Sigil, called the City of Doors and the Cage, is the city located (presumedly) atop the infinite Spire in the center of the Outlands. It is ruled over by the Lady of Pain, a frighteningly powerful and mysterious figure capable of controlling the city’s portals and preventing gods and other major powers from entering the city.

The city is said to be the fulcrum point for all of the planes, resulting in the idea that whoever can control the city controls the multiverse. This is why the city up until recently has been run by competing factions. Each faction believed that if it controlled Sigil, the Center of All, it would be able to control everything there is. As a result, the Lady of Pain kept the Factions (and many other power brokers in the city) in balance.


Sigil is, theoretically, a completely neutral ground: no wars are waged there and no armies pass through. Furthermore, no deities can enter into Sigil; the Lady has barred them from the Cage. Of course, Sigil is hardly peaceful; with such a condensed population, consisting of everything from holy angels to demonic glabrezu, violence is common, usually befalling the foolhardy, the incautious, or the poor. Most natives of Sigil (“Cagers”) are quite jaded as a result of living there.

People coming to Sigil from the Outlands are often treated as clueless inferiors by the planar elitists who dwell there. They are thus widely referred to as the “Clueless”, or more charitably, as “Primes” and “Outlanders”.

Sigil, City of Doors by Deusuum

Physical Description

Sigil is shaped like a torus, or a tire, curved both longitudinally and latitudinally but open along the inner circle so that the other side of the city is visible in the “sky.” It is utterly dependent on the portals for all trade, air, water, and resources. The city is often cramped, though at the Lady’s whim streets and buildings will occasionally shift, appear, and disappear. The air is often polluted, and acid rain is a problem in the city again because of the lack of easy air flow. Sigil does not recieve any true sunlight, so without special assistance plants are difficult to grow. Razorvine is a notable exception to this rule as it can be found growing at tremendous rates throughout the city. The city is tended to by the dabus, who repair buildings and trim the razorvine.

There is no ‘outside’ of Sigil and it is sealed against teleportation, planar spells, or any other work arounds to enter the city including epic magic. It’s portals or nothing. While it is said to be atop the Spire (and some claim to see it hovering there on a clear day), there has never been a successful attempt to climb into Sigil from below. In a simular fashion no one – or almost no one – has ever returned from jumping out of the ‘side’ of Sigil. The side of Sigil appears to lead nowhere, and those foolish souls who jump may fall forever, become erased from existence, or end up in an entirely random plane.

A Map of the Cage

One of Sigil’s interesting characteristics is that The Lady of Pain controls not only the city’s portals, but also its layout. The streets shift and jostle subtly, seemingly according to her will. As a result of this morphic quality and also of the city’s enormous size, street maps of Sigil are usually inaccurate, or at least don’t stay accurate for long.

Though various maps of Sigil can be found online, the following is the prettiest and gets the official DM stamp of approval.
Sigil, the City of Doors

The Six Wards of Sigil

The Hive Ward: the poorest of Sigil’s six wards, a slum whose muddy, unpaved streets and alleys are choked with garbage, muggers, criminal gangs, prostitutes, and ramshackle impromptu housing built wherever there is room.
The Lower Ward: the home of Sigil’s working class, polluted as it is from the smoke of industry and smoke from the many portals to the Lower Planes found there.
The Market Ward: smallest and densest ward, where anything can be bought and sold.
The Guildhall Ward: home of the middle class, where local guilds center their power among hundreds of small ethnic neighborhoods.
The Clerk’s Ward: Sigil’s center of government and bureaucracy, full of bean-counters, red tape, politicians, advocates, criminals, jink-launderers, civil servants, librarians, and patient, boring types. It also has a thriving bohemian quarter.
The Lady’s Ward: Sigil’s wealthiest district, the home of the obscenely rich and powerful, a center of law and order, and a place of wide avenues, mansions, palaces, and cathedrals.

Sigil Resources has, among its other countless gems, a section on Sigil resources, detailing venues, NPCs, the map attached to this page, and more.


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