To Chance with Hell (Planescape)
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The Lady’s Ward
“The Lady’s Ward…what to say besides that I appreciate the name. Reflects well on me and my growing influence here in the Cage and the ward I spend the most of my time within. Oh don’t think me crass or presumptive at all, that’s simply the way of things now. Everything falling into place, rearranged where I dictate and when I dictate. The factions fell didn’t they?
“But enough about me…well, as if you could ever say enough about me. But back to your question about The Lady’s Ward. Let me start with this: the intrigues of the Blood War and the constant shifts of power, allegiance and betrayal within my old haunts on Gehenna and Khin- Oin upon the Waste…they pale in comparison oftentimes to the web of treachery, selfishness and greed that permeates the hidden side of The Lady’s Ward.
“From the High Houses of the Golden Lords to the knights of the post willing to sell out anyone to anyone in the back alleys and taverns of the ward, more moral filth and depredation goes on in a single day than in the bowels of the Lower Planes in an equal time. But I would know nothing of such things being but a wealthy landowner and chant broker of Sigil; nothing at all. I simply sell what falls to my ears and crosses my palms. Why sully myself in the muck when I can pluck the gold from the surface with a discrete, well-groomed hand?”
[Here the fiend paused abruptly to admire her own reflection in a mirror held by one of her groomer-guards; preening and playing with the fur atop her head and her razorvine tiara for nearly twenty minutes before returning to the interview. – The Editor]
“The ward has its colorful share of inhabitants, for instance there’s that scheming and inept ogre mage who somehow managed to get himself elected to the council. I assure you he won’t make a second term. Then there’s that bitch of a titan. I needn’t mention her name either. Hiding in her mansion and trying to pull the same strings I pluck like a harpist. She plucks them with the hands of a day laborer, using her money like a sledgehammer when a deft and talented hand such as mine knows which notes to play to make a song and not a broken instrument.
“So step back and watch the game here in The Lady’s Ward, see how it extends over the entire Cage, with everyone playing their parts, and a few self-appointed directors competing for the role of the maestro. It is nothing if not amusing. Now talk with me some more and you might as well have a handbill for the latest performance.” – Shemeska the Marauder
The Lady’s Ward stands among the wards as the home of the rich and powerful, a shining beacon of purity and decency among the other wards but with an underside kept out of the public eye, which many a Hive dweller would pass by and complain of the stink. All in all, the ward combines the best and the worst of Sigil if a blood knows where to look.
When a tout speaks to a clueless, prime or planar, about the ward, know that they’re speaking of The Lady’s Ward, not the Lady’s Ward. There’s something of an implied ownership of the ward in name and in spirit to Her Serenity. And while some more delusional clueless have asked for directions in the ward to actually visit and hold audience with Her Serenity, the Lady doesn’t have such a place in the ward, or the entire city, rather those tools of Her power within Sigil reside in The Lady’s Ward. The established ruling order of the city, from the Sigil Advisory Council, to the Courts, Prison and Barracks, all reside within the Ward. Of course, since the end of the Faction War, the factions who ran the Prison, Barracks, and city courts all had to officially step down and relinquish their lofty holdings in the hierarchy of the city. Since that time their spots have been filled by able and not so able replacements, many of them being former members of the factions who held the positions. Old members of the Fraternity of Order who chose not to return to Mechanus with their faction naturally gravitated towards the courts. Equally, a similar situation occurred when the Mercykillers dissolved after their factol, Alisohn Nilesia vanished, and split into their original components of the Sodkillers and Sons of Mercy. The Sodkillers formed the Minder’s guild to hire themselves out into the roles formerly taken by the Mercykillers, and to some extent the Harmonium. The Sons of Mercy have attempted to do the same thing, and their tabards have become more and more accepted, if occasionally ridiculed among the avenues and streets of The Lady’s Ward.
While the ward’s wide, immaculate streets tend to be paved with high quality stone, kept free of refuse and riffraff, it is hardly homogenous in any sense of the word. Several districts exist, some officially, others only by common convention among the residents. The Nobles District holds most of the high houses of the so-called Golden Lords of Sigil, those bloods holding a tremendous amount of wealth and many with more than their fair share of influence. The area around the Barracks, Prison, and City Courts, is known as the Triad District and has taken up a distinct flavor. Meanwhile, the Armory District has drifted slightly to present itself as more an open sore in the midst of the ward since the Armory’s destruction during the Faction War, and its subsequent ruin and further collapse in the Vecna incursion some years afterwards.
The Nobles District is so named for the prevalence of the richest of the rich of Sigil who call the district home: a concentration of jink and power to make a power of wealth blink. The district itself is bounded more or less within the ranges of Portal Close, Harmonium Street, and Lords’ Row, give or take a block or two. Sitting on large tracts of land, the so-called High Houses of Sigil sprawl out within their fenced in compounds, separated from the grime and trudge of Sigil’s residents. In fact, some of the houses are so set apart that the residents could die within and it likely wouldn’t be discovered for years if they had already paid their guards and servants.
The more noted residents of the ward, those who can be called genuine golden lords and not just underground power brokers, include: Zadara the Titan, Jeremo the Natterer of the Ring- Givers, Wei Minh Lee the Proxy of Shou-Hsing and dealer in potions of longevity, High Priest of Puchan the self-titled Lord of Wealth, Duprak Jarneesh, [[Timmon d’Arlen]] of the d’Arlen family, and the planar arms merchant [[Spiral Hal’Oight]]. In fact, with their waxing importance in Sigil, the first two of this list shall be detailed further in this volume. Of course, those underground power brokers and royalty of the cross trade can have as much, or more, power than the true Golden Lords.
Palace of the Jester – Situated near the Triad District, and forming the defining boundary between it and the Nobles District, sits the Palace of the Jester. The palace stands as the single largest structure in all of Sigil, its courtyards and the palace itself covering an area as large as any other three structures in the City of Doors combined. The alternate name for the Palace is the Court of Pain, and the entire sprawling structure serves as a neutral meeting ground for the intrigues and plotting of the various high houses and nobles from the district and even across Sigil.
Besides its immense size, the palace is likely the oldest surviving structure in all of Sigil as well. As far back as records go, the Palace of the Jester has been there in The Lady’s Ward, predating even the City Courts it lies adjacent from, and the Singing Fountain that separates the two edifices. The reason for the structure’s name, which it has always been called, has been lost to the passage of time, and even the purpose of the massive palace is forgotten. What is remarkable, however, is that the palace, for its size and grandeur, has sat for many years nearly vacant, with only the grounds surrounding the palace serving any real public function as a meeting ground for the prestigious and wealthy within cager high society. Inside the palace is mostly deserted, a confusing tangle of mazelike passages, chambers and galleries that fill the palace to the tips of its bladed spires and descend down to the ancient vaults and tunnels below street level. No known map of the interior exists, and so visitors are advised to limit the extent of their wanderings to the inhabited portions of the halls. The further down into the palace the stranger the architecture becomes. The lower levels appear as if they were designed by a genius or a madman, with a similarity that some have compared to the odd architecture of Harbinger House, the former Godsmen Asylum of equally unknown past history. Passages dead end, stairwells ascend to ceilings, windows open up to blank walls far below ground level, and chambers may be sealed shut from all sides but one while a maze of hidden passages winds through it all, filled with the dust of centuries. Oddly enough, the dabus themselves seem leery about the palace, and those seen wandering its halls (having ascended from below?) are often described as acting…nervous…almost as if they’re being observed. One must wonder what could disturb the dabus so within their own city?
In recent history, the Palace of the Jester has been the residence of Jeremo the Natterer and the Ring-Givers. Jeremo has been called the Lady’s Jester, and speculation is abundant that the lord of the Palace of the Jester simply has taken the name out of irony for his home, and his own quixotic attitude. Others have suggested that the title is somehow linked to the palace itself, a hereditary moniker linked to whoever owns the palace. That in itself raises questions about the original purpose of the palace if that bit of dark holds true.
Of late, it seems that Jeremo has become increasingly worried of something within his own halls. The chant mongers among the taverns and gambling halls of the Lady’s Ward spread the word, for no small bit of jink, that the palace underhalls have become overrun with an infestation of Cranium rats. If the chant rings true, and isn’t a pack of self-serving lies by the chant brokers, among them Shemeska the Marauder, it begs the question: are the rats the cause of the long lingering problems within the palace, are they themselves seeking something below, or are they bubbling up into the palace after having fled from something deeper below the foundations?
The district surrounding the Armory has always been a spot of contention among Lady’s Ward residents, some claiming passionately that the Armory and the neighborhoods surrounding it belong in the Lower Ward, while others have cried out with equal vehemence that it is, and always has been, part of The Lady’s Ward.
The contention arose in the past to the general appearance of the Armory with its smoke belching forges and razorvine encrusted lower portions, and to the seedy neighborhoods that arose around it. The former Doomguard, in their philosophical disagreement with the Harmonium, and to a lesser extent the Mercykillers and Fraternity of Order, made life difficult around their faction headquarters for the Harmonium and their allies. Hence, the Harmonium patrolled the district less and less, crime rose and knights of the post sprung from the woodwork. This did not bode well for its status in the eyes of the Golden Lords and power brokers in The Lady’s Ward.
The destruction of the Armory in recent years and the events that swirled around it soon after only added to the contentions of some. The recent rebuilding of the Armory, the changing of its outward appearance, and the general improvements these have produced in the district have more or less negated its chances of being legislated off into the Lower Ward. Old feelings die-hard however, and some folks are still a bit leery walking around this section of the city, half expecting the Doomguard to harangue them in passing.
Still, the district has cleaned up in recent years with the attentions of Faith and her followers and is now solidly part of the Lady’s ward once again, much to the approval of the patrons of the Golden Bariaur Inn. This inn at the very spireward end of the district, roughly three blocks from the shadow of the Armory, is a frequent and popular spot for celestials of all alignments, as well as for the occasional fiends from the Lower Ward who stop in to make trouble.
In contrast however, situated between Cobbles Lane and Doomguard Walk, next to the Park of the Infernal and the Divine stands the silver bladed, black stone, Temple of the Abyss. Typically festooned with the previous nights sacrificial victims, the temple is only tolerated by many of the ward simply because of the number of nobles who’ve done business therein. It has a reputation of solving problems one way or another.
Armory – For almost a full four years after the Faction War, the Armory of Sigil sat abandoned after its collapse during the battle between the Harmonium and the Doomguard and their respective allies. The persistent rumors, not entirely unfounded, which held that within the shattered pile of occasionally smoking rubble lurked a number of small and completely uncontrolled spheres of annihilation tended to keep away scavengers and vagrants. [And, for that matter, developers. – The Editor]
In its original incarnation by the Doomguard, the Armory was graced with a massive bas-relief symbol of their faction upon the front exterior of the structure, four sprawling iron latticework flying buttresses, and encrusted along the lower levels with razorvine. Four towers, each strangely free of crawling razorvine, flanked the corners of the building, each corresponding to the four negative touched Quasielemental Planes, and indeed it appears that the towers were nothing more than empty stone husks from the exterior. But from the inside each contained a portal leading to an actual tower that stood within one of the four Doomguard strongholds in the plane it occupied. Starting at the northeast tower and circling clockwise, the portals lead to Citadel Alluvius, Citadel Sealt, Citadel Exhalus, and finally the Crumbling Citadel. From here, the Doomguard sold weapons created within the massive forges located inside, along with siege engines if the buyer had the jink for it, as well as stocks of unsold or defective weapons.
In the aftermath of the Tempest of Doors and the collapse of the Armory, the portals vanished and the former Doomguard members fleeing to their strongholds on those planes had to do so the long way in their exodus to the Inner Planes. The weapons stored within that had not already been handed out freely by the entropy obsessed faction members and their weapons master, the recently deceased cambion Ely Cromlich, were looted from the ruins or buried within in the subsequent collapse of the building.
In the past two years, the Armory has been rebuilt from its long languishing ruins in the corner of The Lady’s Ward that threatened to cause the neighboring district to be claimed as part of the Lower Ward. The exterior is actually much the same, though it lacks the forges and weapons storage chambers, now being devoted to a much different moral and philosophical ethos than before. The rebuilding and conversion of the Armory has been orchestrated by Faith, the Harmonium factol. She has indeed not given up on Sigil, unofficially, and has seen to it that a blood by the name of Nicolai Mabru (Harmonium), a reformed chaotic evil tiefling and one of the Harmonium’s success stories, has taken over the administration of the Armory. Mabru, as much an opposite to the now mazed Factol Pentar as two bloods could be, has designed the Armory for the use of like-minded followers from Arcadia, and anyone within Sigil who would learn from him the lessons he professes on a daily basis on the nature of harmony. His relationship with Faith and the Harmonium itself is kept strictly separate, and while he is certainly influenced by common ideals with the other Harmonium outside of Sigil, he has no direct links to the faction and is certain to keep it so, else he anger the Lady.
With a sense of irony, the rebuilt Armory has taken on many of the same roles of the Great Gymnasium, though with an emphasis on external harmony, law, and moral redemption through training and cooperation with others rather than personal harmony and enlightenment espoused by the Cipher’s former faction hall.
During the long process of the Armory’s reconstruction several things were oddly missing. None of the spheres of annihilation present during the Armory’s original collapse were found buried in the rubble, nor were most of the weapons. Apparently the ruins give evidence of having been looted from beneath in secret in the past several years, with the Doomguards’ long held secret, the so-called Chamber of Bones simply gone, hollowed out like a bubble in the stone. This chamber, used as a monument to Entropy and a meeting place of the four Doomlords of the Doomguard, was built and paved from floor to ceiling with the bones of dead former Doomlords and supported by a ring of pillars built of their skulls. The chamber located deep beneath the street level of Sigil, and directly beneath the main forge, was simply gone, not a knucklebone remaining. [Make what you will of this. The actions of one of the Doomguard splinter factions? Perhaps stolen as a treasure trove of information for interested persons such as Lothar the Master of the Bones, or some other as yet unknown party? – The Editor]
The Triad District, so named for the confluence of the three seats of law and order in Sigil, namely the City Courts, the City Barracks, and the Prison; sits as the central district of The Lady’s Ward, sandwiched between the Nobles District and Armory District.
This district has always, and for the most part, continues to be the most sterile and homogenized of the districts in The Lady’s Ward. Sometimes referred to as having the houses of law rather than the houses of gold in the ward, it is more the seat of official government within Sigil rather than the seat of oftentimes more influential cutters from the Noble’s District. With the possible exception of the area immediately around the City Courts, most of the businesses are orderly, calm, and devoid of the chaos one might expect in the other wards, with the sometimes volatile mixing of races and philosophies. There are, however, some notable exceptions if a blood knows where to look.
One of the largest draws of the nobles and hoi polloi of The Lady’s Ward, as well as every knight of the post and crosstrader in Sigil is the Fortune’s Wheel inn, tavern, and gambling hall situated at the crook of Dossy street in the center of the Triad District.
The Fortune’s Wheel is comprised of several related establishments such as the Dragon Bar, the Dicing Cup, the Bear-Baiting room, and the Fortune’s Wheel as well as a small inn above the gambling houses named the Azure Iris Inn. Night in and night out, the tavern is home to those seeking their fortune at the tables, seeking someone else’s fortune at the same tables, to spend money with little regards to winning or losing, and more often than not to engage in the petty and often treacherous plotting of the Lady’s Ward. The gambling hall, for this reason and this reason alone, is one of the principal haunts of the so-called King of the Crosstrade, Shemeska the Marauder, who dines at the Wheel nightly to broker information, both true and false.
Also nestled along Dossy Street, spireward of the Prison, is the Twelve Factols, an underground restaurant and tavern, that while not nearly as exclusive and a place of intrigue as the Fortune’s Wheel, has its own draw in its history and its rumored connection to both UnderSigil and the Dabus warrens. [The recent business conflict between the Twelve Factols and the Portal Jammer within the Clerk’s Ward is something to watch. The Twelve Factols claim infringement upon their own draw, the ancient factol statues in their lower chambers, versus the Jammer’s animated dolls of the most recently mazed or killed Factols purchased from the Friendly Fiend in the Lower Ward. The fiend himself, [[A’kin]], apparently blushed when asked to comment on the problems arising from the whimsical creations. – The Editor]
City Courts – Another leg of the triad of law and order within The Lady’s Ward, the Courts have always in the past and now in the present served to determine guilt and innocence of those sods found to have broken one of the laws of Sigil. The Courts themselves did not make the laws of Sigil, but they did interpret them and determine guilt or innocence under those laws and pass sentence. From there the former Mercykillers, the Red Death at the Prison and Tower of the Wyrm, carried out the sentence. The Fraternity of Order, the faction which until recently called the City Courts both their place of business and faction headquarters, deigned not to design the laws they operated under in the courts.
The Courts sit in the center of the ward, downward from the Singing Fountain and the Palace of the Jester. The typical sterile, clean, and to some extent rigid environment of The Lady’s Ward might indeed take its cue from the Courts, which after all upheld the laws of The Lady’s Ward that actually restricted the building codes and architecture for new buildings to a defined set of terms. However, that stereotypical environment has never really held true around the courts themselves. The paragons of law within Sigil are surrounded in the immediate neighborhood, to say nothing of the courtyards surrounding the Palace of the Jester, by numerous businesses that serve those who work for the courts directly or indirectly, and those hawking their wares and services to those going before the courts and the families of those same. Taverns and bub halls abound as well as morticians and undertakers, scribes, and most importantly, advocates to plead the case of the accused before the courts.
Especially so with the advocates, the Courts and the plaza surrounding it along with the public waiting halls just inside are abuzz with competing lawyers and other court servants to where it seems as if chaos might be reigning in the place of laws. A bit of unique irony in the heart of Sigil.
Within the Courts, besides the courtrooms of law themselves, a number of different former Guvner halls, record chambers and the law library of Sigil reside. Many of the Guvner records and books left with them, but the library itself is comprehensive in the extreme if a blood doesn’t mind sitting down and doing a bit of research. The answer to most any question is there in the stacks if one but has the patience to equal one of the Guvners who wrote most everything there.
The Courts still hold the same function and purpose as before now with the resolution of the Faction War, but shortly after the war, and with the death of the Guvners’ factol, Hashkar, the majority of the faction members picked up their belongings and departed the Cage for the faction holdings on the plane of Mechanus. Understandably, this left Sigil in the position of having very few qualified judges left in place to keep the courts and relevant bureaucracy in operation.
The seeming conundrum was solved in short order by the most unexpected of cutters, the dabus. Explaining their eagerness to help fill the positions vacated by the Guvners, yet without actually stating this to be the directions of Her Serenity, they took up the positions of judges left vacant. As judges, the dabus are incorruptible since they don’t take bribes, can’t truthfully be threatened or cowed into a particular decision, and are fair in their judgments. The trick, however, is that being dabus, they don’t speak except through Rebus, and this requires skilled, professional translators, of which few in Sigil existed before recently. Now it seems that along with lawyers, professional dabus translators are required for both plaintiff and defendant, since an outcome of guilt or innocence may hinge on the exact, and not always unambiguous meaning of a string of illusory letters and symbols. A sentence may be passed with both sides declaring victory based on their own interpretation.
After only a year however, the dabus serving in the courts made it known that while they could perform their new jobs, qualified former judges, even those who had been Guvners, which is to say, nearly all of them, would be welcomed back in their former positions. The caveat was that any returning judges would have to hold themselves to the same standards as the dabus, and couldn’t act as arms of their former faction and its philosophy in carrying out the business of the courts. Recently, former judges have been returning to their positions, but not yet enough of them have done so to relieve the dabus completely.
In any event, the judgments of the court might range from a fine, public service, imprisonment, or rarely execution. The latter has been rarely enacted, likely due to lingering memory of the public spectacles that the former Mercykillers under Alisohn Nilesia made of such death sentences.
The sequence of justice is fairly simple. The City Guard apprehends the accused officially, though just as many are brought in by the Sons of Mercy, and to a lesser degree the Minders Guild. While awaiting trial the accused may be incarcerated at the City Barracks, and any future incarceration takes place there as well, though in the future this may change to the Prison depending on the petitions of the Sons of Mercy. Following judgment, criminals are punished by officials within, or hired by the Guard, especially in the case of executions.
City Barracks – Forming a rough triad of law and order along with the Prison and the City Courts, and a stone’s throw from the rebuilt Armory, the utilitarian hulk of the City Barracks stands in The Lady’s Ward. The stark, many would say ugly, structure sits as a great square of heavy gray stone situated between the Boulevard of the Fist and Harmonium Street.
During the heyday of the Harmonium the City Barracks was a constant and orderly place filled with the ubiquitous pounding of stiff, heavy boots on equally stiff and heavy stone. Four towers and four walls with a dull, slate tiled roof looking like some bland, apathetic artistic work of a petitioner of Hades, the lawful nature of the place tended to suck the more lively aspects from the blocks surrounding the building. The constant Harmonium patrols ensured that the least infraction of Sigil’s laws around the faction headquarters would not be overlooked, but rather be made an example of. After all, they were the Harmonium, and their might made right. But that was then, and times have changed.
The ground level of the Barracks comprised the public areas of the building as well as the massive central courtyard, itself used primarily for the training and drilling of Harmonium novitiates. The lower levels comprised auditoriums, classrooms, a mess hall for faction members, numerous training rooms, and the faction dormitories.
The second level of the Barracks held the officers’ quarters as well as the factol’s office and the residence of their family. Many of the faction records herein, including the bulk of the arrest records dating back over two hundred years, simply vanished during the period immediately after the Faction War. While the bulk was discovered strewn in the streets or for sale by knights of the post in the months later, the current location of a number of them, including a period comprising twenty years from the previous century have yet to be recovered.
Since the assassination of Factol Sarin during the Faction War, and the destruction of the Armory during which a great number of the Harmonium within Sigil died, the faction has picked up and mostly abandoned the City of Doors. The barracks has been reclaimed by the new City Guard, but with neither the stiff efficiency nor tough zeal of the former occupants. And to the same extent law and order in the city suffered for some time, and still does with the Minders guild and the Sons of Mercy attempting, and mostly failing, in some ways to pick up where the Harmonium left off. Some would rejoice at this, others long for the days of the Hardheads, but it’s unlikely they’ll return en masse in the near future.
Prison – Comprising two distinct and once connected structures, the Prison proper and the nearby Tower of the Wyrm, the former faction headquarters of the Mercykillers, stands just spireward of the intersection of Prison Row, Rotten Row, and Guvner’s Mile at Couriers’ Square.
Fully three times the size of the City Barracks, the Prison stands 1,100 feet on a side between each of the four corner towers, with a further four towers of smaller stature arranged within each exterior wall. The walls stand seven stories high, and while the building looks solid enough from the exterior, the interior of the Prison is mostly a single giant courtyard. The interior of featureless gray and brown dirt is marked only by the two walkways that hang above the pit and allow for watching of prisoners on exercise.
Beyond the main gate of the Prison, which faces Courtiers’ Square, are the chambers formerly devoted to faction business, while the rest of the interior of the prison is composed mainly of cells for prisoners. While the prison has divested itself of many of the prisoners, it held formerly during the reign of Factol Alisohn Nilesia, the cells are slowly filling once more with the lawbreakers of Sigil, among them the more violent ones released on the misguided but good intentions of [[Arwyl Swan’s Son]] during the last days of the Faction War.
As dreary and oppressive as the main aboveground bulk of the Prison may appear to inmates or even a passerby, similar to the City Barracks, the worst was mostly unseen and unknown by the public ‘till recent years. It seems that below street level, carved out of the stone of Sigil’s ring, sat an underground level filled with solitary confinement cells for hardened prisoners as well as for random intimidation and psychological torture of simple inmates. The so-called Cellars, along with dining halls, laundry rooms, and other chambers for work detail for prisoners, were filled with the torture and sentencing chambers of the condemned and a poor sod had no way of knowing when on a daily basis he’d be descending to the Cellars for simple work detail, or to face the gallows.
The Prison is slowly being refit and rebuilt, and there are indications that the Sons of Mercy may attempt to officially petition to run the facility and to handle the incarceration of prisoners now currently being held in the Barracks and its adjacent buildings. This, of course, raises the hackles of more than a few council members, both for the giving of that official power to a faction and the proximity to the Sodkillers.
Adjacent to the Prison and standing within Petitioners’ Square rises the Tower of the Wyrm, a relic of Sigil’s past now serving as the headquarters of the Sodkillers and emblazoned on all sides still with the crimson dragon symbol of the Red Death. Inside, the tower was once filled with petty prisoners and interrogation rooms as well as the towers namesake, the Wyrm, or Cage Serpent. The Wyrm was a specially bred wyvern, magically enhanced by the Mercykillers to produce venom that induced delirium in prisoners when extracting confessions. Executions by hanging, as well as being simply devoured alive by the Wyrm, were commonplace during the reign of Nilesia, but since then the tower has not seen a public execution. It is unlikely that the Sigil Advisory Council will sanction any such actions by the Sodkillers.
The Wyrm itself was slain during the peak days of the Tempest of Doors, though the body was never found and some say that it was either secreted back to Acheron by those still faithful to the faction’s ideals under Nilesia or to Nilesia herself, wherever she herself vanished to during the Faction War itself. [I dare say that we may not have seen the last of that girl… – The Editor]