NPCs of Sigil

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Bootravsky
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NPCs of Sigil

I read somewhere that Sigil feels provincial, but is supposed to feel cosmopolitan. Part of that is that the culture feels very Victorian British, but should be a polyglot society. Let's come up with NPCs for a cosmo Sigil! For these purposes, I'm considering NPCs from any intelligent species - including monsters! - in the MM, any edition to date, and any other fun ideas we come up with!

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Birdfolk

For these purposes, birdfolk will consist of Aarakockra, Kenku, Tengu, Dire Corbies, and Harpies.
The Aerie (Location - Lower Ward): An armature of steel and wood frameworks with bits of stone hanging in the sky, lagged to the ground with a massive chain. The Aerie is a misbegotten attempt by a cloud giant to loft a tower in the Lady's Ward into the skies of Sigil, who failed to account for the unique gravitational pulls of Sigil's toroidal shape. Upon its intial lift, the tower canted to its current angle of 17º off center, dropping a large amount of its stone to rain upon the neighborhood near the Armory below. Cadimarius the Dolorous "reigns" over the ruins - little more than moping - while Aarakockra and harpies have taken control of the flying structure, festooning its perimeter with nests and houses. Landbound traders use a network of rope ladders and staircases to traverse the massive chain links to provide and purchase resources from the inhabitants of one of Sigil's few, true autonomous areas.
Stimph (NPC - Lower Ward): This Ibis-headed Aarakockra gang lord runs less of a protection racket and more of a direct extortion racket, and is famed for pecking the eyes from refusers with his bronzed beak, and razing competitors with bronze feathers hidden in his wings. His attire is simple, a stained white cotton shirt and black vest, with his white feathered tail giving the appearance of a traditional kilt.
Bennu (NPC - Lady's Ward): This bright-blue feathered, straight-beaked Aarakockra wearing a crown adorned with a blazing illuminated by intense divine energy is typically encountered in a litter carried by a group of Hutaakans. As a cleric of Osiris, it is its duty to present the sun each day as an expression of the multiverse's order (hence Bennu's membership in the Harmonium), and hides his crown as Sigil's peak begins to wane.

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Groups/Families

-A network of spies organized by a couatl or angel (that act like the “Harpers”)

**The Vordani Family- A business family that have made their fortunes by recruiting (and press-ganging) individuals as mercenaries who are then auctioned off to various groups throughout the planes needing hireswords. This usually involves service in the Blood War, but the Vordani offer their recruits to any interested parties. Their operations are mostly outside of Sigil although the heads of the family reside within the city.
-Deacon Vodani - The unchallenged head of the Vordani family. He is a priest of Hades, revering his power as the god of wealth. “The Deacon” is always calm and is amazingly capable of anticipating his opponent’s actions. The Deacon’s many nieces and nephews all work in the family business in different roles
-Rebecca Vordani – this niece of the Deacon has an exceptionally sharp mind. However, she is too much of a free spirit to take over much of the operations of the Iron Ring. At first, the Deacon did not know what to do with her until he found that she had a prodigious talent for theft. She now leads a small unit of elite thieves that perform missions that further the interests of the Iron Ring
-Ugo M’Durok - the family enforcer for the Vordani. He's a large man with a flat nose that has probably be broken a dozen times. Like all strong-arm types, he is somewhat inarticulate, but don't underestimate him; he's not as dumb as he looks. Some were fond of calling him "Gorgeous George", but Ugo was not fond of this nickname. He's got a penchant for torture using dogs to frighten or tear at his victims until they talk.

**Xanthi Trading Family – This “family” of traders is unusual in many aspects. The group behaves as a tight-knit family business but the “family” encompasses individuals from numerous (occasionally antagonistic) species. While not telepathic, several members seem to possess an amazing level of knowledge gained by the other members. The only thing that identifies members of this powerful business entity is the distinctive garb they wear (including a bulbous leather hat)
The Xanthi have been known to “adopt” down-on-their-luck individuals and quickly turn them around into excellent merchants and traders. Oddly, there have been tales of a member of the Xanthi seemingly continuing a conversation with a customer that the customer held with another family member the day before, as though the customer were talking to the same individual. There are even a few tales where a Xanthi was struck down only to have another member of the family (who was nowhere near the attack) to be aware of all the details of the incident.
The reality is that the Xanthi ARE the large bulbous leather hats that attach themselves on to the bodies of available humanoids. While not parasitic, the Xanthi do control the vessel bodies completely; but, they do their best to maintain the health of the host for as long as possible. While the host bodies may not agree, the Xanthi are not a malevolent group in terms of their business dealings and relationships with their customers. The Xanthi are EXTREMELY secretive about their true nature. They are relatively weak creatures and their best means of survival is to make it appear that they are nothing but accessories to their hosts
[This was largely inspired by a piece of art by Tony DiTerlizzi with a dwarf(?) wearing a bulging skullcap]
-Ossex Xanthi – This Xanthi is a skilled trader who frequently employs hire-swords and planewalkers as a valuable resource that shouldn’t be wasted on reckless ventures but it holds no personal concern for any employees outside the family

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Assorted NPCs - A

**Aar’thak’nuhr – This secretive grell takes excessive joy in spreading destruction and chaos but its self-protective nature has kept him operating on a small scale in Sigil so far.
**Acculus – A modron “fortune teller” – it actually calculates the most probable future of client. It secretly gives the same info to the Harmonium if it sees the client involved in a crime in the future. If the person is “fated” to commit a crime, the Harmonium will be found lying in ambush
**Akasha – This young mercenary has metallic-colored skin and no hair on her body. She has a smooth charm that causes many to feel that she is trying to manipulate them. (N, F7)
**Alai Bentwing – Formerly an aarakocra priestess, this bird-woman watched a minion of Set destroy her temple and kill most of the individuals in her tribe. The high priests of the temple called upon the aid of their god for protection while Alia hid in fear. The deity didn’t help her superiors and Alai had one of her wings torn so badly that she has been unable to fly since then. While she hates being land-bound and while her wing might be restored by priestly magic, Alia refuses to take aid from any god as she considers them all imposters who are unworthy of worship. Unsurprisingly, she is a member of the Athar. She retains skill as an herbalist and natural healer. For unknown reasons, she is still granted clerical spells by a greater power. (C8 – limited healing abilities)
**Allan Mainaight – A macho adventurer and hunter in the vein of the fictional Allen Quartermain. He now has animal features from misadventures in Beastlands
**Alexi Mertzgeld – (Harmonium) This dwarven fighter is a surprising source of optimism. While he is far from being a wise-cracking jokester, he always endeavors to make his companions see the best alternatives of any situation they encounter. The one exception to this rule is when confronted with the undead which cause revulsion and some depression in him. (LG, F6)
**Aventol the Abused – This angel was abandoned in the Abyss during a celestial raid. He was captured for several centuries, tortured, and deformed by the demons. He later escaped when a group of planewalkers released him. He is horribly bitter and disillusioned with the gods he once served.
**Ayne Martrain – A human female who specializes in wild magic. In an effort to tap into these forces, she has embraced the philosophy of the Xaosists. While she is not as obvious as the typical random blurting Chaosman, she is trying to free her mind from conventional thought and will occasionally act unexpectedly. (CN, W6)
**Az-t’ch – An apian (bee-man). He was separated from his hive and is fairly lost in Sigil. He wants to live in a hive-like lifestyle and the Harmonium is closest to this. He causes problems within the Hardhards as he still acts contrary to some of their rules. He can’t see why everyone doesn’t feel and act like he does since the rules he obeys are instinctive to him.

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Assorted NPCs - B

**Baccertail – (Free League) A baruir warrior who specializes in charging attacks. He tends to be a little judgmental and condescending towards others, especially if he doesn’t respect them as combatants. (CG, F6)
**Bajour-Ka – A leading figure in the shartin (buffalo-men) community. He is extremely well versed in religious law and is frequently consulted to answer moral questions among the pious shartin
**Barius Sharpsplinter – A bariaur famous as a guide thru Baator **Beddu Roundbarrel – (Free League) This halfwing is proud to be a thief and hires his skills out for planar exploration. He seldom steals from his employers/teammates (during a mission) as he needs the security they provide, especially after making some of the enemies he has. (N, T6)
**Belinari – A solitary elder aartuk warrior who believes that following the Athar tenets will one day make it powerful enough to battle a god, the only truly worthy foe.
**Bellows – A warforged (mechanical man) that works as a leading shopman on the floor of the Great Foundry. His work is frequently interrupted by those fascinated by the design of his body and what magic was required to enchant him
**“Bitters” Magee – a Bleaker that is more motivated than most to undermine those who are so hopeful as to believe in dreams of adventure and riches. He actively hates these hopeful sods and seeks to misinform or sabotage those making plans of exploration
**Bosco – a talkative bariaur that runs a fleet of bariur-driven rickshaw/Hansom cabs (which hold three to four regular-sized people). While gruff, this “cabbie” actually has a heart-of-gold and speaks with what has been called a “Brooklyn” accent (whatever that is). He is a wealth of information about street-level goings-on for those that talk with him
**Brodor – This ice troll surprises most visitors from the Prime as he is one of the most erudite and abstract individuals in Sigil. He and his fellow ice trolls reside in an especially enchanted section of Market Ward that maintains a constant arctic temperature (and which makes money by refrigerating goods). Brodor leads his pupils (ice trolls and others who bare the chill to attain his wisdom) in philosophical debates including the nature of meta-magic.
**Byron the Gothic Pixie – This diminutive member of the Dustmen is considered something of an embarrassment. For unknown reasons, this sprite has developed an unhealthy fascination with death. He dresses all in black and wears various forms of cosmetics to give him a more death-like pallor. Few within the faction can tolerate the brooding pixie.

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Assorted NPCs - C&D

**Chatter – A small, befuddled mordon who serves Kazmi the Blue faithfully. Chatter can usually be seen recording information or pulling out esoteric facts at Kazmi’s request. He is jokingly called “the Mordon Mimir” (LN)
**Charki – A stealthy nometry (chameleon-man) who uses his ability to adhere to walls and to change his skin coloration to spy on the inner workings of the other factions to further the goals of the Anarchists.
**Darstov – A dragon-kin who has become interested in unraveling the secret for the relative dearth of dragons in the Outer Planes. He feels that if he can understand this rule, he will unlock a secret of the multiverse. B8 rating.
**Doorwise – A mysterious, but harmless, madman who can predict when random portals will appear and disappear. He is being targeted for kidnapping by a rival faction
**Drevorthax – “Brother” Drevorthax is the unusual (and perhaps unique) specimen of a hideous demon that has been converted to and preaches the will of a god of goodness. Since the other members of the church don’t trust him and other demons despise him and any who would listen to him, few people are willing to risk their well-being to join his flock. Perhaps for this reason, the Lady has not prevented him from proselytizing on street corners.
**Druthar – A surprisingly intelligent gnoll who nonetheless retains both the cunning and the sadistic tendencies of his race. He is an expert torturer/interrogator for the Mercykillers.
**”Duchess” Corrella – (Free League) This woman is a swift-moving fighter. Her excitable personality matches her martial style. She is both prone to brief periods of rash anger and of intense enthusiasm. (CN F6)

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Assorted NPCs - E&F

**Echo – A phaser, and Signer, who has come to the conclusion that reality is just in his imagination. He explains his ability to phase out as a conscious decision to not take the multiverse so seriously. When he treats it as an abstract thought, he phases out of contact with it.
**Edgar Jorman – This human from the Prime is a bold fighter when confronted with a foe. Unfortunately, the remainder of the time, he is spineless when it comes to making decisions. While claiming affiliation with the Fated, he almost always ends up serving as a pawn in the machinations of more clever members of that faction as he tries to curry their favor. Nonetheless, his fighting talents and his loyalty are an asset to his comrades (LN, F6)
**Edmund Danstblud – Guvner scholar who specialized in planar lore. He frequently hires Kazmi the Blue to explore areas to test his hypotheses. He is far more interested in the “greater truths” of the multiverse than he is by faction politics. While somewhat emotionally remote to most, he has developed a strong friendship with Kazmi the Blue whom he hires to explore areas to test his hypotheses. He seldom if ever ventures outside of Sigil (NG, W8) B14 rating.
**”Egg” – A bionoid who was stranded from its platoon centuries ago and unable to participate in the war to which it had devoted itself. Over the centuries, “Egg”s attitude has grown increasingly bitter as it considers itself a fighting machine for which there is no cause to fight. This negativity has been channeled by the Sinkers. It spends most of its time in its dormant ovoid shape
**Eldon Far-Reach – (Free League) An aggressive half-elf mage who feels that the best way to gain magical knowledge and power is not by sitting over dusty tomes but by adventuring forth and finding it. He has a penchant for powerful displays of magic that inspire awe or fear in the viewer. (CN, W5)
**Erinson Al’Erat – Although he is frequently dismissed as just “another slobbering ogre”, Erinson is one of the most intellectual individuals in Sigil. While few can follow his abstract planar-probability philosophy, he claims to come from alternate reality where ogres and other goblinoid races are intelligent and built vast empires of culture and learning. He theorizes that he is slightly “out-of-phase” as the Sigil he had always known was one with more advanced technology and populated more with the goblinoid races with which he is familiar. He seeks to find a means of “re-aligning” his “molecular signature” to get back to his world.
**Far, Renk & Howard - A triad of fey-touched Ciphers who have linked souls and act largely as one (although some individual personality remains). This does not mean that they travel together and mimic each other’s actions; instead, they all work to achieve mutually agreed upon goals without needing to discuss what those goals are. They have not shared if their connectedness is an innate quality (doubtful since they very distinct individuals), the result of a magical accident, or the boon of a god. They are not a collective swarm and have no interest in having others join their collective. Far looks like she has some attributes of an air gensai. Renk looks like a typical half-fey. Howard is a foot taller than the other two (making him average human height) and has distinctive leonine features along with his fey attributes
**FleaBait – An angel that looks like a huge, repulsive, shaggy, flea-ridden mongrel. Despite his appearance, he is exceptionally intelligent and simultaneously runs several operations for the forces of good (often using more unconventional agents to accomplish these ends)

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Assorted NPCs - G&H

**Ghost-In-The-Machine – This agent has an uncanny knack of affecting and manipulating mechanisms. She is currently contemplating how she can use the new arrival of warforged in Sigil to her advantage
**Gorad Drummerhaven – Noted biologist. He frequently has beasts imported to Sigil so that he can study them in a lab environment (not always the wisest decision).
**The Green Man – This sentient plant clings to a metal lacework that it can move to simulate normal humanoid movement. While it first appears to be a somewhat stiff man covered in leaves, it is able to surprise opponents with a sudden whip-like attack of its vines.
**Grezzo the Rat – A paranth (small kangaroo-rat-man) who is considered agile and swift by even her race and is an excellent thief. She has a horde of odd bric-a-brac. She feels that having no rules would make everyone much happier, so he works with the Anarchists to overthrow the existing order.
**Grubber – The unofficial name of a powerful psurlon-psionisist. Its true name is unpronounceable by most. The general motives for this wormlike creature seem to revolve around bringing pain to its rival Astral-dwelling neighbors, the Arcane. Less well known, Grubber also hates the dabuses and is willing to create disorder in the city as it knows that this greatly disturbs the dabuses.
**Gruok – (Free League) This half-orc fighter is oddly shy, slightly neurotic in everyday life. While he hardly garners a second look in a place like Sigil, he still feels that he is out of place in any social setting. (NG, F4)
**Gu’tholl – This stoic minotaur is one of the leading trainers in combat. He teaches a wide range of hand-to-hand weaponry (not ranged weapons). He is also a master in several forms of unarmed martial arts although he teaches these skills to a far more exclusive clientele (usually other members of the Ciphers).
**Hadelhoof – A baraiur priest of Freya that is recovering from insanity brought about after being he was trapped on a little-known layer of the Abyss known as the “Disco Inferno”. Now, he has a tendency for pyromania (“Burn, baby, burn!) [Think of him as a baraiur form of Disco Stu from “The Simpsons”]
**Hasurth “The Horned Beast” – This bugbear is shorter but burlier than most of his ilk. Hasurth has taken it upon himself to apply some “summary judgments” for the Mercykillers on people he feels to have broken the law. This typically means beating the tar out of someone who has committed a minor infraction. This behavior borders between vigilantism and random brutality. He has earned his nickname from a special horned helmet that he wears.
**H’sathl the Orb – A beholder who may be criminally insane. The Orb is fascinated with death and would allow scores of persons die to further his goals or just for the shear enjoyment of it.
**The Husk – This undead creature is seldom seen. It was apparently some variety of powerful alien before it was converted into an undead monstrosity. When alive, it had acid for blood and in its undead state is still able to generate an acid attack three times per day. It was apparently a fearsome predator when alive but its motivations as an undead being are uncertain.

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Assorted NPCs - I&J&K

**Izitri Adimov – This bariaur runs the business known as Peace of Mind. He has a neutral outlook on all people. People are unsure about how he is supplied with his bottles of Styx water and it is rumored that those who find out are soon found wandering through the Hive unable to remember anything.
**Jathur – This panther-wemic was once a powerful shaman. However, his spirit-guide deceived him. Jathur’s first attempts to leave Sigil dropped him in the middle of an ocean where he nearly drowned and later into a raging inferno from which he barely escaped. He is now very distrustful of any portal. He feels that the gods have decided to punish him unfairly by trapping him in this city which he hates so he has decided to rebel against the injustice of the great powers.
**The “Jester” – a member of the Godsmen who frequents taverns and feasthalls. She tricks people (i.e. the PCs) into accepting coin and a drink (usually through magic tricks) so that they are magically bound to perform a task that will test their potential power
**Kack-kur – this boisterous kobold is surprisingly bold due to his belief that he is imbued with the power of Tiamat’s blood
**Kazmi the Blue – Water gensai and planar explorer who frequently works for scholar Edmund Danstblud. He has white hair (usually cut and tied into a top-knot) with a few magical tattoos on his arms. He has a light blue tint to his skin. He can breathe water. He is an excellent combination of virtues: he is a strong leader capable of being decisive in times of crisis, but not bossy or disrespectful of the contributions or limitations of his teammates; he is an excellent observer and well-known for factually recounting experiences and his team’s exploits without embellishment ((C)N, F7/W5)
**Kimufi – This lady is an Anarchist and a master of disguise and has used this ability to infiltrate many of the lawful factions in order to learn their secrets. She is a font of information. She frequently operates out of the Drunken Berk Tavern and often employs a teifling named Jinx as her “muscle”
**Kohmerit the Exalted – (Unaffiliated) This ogre mage is seldom found on any of the known planes of existence! This is because he is a chronomancer who enjoys exploring the time-stream. When he has finished gathering the data he needs, he usually holes up in Sigil to pour over his research. Be warned that upon meeting Kohmerit for a second or third time, the ogre magi might seem visibly younger and behave as though he was meeting you for the first time (from his frame of reference, he is). (N, W8)
**Kronetheus – An elder cyclops and expert blacksmith who believes that the path to godhood is to focus on one’s craft. For this reason, his rare works are items of such quality that even jaded dwarves are impressed.
**Krudor the Obese – This loxo embodies the Sensate philosophy. There are few pleasures that he has not experienced. He is the finest art trader in Sigil and is renowned for his extravagant feasts. He has hired the Company to track down some leads in pursuit of long forgotten art or pleasures (N)

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Assorted NPCs - L&M

**Lasatani – This ormyrr (giant, snake-like creature) failed to protect the gensai she has sworn to serve as a bodyguard. Since this fall, the only group that would take her in to serve as a protector was the Harmonium. Lasatani is devoted to the faction even if she has no true opinions about the faction’s stances.
**Lethea & Lesander – Fraternal twin wemics that were brought to Sigil as specimens by a researcher; but they escaped. They view the Great Bazaar as their pride and protectorate grounds. The brother and sister have a limited telepathic bond.
**Madame Cross – This tabaxi is one of the best thieves in Sigil. She prefers the city as there is no Guild or tribe to try to control her actions. She steals what suits her fancy which means that she’s as likely to steal a bauble that catches her eye as to break into a Factol vault.
**Madon the Fence – Obese slaad who is a member of the Fated and who trades “hot” merchandise
**The Matriarch – This sphinx sits in Market Ward just off of the Great Bazaar. She grants information to those who can solve her riddles or who can successfully riddle her. However, she demands a price from those that fail.
**Merrist Three-Hoof – A bariaur scholar of some renown. Identifiable due to having lost his hind left hoof during an expedition to the Abyss
**Milori - A lillend with an uncanny knack for languages. She can effortlessly understand Xaositect Scramblespeak and the rebuses of the Dabus. She often works as a translator, but she tends to make “artistic flourishes” in her translations which sometimes distort the original, simple message
**Modrigaarz Antill – A rabble-rousing human from the town of Xaos. He leads "patrols" of Chaosmen to keep the slums of the Hive “safe”. Usually, this means defending the weak from violence but sometimes it means adding a little creative chaos to a “dull” situation. He is very popular with the lower classes but solves most problems by hitting them over the head. He hires himself out as “muscle” for others.
**Mordus Granwhistle - An Anarchist gnome counterfeiter. He is making fake coin to cause chaos not to get rich; so, the Harmonium is having difficulty tracking him down
**Morren Strightsword – A Signer who wields a sword of pure thought created by his own will power which she can conjure into existence in a moment

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Assorted NPCs - N-Q

**Nightshade – A wise awark who spends most of his days chanting in his meditation chamber. Despite his seeming inactivity, he is knowledgeable of many of the goings-on in the city. Visitors are forewarned that approaching him while he is meditating is painful and has been known to lead to hearing damage.
**Ort – This diminutive kobold (even by kobold standards) believes that the only way to protect himself is by entrenching himself in the bulwark of the law (i.e. the Guvners). He serves as a minor page to most of the Fraternity’s lawyers. B9 rating
**The Painter (Choresi the Cursed) – A female tiefling who paints random surfaces about Sigil. This mortal once captured a minor Muse to augment her artistic inspiration. The forces of Olympus freed the spirit and punished the artist by flooding her mind with a maddening series of images. The few works of art that she completes before she is again overwhelmed are extraordinarily beautiful but typically have a surreal (and occasionally maddening) quality as they never end up as they were envisioned. The Xaosmen earn a fair amount of money from the sale of her art. And the faction sometimes enjoys a little chaos when a piece of art causes madness in its new owner
**Peppo – This tabi (small, monkey-like being) is an out-going creature who has gotten in a lot of trouble for sticking his nose into other people’s business. He is insatiable hungry for rumors and legends. He belongs to the Convert faction but right now, he is claiming to be a member of the Verdant Guild.
**Pherryl Sylanten – (Sensate) This excitable elf talks a mile a minute, to the point of being something of an annoyance. However, he is an excellent archer and will hire out for teams of planar exploration (CG, F4)
**Philbear Fogg – A gnome inventor and explorer that has challenged the Planewalker Society that he can transverse “Around the Great Ring in 80 Days”
**Poshuidal – A Guvner tako (octopoid) that spends most of his time in the few aquatic facilities in the city. He believes that there are set rules governing personal interaction and is seeking to discover these. For this reason, he has the annoying habit of analyzing (and vocally commenting on) the speech patterns and mannerisms of others when they are interacting. B11
**Pugwump – A collection of diminutives bullywugs were trapped in Sigil and came to the conclusion that the only safety was the safety in numbers. Through some magical enchantment this score of bullywugs act as one, under the direction of the leader Pugwump. Sometimes the bullywugs even speak as one, finishing each other’s sentences. which can be rather disconcerting.
**Quak-Quak – This abrasive dowhar has unfortunately decided that her shortcomings in trade are due to her being too reserved. Thus, she has embraced the Cipher philosophy and loudly voices any thought that pops into her mind. She has now become the most abrasive of an already abrasive race.

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Assorted NPCs - R

**Rameri – A slaad (in disguise) who steals good fortunes from some and sells them to the unlucky. Or it sells one's unlucky fortunes that can be bestowed to the client’s enemy
**Red Cutter – This megalomaniacal man-scorpion believes that it is his destiny to crush the other gods under his heel. He actually has a small cadre of assistants who enjoy joining the Cutter in bullying others. Red Cutter mistakenly regards these miscreants as worshippers. It seems only a matter of time before he does something lethally stupid, like take on the Lady of Pain. Until then he remains a danger to any who oppose his twisted dreams.
**Rheinyn Dumont – This cheerful female elf is a quiet member of the Godsmen. She believes that by exploring every corner of the multiverse, she will gain the secret to divinity. (NG W5)
**Rowntree the Matriarch – This sphinx sits in Market Ward just off of the Great Bazaar. She grants information (specifically locations of various portals) to those who can solve her riddles or who can successfully riddle her.
**R’sdalt Xhi – This beholder is one of the crueler leading judges in the Guvners. R’sdalt is convinced that the secrets to the multiverse are based on a universal law. R’sdalt has plans to send an expedition into Mechanus to find these controlling secrets. B3 rating.

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Assorted NPCs - S

**Samadakl Rei – This bitter sahuagin (who wears a special breathing apparatus) wants the Athar faction to take a more active (i.e. more violent) stance against the other factions. He believes that when the Athar are strong enough, they will be able to defeat the gods themselves. His enemies derisively call him “Bubble-Head” behind his back.
**Saval – This half-orc who gleefully embraces the philosophy of the Doomguard. He is responsible for several cases of arson and random destruction which he watches as he revels in joy.
**Sengal (Nerrinth Yd) – One of the most famous actors in Sigil, it is paradoxically unidentifiable by anyone in Sigil. Some speculate that he is hiding in plain site from someone powerful. Unknown to anyone, Sengal is the assumed name of a doppelganger named Nerrinth Yd. Additionally, he is a member of the Converts going from faction to faction, experiencing each one. He also makes a living as a bounty hunter from time to time.
**The Sentry – A giant, multi-eyed argos that acts as the senior guard in the Mercykiller’s prison.
**Seth Chokrapur – This rakasha controls a small group of tatalla (tiny one-eyed creatures) assassins. He acts as the surrogate father for these tiny assassins. Seth will always be in the company of approximately twenty of these killers. An encounter with the tatalla in the streets will be with 1-4 tatalla, but more will definitely be watching from nearby.
**Shard – This mongrelman’s psyche is apparently as shattered as her physical form. She has multiple personalities which work surprisingly well together for the Xaositects. Her rational components allow her to transact business and concoct intricate plans while her less rational personalities usually provide her with a tremendous intuitive insight. For this odd combination of reasons, her miss-matched plans have a tendency of working out far better than conceivable, almost to the level of precognition.
**Shether – (Free League) A nometry, or chameleon man, serves as a tactical scout for planar explorers. However, he still retains many of the skills customary for thieves. He dislikes unneeded risks but he enjoys the feeling of belonging he gets from serving a team. (N, T6)
**Slab – No one is certain how this blob of clay gained sentience; but it has. It then heard the many tales of lifeless clay being granted with the spark of life. It reasoned that if clay can be imbued with the spark of life, it can also be imbued with the spark of divinity. While not the brightest (or cleanest) of the Godsmen, Slab is truly devoted to the cause and will try desperately to convert persons (and sometimes inanimate objects) to his way of thinking.
**Sleehsash the Mad – This highly intelligent lizardman makes his living as jester under the auspices of the Xoasitects. Because of his frantic behavior, he is considered by many to be insane. He occasionally goes into sudden fits in which he can prophesize with surprising accuracy. However, these fits are sometimes accompanied by violent thrashings so be careful.
**Sseneth – This yuan-ti has plans of taking over the Mercykiller faction (and possibly the Harmonium afterwards) with an army of helots (golems augmented to serve as bodyguards). At present, he has only created a handful of these constructs by draining off the life force of select convicts.

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Assorted NPCs - T

**Tesk’har – A brutal neogi and Sensate who seems to have mastered every conceivable pleasure possible for a sadist. However, this monstrosity is perpetually inventing new experiences for his legion of slaves to suffer and in which it can revel. While unpopular with many faction members, it is quietly tolerated because of the novel sensations it has devised.
**Thelonious Warton – A wizard and sage who is trapped in the body of a stone golem. His form grants him immortality but prevents him from advancing in magical powers. For these reasons, he’s not sure if he wants to continue in his current situation.
**Thesek – A chattur who has developed a paranoid theory that the imposition of “civilization” in the multiverse has started to affect the World Ash with a kind of rot that will eventually kill it.
**Tios Ebonmane – This male teifling is a member of the Free League. He is attempting to gain knowledge and power in the Art without having to serve as an apprentice to another (an arrangement that he dislikes immensely). He spent years as another mage’s apprentice and feels that he has gained ten-fold in his adventures exploring the planes than he ever did scrubbing the “old coot’s” pots. (CG W5)
**t’Keh-Keh – This insectoid cleric (resembling a thri-kreen) worships an abstract (at least to non-insects) Lawful Neutral god or entity that doesn’t directly offend the unreligious like the Athar However, this same alien-ness makes t’Key-Key a dubious companion (LN C6)
**Tox – A nometry (chameleon-man) thief who employs his skills primarily to ask as a spy. While he will work for almost any person with enough money, he has a strong need to punish the wicked and will pass any information he finds on to his faction, the Mercykillers.
**Tsk’tek – This giant spider can be found residing in an inflammable web stretched between two towers in the Hive. This arachnid mastermind has numerous operatives working for her throughout Sigil and beyond. Some say she is a former priestess of Lloth that failed her patroness and ran to Sigil for safety. Others claim she is a fallen avatar for another arachnid deity like Anasazi. Whatever the truth is, Tsk’tek isn’t telling.
**Turral – A beautifully sculpted flesh golem (hiding scars under elegant tattoos) that is passing as a normal human. It works with the Dustmen as it seeks to harvest parts of the dead to create an equally “ideal” mate. Willing to kill to get new parts or to help preserve what she already has
**Tusk – A large, bulky creature with a rock-like skin and ram horns. He can break off smaller pieces of himself that are autonomous. The smaller pieces are usually the size of imps. They spy or perform simple missions then return to Tusk. When they are reabsorbed back into the “main” Tusk’s body, Tusk gains their knowledge. The smaller the splinter creature created; the lower its intelligence. Some say that if all of Tusk’s pieces returned at the same time, he would be about twice the size he currently is.
Tusk currently occupies a permanent booth of the Labyrinth’s End tavern working as an information broker and running countless schemes throughout the city. Legend says that Tusk entered the pub at half his current size then grew to a size that prevented the owner from throwing him out of the bar (as he would currently not fit through the door). The main Tusk doesn’t move; he merely sits in his corner collecting coin and information from his returning splintered forms. If Tusk wishes to speak to someone about an important issue, one of his “splinters” will guide the guest to Tusk’s table. While Tusk is a deliberate, intelligent speaker, he refuses to speak to the majority of people. His “splinters” speak to almost anyone in a slangy Planescape jargon. Some speculate that the Tusk of Sigil is in turn a smaller splinter of a larger being gathering knowledge out in the Outlands. Others speculate that if a splinter leaves Sigil, it will become independent. None of these theories have been tested

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Assorted NPCs - U&V

**Ul Dar – This hulking monitor is called upon whenever the Hardheads need muscle. However, he is uncontrollably violent (although not sadistic) when pitted in a confrontation against an individual he considers to be in the wrong.
**Ur-thaki-nol – This lensman (a beholder-kin) was abandoned by its beholder master ages ago. Since then, it has been unable to find steady employment, due partially to its scatter-brained nature and partially due to the distrust most have for beholders and beholder-kin. It can no longer see the point in existence and has adopted the weary philosophy of the Bleakers
**Vagner – One of a rare race of humanoids capable of great agility, the ability to “spider climb” and dark velvet-colored short fur that blends well into the shadows. Vagner was originally recruited as a thief. He eventually saw the errors of his ways and turned to a life of charity. While he refuses to steal (even from evil individuals), he will use all his talents (both natural abilities and thieving skills) to safeguard any alms given to deserving individuals. He lives in the Hive but is so reclusive that he is considered a legend by many residents of the city.
**Varestidus – A craftsman who produced a now legendary series of precious mimirs. He is to mimir what Stradevarius was to violins
**Vaughn Waters – This tall man is a silent, fluid fighter who seems to react to threats purely from instinct (largely due to his Cipher training). While he is typically found quietly meditating or training, he does have a quirky sense of humor and a love of practical jokes with which he frequently surprises those who do not know him well. (NG, F5)
**V’kaan – A powerful naga is a leader within the Incantifier faction. She has several plots and schemes to obtain magic for the faction; but most members don’t trust her and suspect (rightfully) that the naga serves her own desires first and only shares with the faction enough magic to prevent rebellion.

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Assorted NPCs - W

**The Watchman – This contemplator poses as a statue in Clerks Ward. It sits pondering the multiverse and the means of attaining godhood. Periodically, it will capture an individual and place it in the tunnels beneath its perch and slowly drain the creature’s intelligence. Its existence (as a sentient being) and its affiliation are only known to a few of the more evil members of the Godsmen faction who will lure individuals into the Watchman’s traps in exchange for information.
**Weerumph - A “rouge” slaad who went completely insane and took up the cause of order. He cuts people up into perfect 3-inch cubes
**Wheldon the Marred – This person is always seen wearing a suit of antique, but obviously magical armor. Rumors say that he is cursed to wear the armor to hide a hideous deformity. In truth, the armor holds a preserved corpse. It is the armor itself that is a sentient, spell caster.
**Whisp – A shadow who is laments its inability to sense many basic experiences. It is experimenting in ways to make itself more substantial and hopefully more impressionable. So far, it has been frustrated (sometimes violently so) with its failures. It lingers around the Sensate Vault hoping to somehow feed on the experiences stored there
**Winar Leaflord - This half-elf is originally from the Prime. He went on a planar adventure for a few years; but when he returned home, he found that his home and neighbors had been destroyed in his absence. At first, he tried to throw himself into noble causes but over time, he began to feel his efforts were futile. Not long ago, he was brought into the Bleakers, a faction in which he finds persons of similar thinking although he finds little comfort in his faction-mates. His increasingly disheveled outward appearance and behavior is a reflection of his increasing indifference (N, F5)
**Wo the Limp – This flumph is usually found floating near the Hall of Speakers in Clerk’s Ward. Often overlooked as a decoration, Wo is one of the most advance philosophers in Sigil. It can provide insight and imaginative theory upon the nature of the planes
**Wollup – This Xaosist “slaad-touched” cleric pays homage to a Chaotic Neutral god (when he decides to be a priest). His erratic behavior can be disconcerting, (CN, C6)

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Assorted NPCs - X-Z

**Xaln – a nearly catatonic Dustman who is insane but peaceful enough that he hasn’t been committed. He has the unusual ability to know, via a prophetic trance, the fates of any being that has died within the last six months. This is a useful ability for those who want to track down the recently departed. He lives in the Hive.
**Xamon the Palmist - For a modest garnishment, this amnizu will alter those offending lines on your palm (e.g. a short life line) with a knife. You’ll be able to hold things again after a week of healing. Pray he doesn’t slip while carving (paying well seems to steady his hand). He does similar work in phrenology.
**Yargal Vornessu – (Cipher) A githerai “sensitive” who has a natural empathic ability and an innate ability to detect psionic activity. Because his abilities allow for some measure of natural psionic detection, he tends to focus any mental training into martial ability. He is described as having a scheming persona; but, it is questionable how much of this comes from his true personality and how much of this image is projected on to the quiet, intense githerai (N, Ps6)
**Ziste – A erinyes (temptress) baatezu known for her talent in finding loopholes in "the fine print" and using them to her advantage. Few judges are as strict in interpreting the Law as she. She has a B2 rating and is scheming to a B1 position. She is spying on Kas’rarlin and reporting any treachery back to the Dark Eight. She is infatuated with Rolya the Red.
**Zjarik Thoughtkiller – A mind flayer assassin who is attempting to place cranium rats into all the factol headquarters in order to spy on them and then relay the info to the brain-god, Ilsenine.
**Z’rtha – A bladeling assassin who believes that people should willingly embrace death and those who resist this truth should be forced to face it directly through their own death or the death of a loved one. He records his experiences in special sensory stones that destroy his memories of the event and he can pass mind-reading exams.

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Is that enough for now, or do you need a few more?
My apologies if I stole someone else's character. I'd tried to take only the ones I created but I don't keep the best notes for my sources

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More Birdfolk!

Sikir (NPC: Clerks Ward): Bearing the appearance - and incredibly long legs - of a secretary bird, this monk is typically garbed in a loose fitting white robe with a brown over robe. A member of the Transcendent League, he has mastered the flowing motions of calligraphy; as a monk, his kicks are amazingly powerful. Sikir bears a strong antipathy towards most snakefolk, whether Nagas or Yuan-Ti.
Mock Mock (NPC: Hive Ward): This unique Tengu bears bright-green feathers and a short rounded beak, giving them a distinct parrot-like appearance. Mock Mock has decided that language itself has no meaning: to prove it, the Xaos-man flawlessly - and endlessly - repeats the statements of any higher-up found in the Hive, until the words lack meaning and context.

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Birdfolk Groups

Tengu Gangs (Group: Hive, Lower, Guildhall-Rare; Clerks, Market - Very Rare; Ladys - Unique ): While Tengus are typically loners, some enterprising clutches will band together, using their unique ability of mimicry as counter-intelligence agents, and their fondness for stuff as thieves. The sole group operating in the Ladys Ward are the Children of Zu, a chaotic evil organization of Pazuzu worshippers, who work amongst the domestic help to reinforce the helplessness of their situation.

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"Subterreanan" Market

The Recessed Bazaar (Location - Market Ward bordering Guildhall Ward): An extensive marketplace of a countless number of stalls set up in a labyrinth of covered passages. The entire market is kept in dim to no light (magically enforced) to allow the market to cater to subterrean races and others with light-sensitivity. Justifed or not, some of the nefarious goods and services are rumored to be found in the darkest corners of this market.
Part of the Great Bazaar sits atop the stone roof of the Recessed Bazaar

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The Icebox

The Icebox (Location - Market Ward): a subsection of the Great Bazaar that is magically enchanted to be substantially colder. While it serves the business purpose of refrigerating perishable goods for those merchants willing to pay the storage fees, it is also a popular gathering place for those intelligent species that prefer arctic temperatures.
It is rumored that Zadara the Titan provides a magical device that suppresses the temperatures. While this is uncertain, it is known that she makes (yet another) fortune by employing her porters, the Alpines - a team of frost giants that porter goods to and from the Icebox to other points in the city

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Surtur's Nursery

Surtur's Nursery (Location - Lower Ward): bordering the hottest furnaces of the Foundary, this spot has become a gathering spot for creatures that prefer intense heats. While there is one quarter catering to infernal clients, most of this neighborhood draws more neutrally aligned (or at least less fiendish) creatures

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Pugwump's Pond

Pugwump's Pond (Location: Hive Ward): Originally an ill-conceived attempt to open a public swimming pool, this structure fell into decay before construction had even completed. The roof caved in and the project was abandoned.
The situation was worsened when a portal opened and dumped a massive amount of sludge into the pool. While this was a disaster for most, a tribe of bullywugs found the resulting slimy conditions to be the most hospitable environment they could find within the dry grit of Sigil.
Pugwump's tribe are the "owners" of the site but they encourage other semi-aquatic races to come, endulge in trade and enjoy the cool muck (provided that they don't take any actions that the bullywugs find to be "hostile").
Rumors say that some shady characters pay to have items (or bodies) sunk into the muck to be forgotten to the ages

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Wee Sigil

Twilight Hall (Location: Clerks Ward) Two rooms of an abandoned hall of records were converted by an enterprizing halfling named "Big" Arno. The filling cabinets and card catalogs were adapted into charming homes for fey-sized creatures (as a card catalog drawer becomes a perfectly servicable "apartment" for a fey).
While these arangements are a far cry from the natural beauty of the Feywilds, the site is secure and the fey have added numerous enchanting touches to make the mundane features more appealing. "Regular-sized" visitors will find an enchanted fairyland of glistening cowebs and gilded flourishes.
Arno collects the small gifts that the grateful fey leave (as one could not make a binding contract that demands "rent" from the fey) which is enough to cover his simple needs and to pay the city's taxes on the rooms. Arno lives in an adjoining room and takes on the simple duties of making sure the site is free of rats, hungry spiders and other unwanted predators