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Transcendent One



Non-Playable Characters







Most non-playable characters (NPC’s) are good and helpful to your cause. They won’t attack you on sight, but some aren’t as nice as they may seem at first.







Aasimar:

Aasimar, tieflings' opposite number, are the children of celestials - the inhabitants of the Upper Planes - and mortals. They carry a spark of goodness in their very flesh, yet some of them turn away from their heritage. Though they are generally paragons of virtue, one shouldn't trust them without reserve.


Acaste:

Acaste is the ghoul-queen of the Dead Nations, a slavering flesh-eater who holds her pack together with fear of the Silent King and sheer bullying. She is tough, strong, and despite her appearance, clever. She is one to watch, to be sure.


Advocate:

An advocate is one who devotes him - or herself to the study of Sigil's laws, making sense of the labyrinthine structure of legalities that hold the city together. They can represent a person in a court of law, draw up legacies (also called "wills"), and perform other tasks that mark one's citizenship in a society.


Bariaur:

Half-man, half-goat, all attitude. The bariaur are rough-and-tumble warriors of a nomadic race, a straightforward people with a zest for life. From what you've seen, they tend to keep to themselves.


Coaxmetal:

A huge iron golem laboring away in the mysterious siege tower in the middle of Sigil, Coaxmetal is metal given life with an urge toward destruction. It is immense in size and its goal seems to be the creation of weaponry.


Collector:

Collectors are the pathetic remnants of humanity, cast adrift in the Hive. They scrape together an imitation of life by collecting the dead who accumulate in the streets of the Hive Ward and dragging them to the Mortuary in exchange for money from the Dustmen. You know they've gathered your body from the streets on occasion...


Curst Guard:

The lawmen of Curst are brutal and often unfair. They're tools of the local strongman, Tovus Giljaf, in keeping the people of Curst miserable and plotting.


Dabus:

The dabus are the servants of the Lady of Pain, the enigmatic ruler of Sigil. They float above the ground and speak in rebuses, symbols strung together to spell out words. They tear down walls and construct streets under the unspoken command of the Lady. There's something about them that strikes you as wrong.


Deionarra:

The ghostly apparition, Deionarra, claims she knows you, that you are her "Love." Whatever keeps her on the physical plane must be powerful indeed, for her to stave off death so long. Dying does not seem to have improved her disposition.


Dhall:

This elderly scribe looks very old... his skin is wrinkled and has a slight trace of yellow, like old parchment. Dead charcoal gray eyes lie within an angular face... a non-human face, as the ears narrow to points. A large face, as the ears narrow to points. A large white beard flows down the front of his black robes like a waterfall. He coughs occasionally. The book he works in front of is huge, and seems to contain many names.


Dustman, Female:

The "Dustmen" are the caretakers of the Mortuary, a huge morgue filled with bodies. The faction seems to be a pretty somber bunch, rarely showing expression or interest in anything. They seem intent only upon taking care of all the dead bodies that come into the Mortuary, cataloguing them, preparing them, then burying them... somewhere.


Dustman, Male:

The "Dustmen" are the caretakers of the Mortuary, a huge morgue filled with bodies. The faction seems to be a pretty somber bunch, rarely showing expression or interest in anything. They seem intent only upon taking care of all the dead bodies that come into the Mortuary, cataloguing them, preparing them, then burying them... somewhere.


Ebb Creakknees:

Ebb Creakknees is an old Harmonium member who seems to be content enough to sit in his chair at the Smoldering Corpse and run his mouth off to whomever will listen to him. He's a font of information, if you can get past all the long-winded explanations.


Fell:

Fell is a fallen dabus, a former servant of the Lady of Pain and one of the few remaining priests of the dead god of portals, Aoskar. He has achieved some renown as a tattoo artist, somehow bringing his pictures to a kind of life. Simply return to Fell with tales of your exploits and he can sketch them on your skin, and allow you to draw strength from them.


Fhjull Forked-Tongue:

Forked-Tongue is a victim of Trias, whom he calls "the Betrayer." He signed a contract with the deva that consigned him to acts of charity until Trias is dead. He makes his home in the bones of Ul-Goris in the Outlands, hiding from mortal and immortal alike. He has knowledge and items that may prove useful.


Githzerai Townsperson:

The githzerai are the long-separated kin of the githyanki, and where their former brethren are cruel and vicious, the githzerai are quiet and reserved, burning with a passion that drives them far beyond what most mortals are capable of. They dwell in Limbo, in the ever-shifting seas of Chaos, making their fortress homes impregnable against the attacks of the natives of that plane. They speak in metaphors and legends, and carry themselves with a quiet nobility.


Godsman:

Yet another of the factions of Sigil, the Godsmen are also known as "The Believers of the Source." They believe that all creatures have the potential for godhood within them, that all of life is a test, and that every step is a lesson. Their relentless optimism makes them fairly popular. They make their homes in the Great Foundry in the Lower Ward, crafting some of the finest metalwork in the planes.


Godsman Guard:

The Godsman guards are very devoted to their jobs. They're also very cagey about what's going on in the Foundry.


Harlot:

A sad fact of life: Often, the only way a woman has to survive is by selling her body and mind to males desperate for companionship and release. It's an unfortunate commentary on the Hive that so many prostitutes litter its streets.


Harmonium Officer:

Another of Sigil's factions, the Harmonium credo is "Live right." Unfortunately for others, this credo often translates to "Live like we do, or else." They believe firmly in the rule of law, and thus they serve as the enforcers of Sigil's streets. Their red armor helps them to stand out on the city streets.


Lady of Pain:

The Lady is a mystery. She's widely regarded to be the de facto ruler of Sigil, its protector and its victim. She is said to guard the doors of the Cage against the myriad schemes of the gods, to be the ultimate expression of balance in the multiverse, to be the prisoner of the City of Doors. There are thousands of stories about her - one even tells that she's actually six giant squirrels with a headdress, robe, and ring of levitation and illusions - but none of them can be answered. She is a true enigma, a puzzle with no solution. If someone displeases her - by upsetting the balance of the city or worshipping her - the Lady may punish the offender. Her punishment ranges from the Mazes - a twisting, turning hell with a cleverly disguised exit - to the casting of her shadow across the transgressor, covering him with slashes and gouges from her sharp-edged shadow, leaving behind a pile of gore and viscera. Neither option is particularly attractive.


Lim-Lim:

These innocuous insects appear to be little more than giant fleas. However, they can be trained, and seem loyal to their owners. How far that loyalty extends is worth investigating.


Lothar:

The master of the Bones of the Night, Lothar keeps shelves full of skulls in his salon. They speak long-forgotten secrets, their whispers filling *his* skull with arcane knowledge. He may well be one of the few in existence who can truly destroy you. The folk of Sigil speak his name in hushed, reverent tones, and seem eager to avoid offending him.


Merchant:

In all places, in all times, there seem to be merchants. Their desperate grubbing for money and material gain is pathetic, yet their greed mirrors the commerce of the human soul. In Sigil, as in other places, they sell whatever anyone else is willing to buy.


Mercykiller:

One of the most frightening factions of Sigil, the Mercykillers - the Red Death - are relentless in their pursuit of justice. They believe that without justice, there can be no truth. They have appointed themselves the guardians and executioners of true justice in across the multiverse. Their only redeeming grace is that they apply their justice to all things, including themselves, and do not enforce unjust laws. Their fanatic devotion is unnerving, but it can be used against them.


Modron:

The embodiments of perfect order, modrons hail from the Gear-Plane of Ultimate Law - Mechanus. They adhere to a strict caste system, a system so perfect that they cannot comprehend the castes not immediately adjacent to theirs. Their unified mind is so perfect that they have no sense of self of individuality. They have no ambition, no emotion, and exist only to carry out the order of their superiors. Of course, in any system there are bound to be imperfections. It's possible for a modron to grow an identity and go rogue. You have no idea how this might happen.


Pharod:

Pharod Wormhair is the Collector King of the Hive, a man crippled in body and spirit. His mind, however, seems to be as sharp as ever. He rules the Buried Village with an iron fist, keeping even that disorderly rabble in line. He is a sneak, a thief, and he seems to know far too much about you, though he does not reveal it without ... coaxing.


Pillar of Skulls:

This disgusting mass of heads towers lonesome in the fiery wastes of Avernus, the first layer of Baator. Apparently, it is the composed of the heads of liars and ill-meaning sages, a punishment for those who squandered the gift of knowledge. You have been told that the Pillar holds the answers to your mortality, the precious secret that has been driving you for these long years.


Tiefling, Female:

The Lower Planes spits evil across the cosmos, infecting everything it touches. Sometimes it swallows people. When they come back, they come back with the Lower Planes stamped across their faces and their souls, and sometimes they come back bearing children. A child who has been touched by the Lower Planes is called a tiefling, and it's scarred from birth. Being born with a soul that's unquestionably tainted with evil will do that. The reaction a tiefling earns while growing up scars it still further. Tieflings tend to be loners, steering clear of trust and friends, living their own lives. When they do trust, they do it sparingly and only over a long period of time - and it's rare that they'll ever show it.


Tiefling, Male

The Lower Planes spits evil across the cosmos, infecting everything it touches. Sometimes it swallows people. When they come back, they come back with the Lower Planes stamped across their faces and their souls, and sometimes they come back bearing children. A child who has been touched by the Lower Planes is called a tiefling, and it's scarred from birth. Being born with a soul that's unquestionably tainted with evil will do that. The reaction a tiefling earns while growing up scars it still further. Tieflings tend to be loners, steering clear of trust and friends, living their own lives. When they do trust, they do it sparingly and only over a long period of time - and it's rare that they'll ever show it.


Townsperson, Female:

The most miserable of all the miserable folk of Sigil, they have sunk as far as they can. Death would be a solace to most of them. They do what they must to survive, no matter how base that existence might be.


Townsperson, Male:

The most miserable of all the miserable folk of Sigil, they have sunk as far as they can. Death would be a solace to most of them. They do what they must to survive, no matter how base that existence might be.


Townsperson, Female:

These townspeople are angry and suspicious, wearing an outer shell of protective blades to reflect the barriers to their hearts. Their appearance reflects their reality.


Townsperson, Male:

These townspeople are angry and suspicious, wearing an outer shell of protective blades to reflect the barriers to their hearts. Their appearance reflects their reality.


Tricha:

These bird-like creatures are docile things that flock together in the Outlands. They appear to be friendly, but what happens when they get riled is another question entirely. You wonder how they'd taste.


Upper Class Townie, Female:

Power and wealth create privilege, a private law, for those who know how to use them properly. When used correctly, they can create more wealth and power, and keep a perpetuating cycle that shuts out the less fortunate and sometimes victimizes them. In Sigil, what this means is that you'll run into a supercilious breed of human whose experience tends to be limited by what is 'right' and 'proper'. This woman is a fine example of that.


Upper Class Townie, Male:

Power and wealth create privilege, a private law, for those who know how to use them properly. When used correctly, they can create more wealth and power, and keep a perpetuating cycle that shuts out the less fortunate and sometimes victimizes them. In Sigil, what this means is that you'll run into a supercilious breed of human whose experience tends to be limited by what is 'right' and 'proper'. This man is a fine example of that.


Wizard:

Some people devote themselves to a life of the blade, thinking with their thews. Others pursue a more larcenous career, letting their fingers do their talking. Still more pursue no special vocation, plodding dully through the tedium of their daily lives. That's not the wizard. The wizard seeks to understand and funnel the energies of the multiverse through his body, learning the secrets of existence and twisting them to achieve his own ends. They are dangerous foes, for they understand much and seek to comprehend still more. Some of them are mere hedge-wizards. Some achieve true greatness. All of them are potential threats.













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