The Lady of Pain[]
The ultimate power in Sigil is the Lady of Pain. Her purpose, however, is uncertain, since she rarely takes action unless she or Sigil is threatened. Of course, there are a few things she cannot abide, and which usually result in a flaying:
- Endangering Sigil by trying to summon or bring destructive and powerful entities to Sigil, such as deities [worshipping is fine and one gets spells per day also], balors, pit fiends, planetars, solars, devas, etc.
- Worshipping Aoskar
- Worshipping the Lady herself
- Inflicting any kind of harm to Dabus, the servants of the Lady of Pain
- Trying to overthrow or endanger the Lady of Pain
- Publicly doubting the power of the Lady
- Practicing Chronomancy within the city
The Factions[]
In the city of Sigil, the Factions are a mix of religions, ideologies, and branches of government. Functionally speaking, they run the city - they make the laws, they run the legal system, they regulate trade, and dominate entire industries. They also offer the common services that are familiar in other cities. For more information, see the Faction Pages.
The Laws[]
The laws of Sigil are many, and full of exceptions and loopholes. New laws are passed by the Factions at the Hall of Speakers, and they've been at it for hundreds of years. The Guvners keep track of the laws, and then add an extra layer of precedent through court cases. Woe to the average citizen who tries to make heads or tails of it all without aid.
Passing New Laws[]
New laws are proposed by the Factions on a regular basis. See the Hall of Speakers for more details.
Crimes[]
While the list of regulations in the city is extensive, canny berks will take a look at the Harmonium's Quick Excerpt Interpretation of Sigil's Laws.
The Courts and Legal Procedure[]
See Sigilian legal procedure.