Sigil and the Outlands serve as a pivotal gateway for planar adventures, offering unique rules, locations, and character options․
This sourcebook, included within Planescape: Adventures in the Multiverse, unveils the mysteries of the City of Doors and the central hub of the Outer Planes․

It’s a crucial resource for exploring the multiverse, providing details on gate-town communities and the challenges of planar travel․
Downloadable PDFs are available, though caution is advised when sourcing files from external websites, ensuring device security with updates․
What is Planescape?
Planescape is a Dungeons & Dragons campaign setting renowned for its philosophical depth and exploration of the multiverse․ Unlike traditional fantasy settings focused on a single world, Planescape centers on the Outer Planes and the unique city of Sigil, a hub connecting countless realities․
It’s a setting where belief shapes reality, and the laws of physics are often…flexible․ The core concept revolves around understanding the cosmology of the Great Wheel, a model depicting the interconnectedness of all planes of existence․
The Sigil & the Outlands sourcebook, part of the Planescape: Adventures in the Multiverse boxed set, is a key entry point․ It provides the foundational rules and lore needed to navigate this complex setting, offering players and Dungeon Masters alike the tools to craft unforgettable planar adventures․ It’s a setting that prioritizes roleplaying and exploration over traditional dungeon crawls․
The Significance of Sigil
Sigil, known as the City of Doors, holds immense significance within the Planescape setting․ It’s a unique metropolis existing outside the conventional planes, a crossroads where portals – the “doors” – lead to any location in the multiverse․ This makes Sigil a nexus of trade, intrigue, and planar travel․
The city is ruled, albeit indirectly, by the enigmatic Lady of Pain, whose presence is felt throughout Sigil․ Its structure is bizarre, defying Euclidean geometry, and its districts are as varied as the planes they connect to․
The Sigil & the Outlands sourcebook delves deeply into the city’s districts, factions, and social structures․ Understanding Sigil is crucial for any planar campaign, as it serves as both a starting point and a recurring destination for adventurers exploring the realms beyond․
The Role of the Outlands as a Hub
The Outlands function as the neutral ground at the center of the Great Wheel of the planes, acting as a vital hub for planar travel․ Situated between the Outer Planes, it’s a place where beings from vastly different realms can meet, trade, and even clash without immediately violating the laws of those planes․
The Sigil & the Outlands sourcebook details the geography and environment of the Outlands, focusing on the gate-towns – communities established at the thresholds to the Outer Planes․ These towns are bustling centers of activity, offering services and information to travelers․
The Harmonium, a faction dedicated to maintaining order, plays a significant role in the Outlands, attempting to enforce a semblance of peace amidst the chaos of planar convergence․ Navigating the Outlands is essential for accessing the diverse realms beyond․

Character Options for Planescape Adventures
Planescape offers unique character options, including new races suited to the planes, specialized classes, and prestige classes․
The sourcebook provides planescape-specific feats and skills to enhance character abilities within this multiverse setting;
New Races Relevant to the Planes
Planescape introduces races uniquely tied to the multiverse, expanding beyond standard fantasy options․ While the core rules don’t explicitly detail new races within the Sigil and the Outlands sourcebook itself, the setting strongly encourages adapting existing races or creating new ones reflecting planar origins․
Consider races touched by the energies of specific planes – beings infused with elemental power from the Elemental Planes, or those shaped by the lawful order of Mechanus․ Githyanki and Githzerai, already established planar races, gain prominence, their cultures and motivations deeply interwoven with the conflicts of the planes․
Players might explore variations of tieflings and aasimars, their heritage stemming from specific archdevils or deities․ The setting allows for truly alien races, born from the bizarre logic of the Outer Planes, offering opportunities for creative character concepts and challenging roleplaying experiences․
Unique Classes and Prestige Classes
Planescape thrives on unconventional character builds, and Sigil and the Outlands supports this with classes and prestige classes reflecting the setting’s unique flavor․ While the core sourcebook doesn’t introduce entirely new base classes, it heavily emphasizes adapting existing ones to fit the planar theme․
Consider a cleric devoted to a planar deity, or a wizard specializing in conjuration magic to summon creatures from other realms․ The setting truly shines with prestige classes, offering specialized paths like the Duskblade, blending martial prowess with shadow magic, or the Sage, a master of planar lore․
These prestige classes allow characters to embody the mysteries and dangers of the planes․ The focus isn’t on raw power, but on understanding and navigating the complex realities of the multiverse, making for compelling and flavorful character progression․
Planescape-Specific Feats and Skills
Sigil and the Outlands enhances character customization with feats and skills tailored to the planes․ While not introducing entirely new skills, the sourcebook emphasizes adapting existing ones for planar travel and interaction․ Knowledge (the Planes) becomes paramount, allowing characters to recall lore and navigate the multiverse․
New feats enable characters to better withstand the strange effects of planar travel, resist the influence of powerful entities, or even tap into planar energies․ Examples include feats granting resistance to specific plane types or enhancing the ability to communicate with planar creatures․
These additions aren’t about simply becoming ‘stronger’, but about becoming more versatile and knowledgeable within the Planescape setting․ They reward players who invest in understanding the intricacies of the multiverse, fostering a deeper connection to the world․

Sigil, the City of Doors: A Detailed Exploration
Sigil, known as the City of Doors, is meticulously detailed within the sourcebook, revealing its unique structure, districts, and the influence of powerful factions․
The Structure of Sigil and its Districts
Sigil’s architecture defies conventional planar logic, a city built upon an infinite plane with streets that loop back on themselves and buildings that shift and change․ The city is structured around the Great Ring, a massive circular road that encompasses most of the districts․
Within the Ring lie the various wards, each possessing a distinct character and atmosphere․ The Lower Ward is a chaotic sprawl of markets and workshops, while the Upper Ward houses the more affluent and scholarly residents․ The Cage, the central area, is a densely populated and politically charged zone․
Districts like the Hive, a labyrinthine warren, and the Market Ward, a bustling center of trade, offer unique challenges and opportunities for adventurers․ Understanding Sigil’s layout is crucial, as navigation can be disorienting, and the city itself seems to resist easy mapping․ The sourcebook provides detailed descriptions of these districts, aiding players in their exploration․
Key Factions and their Influence
Sigil is a city defined by its factions, powerful organizations vying for control and influence over the City of Doors․ These groups represent diverse philosophies and agendas, shaping the political landscape and offering unique opportunities – and dangers – for those who align with them․
The Harmonium seeks to impose order through absolute law, while the Athar (the Lost) believe the gods are false constructs․ The Sign of One strives for self-perfection, and the Red Death embraces entropy and decay․ Each faction actively recruits and manipulates events within Sigil․
Understanding these factions is vital for navigating the city’s complex social web․ The Sigil and the Outlands sourcebook details each faction’s beliefs, goals, and methods, providing players with the knowledge to interact with them effectively, potentially gaining allies or making powerful enemies․
The Lady of Pain and Her Authority
The Lady of Pain reigns as the supreme, enigmatic authority within Sigil, though her direct involvement in daily affairs is minimal․ She is a being of immense power, existing simultaneously in countless locations throughout the city, observing all․ Her motives remain largely unknown, adding to the mystique surrounding her rule․
While she doesn’t actively govern, the Lady of Pain enforces a fundamental law: no deity can directly manifest within Sigil․ Any god attempting to do so faces her immediate and devastating intervention․ This prohibition is central to Sigil’s unique status as a neutral ground․
The Sigil and the Outlands sourcebook explores the Lady’s nature and influence, detailing how her presence shapes the city’s culture and the fearsome consequences of defying her will․ She is a constant, looming presence, a silent judge over all who dwell within Sigil’s walls․

The Outlands: Neutral Ground of the Planes
The Outlands, detailed in Sigil and the Outlands, is a central plane, acting as a crucial hub connecting the Outer Planes and gate-town communities․
Geography and Environment of the Outlands
The Outlands present a bizarre and often unsettling landscape, a direct reflection of its neutral nature․ Described within Sigil and the Outlands, it isn’t defined by a single dominant terrain; instead, it’s a patchwork of environments drawn from across the planes․
Vast, rolling plains of grey dust give way to crystalline forests and rivers of liquid metal; The sky is perpetually overcast, a dull, featureless grey that seems to press down on the land․
Unique geographical features, like the Infinite Staircase, defy planar logic, leading… nowhere and everywhere simultaneously․ The environment itself is largely hostile, lacking readily available resources and often exhibiting strange, unpredictable phenomena․
This makes survival a constant challenge, even for experienced planar travelers, and emphasizes the Outlands’ role as a testing ground before venturing into the more defined Outer Planes․
Gate-Towns and Their Communities
Gate-Towns within the Outlands, detailed in Sigil and the Outlands, are vital settlements clustered around the planar portals – the gateways to the Outer Planes․ These communities serve as crucial trading posts and staging areas for those brave (or foolish) enough to undertake planar travel․
Each gate-town reflects the nature of the plane it connects to, exhibiting unique cultures, economies, and dangers․
Notable examples include Sigil itself, though technically not in the Outlands, and various smaller settlements like the Brass Citadel, catering to travelers heading towards the metallic planes․
Life in these towns is often precarious, reliant on the flow of planar traffic and vulnerable to incursions from the realms beyond․ They are melting pots of races and ideologies, brimming with intrigue and opportunity․
The Role of the Harmonium in the Outlands
The Harmonium, a powerful faction originating in Sigil, exerts significant influence over the Outlands, striving to impose order upon its chaotic neutrality․ As detailed in Sigil and the Outlands, they believe in rigid adherence to a strict, hierarchical structure, viewing chaos as anathema to existence․
Their presence is heavily felt throughout the gate-towns, where they attempt to regulate planar traffic and suppress any deviations from their prescribed order․
The Harmonium’s methods are often heavy-handed, employing strict laws and a zealous enforcement to maintain control․
This often puts them at odds with other factions and individuals who value freedom and self-expression, creating a constant tension within the Outlands’ political landscape․ They represent a force for stability, but at a considerable cost to individual liberty․

Legal and Social Systems within Sigil
Sigil’s legal system relies on tribunals and magistrates, appointed by the Guvners, to settle disputes, often impartially․ Advocates are highly encouraged for justice․
Sigil’s Tribunals and Magistrates
Sigil’s legal proceedings largely unfold within its numerous tribunals, functioning as courts of law throughout the city․ While the Lady of Pain holds ultimate authority, she rarely intervenes in everyday legal matters․ Instead, most cases are decided by individual magistrates․
These magistrates are appointed by the Guvners, the ruling council of Sigil, and are expected to deliver impartial judgments․ However, the system isn’t without its flaws; magistrates can be influenced, bribed, or simply make errors in judgment․ The process is often swift, but not always equitable․
Tribunals vary in size and specialization, some handling minor disputes, while others deal with more serious crimes․ The atmosphere within a tribunal can range from formal and austere to chaotic and unpredictable, reflecting the diverse nature of Sigil itself․ Evidence presentation is often… unconventional․
Punishments and Justice in the City
Justice in Sigil isn’t standardized; punishments are meticulously tailored to fit the specific crime committed, and often, the personality of the offender․ Simple fines are rare․ More common are bizarre tasks, philosophical quandaries, or even temporary alterations to a character’s being․

The magistrates prioritize fitting the punishment to the crime, aiming for a poetic or ironic resonance․ A thief might be forced to return stolen goods in a humiliating manner, while a liar could be compelled to speak only truths for a set period․
Severe offenses can result in exile to the Outlands, imprisonment within the city’s strange dungeons, or, in extreme cases, a visit from the Lady of Pain herself․ The system emphasizes rehabilitation, or at least, a memorable lesson, over simple retribution․
The Importance of Advocates
Advocates are highly valued – and strongly encouraged – within Sigil’s legal system․ Navigating the city’s tribunals and understanding the nuances of its laws is incredibly complex, making legal representation almost essential for anyone facing charges․
These aren’t simply lawyers; they are skilled negotiators, interpreters of intent, and masters of rhetoric․ A good advocate can sway a magistrate’s decision, not necessarily through legal precedent, but through persuasive argument and understanding the magistrate’s personal quirks․
Advocates often specialize in particular types of crimes or factions, offering expertise tailored to specific situations; Their fees can be substantial, but the cost of facing a tribunal without one is often far greater, potentially leading to a truly bizarre and unpleasant punishment․

Exploring Other Incredible Realms Connected to Sigil and the Outlands
Sigil and the Outlands unlock access to the Outer Planes, presenting notable realms with unique characteristics and challenging planar travel opportunities․
Accessing the Outer Planes
Sigil, uniquely positioned, doesn’t naturally connect to the Outer Planes; instead, portals – the famed Doors – are the primary means of transit․ These Doors, found throughout the city, lead to countless destinations, but their destinations aren’t fixed, shifting with the will of the Lady of Pain or the skill of a keyer․
The Outlands, acting as a neutral hub, offers more stable, though still perilous, access․ Gate-towns, communities built around planar portals, serve as staging points for journeys․ However, travel isn’t simple; planar energies, unpredictable currents, and the dangers inherent in each plane present significant challenges․
Understanding the nuances of planar travel – including the need for proper preparation, knowledge of the destination plane, and potentially, the aid of powerful entities – is crucial for survival․ The Sigil & the Outlands sourcebook details these complexities, offering guidance for navigating the multiverse;
Notable Outer Planes and Their Characteristics
The Outer Planes, accessible via Sigil and the Outlands, embody fundamental alignments and philosophies․ Mount Celestia, a plane of lawful good, is a towering hierarchy of angelic beings, while the Nine Hells, lawful evil, is a rigidly structured inferno ruled by archdevils․
The Abyss, chaotic evil, is a swirling vortex of demons and madness, contrasting sharply with the serene beauty of the Elysian Fields, a neutral good paradise․ Limbo, chaotic neutral, is a realm of infinite possibility and ever-shifting landscapes, and the Plane of Law embodies absolute order․
Each plane presents unique challenges and opportunities, influencing visitors with its dominant alignment․ The Sigil & the Outlands sourcebook provides detailed descriptions of these realms, including their inhabitants, environments, and the effects they have on travelers․
Planar Travel and its Challenges
Planar travel, facilitated through Sigil’s doors and the Outlands’ gate-towns, isn’t without peril․ Navigating the planes requires understanding the unique rules and dangers of each realm, as well as the intricacies of planar portals․
The Lady of Pain’s influence extends even to travel, and unauthorized portal creation is severely punished․ Gate-towns offer relative safety, but venturing beyond requires preparation for environmental hazards, hostile creatures, and the psychological effects of planar exposure․
The Sigil & the Outlands sourcebook details various methods of planar transit, including spells, artifacts, and natural portals, alongside the risks involved․ Careful planning and powerful allies are essential for surviving the multiverse’s unpredictable currents․