Girl: Well, she's old enough to be past this now, but she fit the bill when she was younger, being a humanoid woman with a long, cat-like tail and two stubby little devilish horns on her head.
  • Evil Old Folks: Is centuries old and is thoroughly evil. First and foremost, she willfully trades with Ly'kritch for his stolen souls, hoping to find ones strong enough to be used as part of her plan to conquer Sigil. Those she discards, she sells as portal keys — not only knowing full well that most gems used as portal keys are destroyed as part of the process, but actively reveling in the possibility that this leaves the consciousness inside Deader than Dead!''
  • Evil Sorcerer: She's a thoroughly evil member of the Incanterium, a now-sundered former faction of arcane supremacists who believed magic held the ultimate power over reality. She wants to conquer Sigil by finding some way to stealthily consume all of its native magic, believing that if she can make the magic of Sigil part of her, she can usurp it right out from under the Lady's nose.
  • Faux Affably Evil: She has the reputation of a doting old shopkeep with a grandmotherly personality; as a result, few victims suspect a thing until it's too late.
  • Glamour Failure: She wears thick, darkened-glass spectacles to hide the trademark all-silver eyes of an Incantifier, and likewise has taken to wearing gloves to conceal the fact that her fingertips sometimes produce a light-blue glow, another mark of her Sect.
  • Golem: If people try to steal from or damage her shop, various bits and pieces on the ground floor will come together as golems (bone, wood, stone, glass, etc) and defend her.
  • Horned Humanoid: The horns poking through her scraggly white hair make it pretty obvious that she's a tiefling.
  • Magic Eater: Like all Incantifiers, she consumes magical energy, and needs to do so on a regular basis to survive.
  • Mineral MacGuffin: A keystone of her goal is finding a gemstone containing the soul of a powerful wizard mentioned in an old legend who, supposedly, came very close to truly defeating the Lady of Pain. He failed, and she trapped him in this gem, which she placed in a vault on the lowest level of Pandemonium, where godlike beings store things mortals aren't supposed to have. The myth suggests that the Lady may not have been able to create Mazes back then, and thus suggests this ability could be taken from her. Putting two and two together has given Ruskin the idea of finding this prisoner to gain a potent ally, and she believes dealing with similar gems will ultimately lead her to him.
  • Small Name, Big Ego: Averted. She does everything she can to keep her plans secret to herself, in order to avoid getting mazed or flayed by the Lady of Pain.
  • The Starscream: Wants to usurp control of Sigil from the Lady of Pain.
  • Walking Spoiler: Just look at how many of her tropes are spoiler-blocked!
  • Wild Magic: Her specialty as a wizard, it is a rare, potent, and dangerous field of magic that focuses raw Chaos.
  • Willfully Weak: Alluvius does admit that she is a wizard, but takes pains to only show off the barest minimum of her skills, so people will underestimate her.

    Saure 

A female gautiere summoned from Carceri by Kesto Brighteyes, now eagerly used as an anti-faith attack dog by the more militant members of the Asthar, much to Kesto's outrage.


  • Hollywood Acid: Can secrete powerful corrosives from her palms once per day, allowing her to inflict vicious chemical burns with a touch.

    Seamusxanthuszenus 

A dust mephit conjured by a cambion named Yllgarra as an insulting message to a rutterkin named Nurx, who ran a back-alley beast-shop called "Pets & Meat". When he arrived at his destination, he found Nurx already dead of some magical pox, and, through a serious of fortunate events, made a living for himself by converting Nurx's shop into his own business selling animal parts and pieces for use as portal keys, reagents, and other sundry uses.


  • Born Lucky: Things just kept going right for this little Mephit from the moment it was created. Of course, it's anyone's guess how long his luck will hold.
  • Overly Long Name: Because it's actually three names all mashed together. When he was created, his creator mused whether he wanted to call him "Seamus", "Xanthus" or "Zenus" — the mephit promptly demanded all three names.
  • Small Name, Big Ego: Like all Mephits, Seamusxanthuszenus is incredibly full of himself, despite being a fairly small and puny creature.

    Shemeshka the Marauder 
https://static.tvtropes.org/pmwiki/pub/images/638253049070056284_3831243126.jpg
Shemeshka as she appears on the cover of Turn of Fortune's Wheel

A female (or is she?) arcanoloth/ravaasta (in 4e) who is infamous throughout Sigil for being a fabulously wealthy business owner and the master of the biggest and best guild of spies, thieves and assassins in all the Cage, a position that has earned her the title "King of the Crosstrade".


  • Ambiguous Gender: Dresses, acts like, calls "herself" and is referred to as a female... but her profile writeup in the "Uncaged: Faces of Sigil" sourcebook officially lists her gender with a male symbol. Later works, however, use a female symbol. Not helped by the fact that all yugoloths are hermaphrodites, according to the "Faces of Evil: The Fiends" sourcebook.
  • Berserk Button: Her temper is infamously volatile, but the surest ways to tick her off? Ask why she doesn't call herself "Queen of the Crosstrade", or mention A'kin the Friendly Fiend.
  • Bitch in Sheep's Clothing: Incredibly Lame Pun aside (arcanaloths look like anthropomorphic jackals, ravaasta look like equally anthropomorphic foxes), as sweet, friendly and generally affable as she acts, Shemeshka is still a highly dangerous fiend and, more importantly, has a savage temper that is easily unleashed.
  • Breakout Villain: Shemeshka is featured very prominently in 5e's "Planescape: Adventures in the Multiverse" slipcase, eclipsing nearly every other Planescape character barring Morte and the Lady of Pain herself. Interviews with the set's game designers reveal they are aware of Shemeshka's "fan favorite" status.
  • Cunning Like a Fox: Despite arcanaloths usually resembling jackals, Shemeshka is decribed as appearing vulpine. She also possesses superhuman intelligence and shrewdly runs a criminal empire.
  • Dimension Lord: Conned a demon prince out of a layer of the Abyss, the House of Lies.
  • Ensemble Dark Horse: Of the NPCs of Planescape, she may easily be one of the best known, besides the Lady of Pain herself. When the 4th edition "Manual of the Planes" sourcebook was released, Shemeshka was one of the very few Planescape NPCs to make the edition jump. Indeed, one could argue that the Arcanoloths survived the transition and became the Ravaastas mainly due to her impact on Planescape. She was also brought back (along with the return of the Arcanaloths to their proper name) in 5th edition as the in-story purveyor of Mordenkainen's Tome of Foes. Later in 5th edition's own Planescape slipcase, she features prominently in the adventure "Turn of Fortune's Wheel" as the main antagonist.
  • Faux Affably Evil: Don't be fooled by her politeness and seeming generosity, she is a pure Evil crime lord who gives out damned souls as prizes in her casino and will have you killed if you cross her (multiple times if necessary).
  • Flip-Flop of God: Whether or not Shemeshka is a transwoman or a ciswoman; as mentioned, "Uncaged" says she is male, while other sourcebooks say she is female. "Faces of Evil", meanwhile, pretty much makes it canon that it's all up to what she considers herself to be, since as an arcanoloth she's biologically hermaphroditic of the "both sexes simultaneously" variety.
  • Hair-Trigger Temper: Shemeshka's temper, and the spontaneity with which she'll fly into a berserk rage, is infamous throughout Sigil.
  • Improbable Weapon User: When angry or actually attacked, Shemeshka's preferred weapon is to break off a vine from her razorvine headdress and use it as a lethally barbed whip.
  • Interspecies Romance: It's a common rumor that the reason Shemeshka hasn't moved against her would-be rival, the tiefling Kylie, is because she is secretly her mother.
  • King of Thieves: Self-proclaimed King of the Cross-trade (Sigil cant for theft or crime in general). But like most arcanaloths she tends to be more interested in information than physical goods and has a network of spies supplying her.
  • Mama Bear: If Kyle truly is her daughter, the Trope applies; hurting her is off limits if Shemeshka has anything to say about it. As Autochron the Bellringer discovered, Kyle seems be under Shemeshka's protection.
  • She Is the King: Shemeshka is always referred to as the King of the Crosstrade — and don't you forget it!
  • Sissy Villain: Regardless of gender, Shemeshka is still very flamboyant. She iconically favors wearing a dress made of thousands of small blue/green/violet beads, and she adorns herself with beads, jewellery, bracelets and rings to the point of garishness, as others have noted (but rarely commented on). She's also incredibly vain and fussy about her grooming; she always has to be meticulously beautiful and she surrounds herself with "groomer-guards", one of whom carries a full-length mirror and the rest of whom have the main responsibility of keeping her immaculately clean and beautiful, at all times.
    • Of course, the groomer-guards are also her most deadly assassins and serve as bodyguards, whilst the mirror is a powerful magical item (a "Mirror of Mental Prowess") that enables her to scry people even across the boundary of planes, teleport to any place she is scrying, read thoughts and perform divinations. (The one in charge of holding the mirror, Colcook, is the servant who's worked for her the longest, and the one she trusts the most. Unbeknownst to her he's actually Jemorile the Exile in disguise, the rilmani who is assigned to Sigil.
  • Unknown Rival: While she becomes enraged if someone mentions A'kin in her presence, no-one dares mention Zadara, a titan and member of the Merkants who Shemeshka hates not only because her financial and business connections give her more influence in Sigil, but because Zadara is a more influential female resident. Of course, the most influential female resident is the Lady herself, but no-one ever points that out to Shemeshka. It's unlikely Shemeshka will ever try to make a move against Zadara, though; Zadara is a titan, who killed two pit fiends who invaded her house, personally. There are witnesses to back this up.
  • War for Fun and Profit: One of her side businesses is selling weapons to both sides of the Blood War. Her motive in Turn of Fortune's Wheel is dragging the Modrons into the war so she has even more business.

    Tarholt 

A prime dwarf originally from the world of Krynn, Tarholt's clan migrated through a portal and set up a forge in Sigil. Although a profitable existence, Tarholt has never taken to it, and instead makes a living as a wandering merchant, specializing in magical gemstones harvested from the Dwarven Mountains on the Outlands.


  • The Friend Nobody Likes: His allies and companions have called him selfish (typical for the Fated, alas), rude, overly stern, and contributing little to conversations.
  • Friends Are Chosen, Family Aren't: A dwarf's loyalty lies in family and clan, and Tarholt is no exception; his biggest reason for staying in Sigil, a place he dislikes, is to support Traban's Forge.
  • Intrepid Merchant: If his dealings require him to hoof it from the Spire to the Dwarven Mountain, to Glorium, and back, he will.
  • Obliviously Evil: Tarholt has no idea that Qaida is using the soul-harvesting gems he gives her to steal souls from living people throughout Sigil, and would be horrified to learn this.
  • Our Dwarves Are All the Same: He's tough, dour, adventurous, stubborn, and dedicated, almost to a fault, a typical dwarf.
  • Wrong Genre Savvy:
    • In Sigil, dealing and associating with evil creatures is not always avoidable, but Tarholt doesn't like Estrevan simply because Estrevan is an ogre, a hardheaded policy that can often get him in trouble. Of course, Estrevan doesn't help matters by commenting he would have Tarholt for lunch - literally - if this opposition occurred on Krynn.
    • He also dislikes using portals, the usual form of transportation in the setting.

    Tripicus 

An ursinal sage who is fascinated by the denizens of the Prime Material and has made studying them his life's work. He even gives lectures talking about the different prime worlds.


    Unity-Of-Rings 

A movanic deva who acts to spread good and promote foresight throughout Sigil, according to his own strange circular reasoning.


  • Anthropomorphic Personification: He represents the universal axiom that claims a circle is the most perfect shape and that things tend to move in circular motion.
  • Badass Pacifist: Peaceful and nonviolent, yes, but can turn into a One-Man Army quickly if he becomes angry enough.
  • Good Counterpart: He and Rule-of-Three are opposites in many ways. One is an angel, the other is a fiend, represents Law and Goodness, the other Chaos and Evil, and both are representations of a cosmic principle. This leads many to believe that a third counterpart exists representing the third axiom (the idea that, because the universe is infinite, any spot can be considered the center) but while nobody has ever seen Center of All, he likely exists because, well, Rule of Three.
  • Good Samaritan: He is a charitable being that provides aid and help to anyone who needs it, not only in Sigil, but the Outlands. Much like an angel would be expected to.

    The Us 

The largest known swarm of Cranium Rats in all of Sigil, The Us grew in such power that they were able to realize Ilsensine's tyrannous grasp on their mind, rebel against it, and even break free. Now it hides in the run-down parts of Sigil, working to grow larger and larger until its powers are great enough to kill Ilsensine and free all Cranium Rats.


  • Join or Die: Any Cranium Rats it catches are given a simple choice; become part of The Us, or be slain.
  • Necessarily Evil: How they view their need to kill Cranium Rats that won't become part of The Us — it's a sad thing, but they're not ready to fight Ilsensine just yet, and so they need to make sure that Ilsensine never finds out about their goals.
  • The Starscream: Cranium rats are minions of Ilsensine, but this group secretly plots against him.

    Verden 
To most she's the elven serving maid at the Azure Eye tavern; few know that she's a Prolonger, an evil woman who would drain the life from you to prolong her own.
  • Blessed with Suck: Can steal the life from others to sustain her own existence, but ages at four times the normal rate, forcing her to steal lives much more frequently.
  • Deal with the Devil: Zigzagged. The contract she signed so many years ago was drafted and developed by mortals, but she regards it as this Trope. (Indeed, the Dustmen seem unable to enforce it very well.)
  • Dirty Coward: Comes with being a Prolonger. The thought of dying terrifies her, and she'll flee if there's the slightest threat of it.
  • Mortality Phobia: Nobody ever becomes what she is without suffering from this first. Usually unheard of for elves, she signed a contract promising the Dustmen use of her corpse upon death, simply as a dare. But an encounter with ghosts in an ancient tomb caused her to age several centuries before she escaped, and practically overnight, and because of that she became terrified of dying to the point she ended up becoming a Prolonger.
  • Properly Paranoid: She thinks the Dustmen are trying to murder her, and to a degree, one of them is; Qaida is trying to appeal to Saure to finish her off.
  • The Vamp: Her usual MO is to flirt with some drunk so she can lure him to a secluded spot and drain him. In a city like Sigil, it's rare that the occasional corpse of a drunk adventurer raises suspicion.
  • Vampiric Draining: While not undead, she can use Energy Drain via touch on a single victim per day, using this to reduce her physical age. Her natural aging, however, is four times faster than a regular elf's, the downside of her powers.

    The Will of the One 

A small group within the Sign of One faction that is making a big impact, this fledgling Sect claims to have found "The One", the individual who dreams up the entire multiverse. That individual is the mad bariaur, Terwolfe. Although many suspect that Prisine, the water genasi who leads the Sect, is just using him as a front to gain power. What's even more alarming is that the Will of One is openly campaigning under the promise they can use their powers to will a slain god back to life. And, their current candidate? None other than Aoskar, the God of Portals slain by Her Bladed Serenity Herself...


  • Cute Monster Girl: Prisine looks like an attractive human woman with thin scales on her arms and neck, skin that feels unusually cold and clammy to the touch, and long teal hair that sways back and forth under its own power. Her art also depicts her with large, almost beast-like ears, but they aren't mentioned in the text.
  • Half-Human Hybrid: Prisine descends from some long-ago union between human and water elemental.
  • Mad Oracle: Terwolf is presented as this by the Will of One. It's probably a scam.

    Xideous 

A shator gehreleth who seeks to rewrite the lost Book of Keeping, making it possible for mortal casters to summon and command yugoloths once again.


  • Tome of Eldritch Lore: The Book of Keeping he's recreating will function as this once it's complete.
  • Dream Walker: Like all members of his kind, he has the ability to invade the dreams of mortals and rewrite them to his will. He mostly uses this to visit Morvun, the infamously inept Bleaknik poet, and leave him with Xideous' own poems to use, although Morvun's ego means he rarely shares what's dreamed.
  • Fantastic Racism: He absolutely hates yugoloths, mostly because they consider themselves superior to gehreleths on the grounds that it's all but impossible for mages to summon yugoloths. This is not an uncommon trait of gehreleths. He wants to bring the yugoloths down a notch by rewriting the Book of Keeping, a fiend-summoning tome that will make it possible for mortal spellcasters to easily summon and compel service from yugoloths, as they do every other kind of fiend.
  • For the Evulz: Basically why he bothers slipping some of his own poetry into Morvun's dreams.

    Ylem 

This weird being is a modron who thinks its a slaad. Or maybe the other way around. Either way, it's weird.


  • Boisterous Bruiser: He loves fighting, seeing it as a curious exchange. He's not a good fighter, however, and it's likely he's only survived because any would-be assailants are wierded out by his antics.
  • Creative Sterility: Ylem's motivations stem from his desire to reproduce, brought about by the slaadi part of it. It cannot, and knows it, but it seeks other ways to reproduce. It's principal goal is to create a spellhaunt, a type of living spell, from his own magic.
  • Distinguishing Mark: The only sign that Ylem isn't the typical rogue modron is a red splotch it felt compelled to etch on its "forehead", a reflection of its slaadi nature. Most Cagers see it as nothing but a way to tell it from other modrons.
  • Hot Skitty-on-Wailord Action: A truly unique example. Originally a modron captured by slaadi during the Great Modron March, it was implanted with a red slaad egg and held in one of their nightmarish breeding camps. But something went wrong, given the contradicting nature of the two beings, and the slaad "fused" with the modron, creating, well, Ylem.
  • Freak Lab Accident: One of his experiments involved trying to botch the spell plant growth on purpose while casting it on the razervine outside his tower. His reasoning: Why not? If a modron can combine with a slaad, why not razorvine and spellhaunt? It didn't work the way he wanted, but the botched spell created Patch.
  • Lawful Stupid: Modrons suffer from this a lot, but Ylem does in a very different way. It strives to find how laws of Sigil work, but he tends to get confused, and mistakes coincidence for certainties. For example, he has deduced that hitting someone in the head is the proper way to greet someone in Sigil (he saw a Harmonium do it while arresting someone) and has also deduced that when a bariaur trips on a loose cobblestone, a tiefling nearby will be robbed (Ylem shares this warning with every tiefling it sees).
  • Living Polyhedron: Originally, Ylem was a monodrone, a modron shaped like a sphere. Turning rogue has made him resemble a cube, causing many to think he's a quadrone.
  • Windmill Crusader: Nobody has ever been able to purposely create a spellhaunt, and nobody would want to, but Ylem's urge to create knows no bounds. Still, some believe Ylem's idea is No Mere Windmill; Zadara is encouraging him via funding.

    Zadara 

A boisterous, hedonistic, larger-than-life female titan turned merchant, Zadara has been forced into hiding in Sigil to escape the wrath of an angry deity, and is determined to make the best of her situation.


  • A God Am I: Before coming to Sigil, she posed as a goddess on a prime world, simply so the inhabitants would worship and lavish attention on her; being 20 feet tall with semi-divine powers made it easy. That is, until a real deity - a powerful one named Skeartim - got upset from her stealing his worshippers. The whole reason she's in Sigil is because he can't get to her there, putting her in self-imposed exile until he forgets about it. And gods have long memories.
  • Badass Bookworm: She's a skilled merchant and moneylender in her own right, but she's also a Titan and possessed of huge power. Like the time two Pit Fiends, the most powerful form of Baatezu beneath the Nine, attacked her in her own house and she killed them both effortlessly.
  • Corrupt Corporate Executive: While not truly evil, Zadara is a Merkhant, and as such is interested in only one thing: money. Thus, she funds quite a few Cage residents who engage in morally and ethically questionable projects, like Ylem (who tries to create a Spellhaunt on purpose) Xideous (who is trying to reproduce and publish the Book of Keeping and Qaida (never know when her interviews will uncover something good...)
  • Gilded Cage: How she views her life in Sigil. It's incredibly comfortable, but, she has no real freedom to ever leave the city.
  • Good with Numbers: Much like any Merkhant, she has the Sect Ability to appraise any gem or art object instantly and accurately.
  • Screw the Rules, I Have Money!: Merkhants like Zadara have this mindset, believing you can control the secrets of the universe if you have enough wealth to buy them. Indeed, she loves to flaunt her wealth and handles most problems with bribes or well-paid henchmen... Most, that is. She's more than willing to literally crush anyone foolish enough to starts something physical.
  • Thunder Hammer: Carries an enormous Titan-scaled greathammer, which is capable of shooting thunderbolts when she wields it.

    Lothar, Master of the Bones 
https://static.tvtropes.org/pmwiki/pub/images/lothar_3274.jpg

The master of the Bones of the Night, a mortuary-library in the Lower Ward, Lothar keeps shelves full of skulls in his salon. Most people fear him almost as much as the Lady of Pain.


  • Appeal to Force: Lothar is allowed to collect skulls and otherwise do as he pleases without interference because the only one in Sigil who could regulate him is the Lady (whose laws he does not break simply by collecting skulls).
  • The Archmage: He's canonically a priest and not a mage, but his particular patron makes him a skilled necromancer.
  • Collector of the Strange: He collects skulls, turning them into a sort of magical library of secrets. For this reason, he prizes truly unusual skulls, which thusly have particularly special and unique information for him to use. He's rumored to be currently seeking two skulls in particular; Shekelor, who defied the Lady of Pain, and Imendor, the last priest of Aoskar.
  • Dem Bones: He has shelves full of animate talking skulls; their souls are bound inside them, and compelled to share their information.
  • The Dreaded: About the only being in Sigil more feared is the Lady. Locals are terrified of him, as are the skulls in his parlour.
  • Evil Old Folks: He's commonly known as Lothar the Old. He's also a level 25 cleric, so be warned, he can kill just about any party that isn't high-leveled and prepped for an epic-tier fight.
  • Evil Sorcerer: Canonically, he is a True Neutral priest rather than a literal example of this trope, but he has magic powers and is far from pleasant.
  • Immortality Immorality: He has attained immortality in some fashion. He's also a recluse who sends wererats to steal skulls from tombs for his collection. He doesn't care particularly if the skull's owners enjoy having their spirits bound to his shelves, which they rarely do. Whether these two facts are actually related is unclear.
  • Meaningful Name: He's not called "Master of the Bones" for nothing.
  • Necromancer: The fact that he possesses shelves full of talking skulls should clue you in on this. In fact, he's actually close to a necromancer of the original style; he gathers skulls and binds their owners' souls into them in order to use them as a source of information.
  • The Scottish Trope: Most people avoid talking about him.
  • Skeletons in the Coat Closet: While he's not really covered with bones, the 'bones' theme is apparent.

    Xanxost the Slaad 
A Blue Slaad who spends a lot of time in Sigil when not exploring the Planes, Xanxost is unusually intelligent, coherent, and friendly for one of its kind.
  • Ambiguous Gender: Slaad don't have a biological sex, and Xanxost is alternately referred to as both "it" and "he" in different places.
  • Bunny-Ears Lawyer: For all its eccentricities, Xanxost is a very good source for reliable information about tanar'ri.
  • Beware the Silly Ones: Xanxost is prone to off-topic ramblings and repeating itself, but it was brought in as a co-author for the tanar'ri section of Faces of Evil: The Fiends because of how much it knows about demons and the reason it knows so much about demons is because of how many it's killed and eaten.
  • Boisterous Bruiser: Xanxost loves a good fight, especially against a tanar'ri. It is actually quite friendly toward most mortals.
  • Bread, Eggs, Breaded Eggs: In discussing the resistances and immunities of demons, Xanxost points out that they're completely immune to poison and nonmagical fire. As well as poison that's been set on fire- Xanxost checked just to be certain.
  • Catchphrase: "Hello mortals! It is time to talk about.."
  • Chaotic Good: Says at one point that its frequent conflicts with the tanar'ri have edged it toward Good instead of simply pure Chaos, at least for the time being.
  • Chaotic Stupid: A trait shared by many Slaad, but Xanxost is relatively muted in this respect, able to somewhat keep its thoughts on target and quite good at accomplishing goals it sets its mind to.
  • Cloud Cuckoolander: Xanxost's thought processes are different, to put it mildly. It was once hired to find a quasit that was hiding in the Blood Marshes disguised as a frog. Xanxost's plan was to ask every frog it caught if they were a quasit, under the theory that the real quasit wouldn't say anything so as to avoid ruining the disguise.
  • I Am a Humanitarian: Will readily consume humans or other humanoids if hungry or bored, but they're not its favorite food.
  • No Biological Sex: Like all Slaad.
  • Sapient Eat Sapient: Xanxost's favorite meals are the more powerful types of tanar'ri demons.
  • Third-Person Person: Xanxost almost always refers to Xanxost as Xanxost and doesn't bother with personal pronouns.
  • Took a Level in Badass: Blue Slaad aren't pushovers, but given the demons Xanxost speaks of personally having fought and killed, it seems to be a lot stronger than other Blue Slaad. With no published stats, this can only be inferred.
  • Two Words: I Can't Count: "There are three types of sages: Those who do not mind admitting when they do not know the answer to a question, and those who do mind. Two types of sages."

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