Sigil Settlement in Archaios | World Anvil
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Sigil (Sih-jil (NOT sih-gill))

Sigil is the oldest human city in Requiem by quite a lot and is likely the oldest continuously inhabited human city on the continent. Founded sometime in 1800 AC, in the beginning the city was known as Orsus and was the city that gave rise to the Antecean Empire. It served as the imperial capitol until the empire captured the Mithral Spire in Kentro. After the Great Collapse, Orsus sat empty for over a century before it was reclaimed by Eero Hengellen's Unification and redubbed Providence. From there, Hengellen and his Triumvirate followers expanded out and reclaimed many of the lost Antecean cities, resulting in the First Haedian Empire.   As Triumvirism became more widespread and influential, the city's name was again changed, this time to Sigil, representing the goddess of the Body and Freedom. Despite their shared name schemes, the three city-states have not been on good terms since the dissolving of the Haedian Empire, though Sigil and Cognance often collaborate and trade, especially after the Arcane Renaissance at the turn of the millennia. During that time, the role of magic in society was reexamined and ultimately explosively increased, especially among the wealthy and elite. To keep this under control, the king at the time organized a state-sponsored wizard guild that became the Crown Mages. Their mission was to oversee the use and sale of magic within the kingdom's territory. Overtime, their role grew into something more akin to a personal police force of the King, though most of Sigil's people see them almost like a superhero squad.   During the events of the Long Shadow, Sigil conspired to put an end to the constant fighting between the other two great cities and reunite them under a common banner once again. Ultimately, they succeeded; luring both armies out of their respective cities and invading while they were away.   Now Sigil acts once again as the capitol of a province-spanning empire: the Second Haedian Empire.

Government

Sigil has been ruled by a monarchy since its reclamation by Eero Hengellen. The current king is a man called Aurum Fortis III. His daughter, Tria, is the current heir, but her rebellious ways and current disposition with the king has thrown into question if her status will be given instead to Aurum's new child, Orin.

Infrastructure

Sigil straddles the Source River and commands an impressive 80 square miles within its imposing walls. Its buildings are hewn from gleaming stone pulled from the Anvil Mountains just upstream, allowing the craftsman of the city to erect such impressive structures as the Palace of Sovereigns, Troideaux Cathedral, and the Coliseum Bellator.    Sigil's most iconic monument is the colossus Twins that stand ever vigilant over the east and west gates of the city. Legend holds that in times of conflict, the Twins would surge to life and defend the city. This legend was proved accurate when the western Twin aided the city in its defense against the Tarrasque and the army of the Reckoning at its heels.

Districts

The city is divided into 18 districts; each represented by an appointed official on the King's council.   Magistrate District. Where the majority of the city's administrative buildings are located, including the state courthouse, magisterial offices, the old senate floor, and of course, the Palace of the Sovereign.   Financial District. Where most of the (reputable) bankers and moneylenders can be found. Just off the opulent streets and between the gilded buildings, the dark underbelly of loan sharking and mafia activity can be found.   Prestige Quarter. The most affluent bureau of the city where most of the aristocracy can be found. Lodging here takes the form of tall manors that make up for their lack of yard space with tall, multi-floor designs. A number of upper-class restaurants, taverns, inns, spas, bathhouses, and "houses of ill-repute" can be found here, as well as a number of high-class casino type institutes.   The Towers District. So named for the impressively tall "high-rises" that make up most of this bureau. Here can be found the mid-range insulae "apartment" style lodging that the middle and working class inhabit. Most of these buildings are shops or taverns on the bottom floors and private lodgings on the upstairs levels.   Southbank District. The main dock working district on the south bank of the Source. It handles most imports on trade goods and also contains a strip district for food and customs.   Journeyman Blocks. The main crafting district where most artisans have set up shop. Carpenters, woodworkers, metal smiths, weavers, textiles, and many more can be found here.   The Fields. Mainly produce processing and management. Here you are just as likely to stumble across a parade of pigs being moved between pens as people milling about and shopping the fresh-produce markets. Most of the traffic here through Southgate are farmers from the south fields moving their goods.   Ivory Park. A near mile-wide stretch of clear fields and gardens. It is open to the public and is often the sight of many cultural works, especially at the ancient amphitheater. Many of the well-to-do have private gardens and greenhouses here, but the majority of the space is set aside for public enjoyment. Its proximity to Savant Academy makes it a favored relaxation spot for students. A temple dedicated to the Church of Burning Night was conjured here by the sorcerer Eladan as part of his reward for services to the King.   Southgate. A small neighborhood enveloped by the city wall protrusion. It is generally not as well off as the rest of the city but does have a number of taverns and inns for people just passing through.   Artisan's Guilds. Where the more prestigious craftsmen tend to gather. Here can be found jewel workers, silversmiths, art studios, boutiques, wineries, high-end breweries, etc   High Street Bazaar. The main location of trade and merchant business located just beyond the main entrance to the city. It is constantly buzzing with foot traffic and is where the most eclectic assortment of races and backgrounds can be found. Home to a number of jaunty taverns, inns, and entertainment houses.   West Ridge. A residential area north of the Source in the shadow of the western Twin. A mostly middle class area where a majority of the local merchants reside.   Cantara Strip. A strip along the northern bank of the Source that is home to a number of recreational areas, including Vinum's Garden, an exclusive greenhouse where clients can pay a premium to have their own section of garden.   Highreach. A residential neighborhood for the upper-class, though not the aristocracy. The most successful merchants and artisans reside here, as to a number of merchant and craft guild halls.   Ceridwen's Block. The upper end cultural district, earmarked by the Lirica Opera House, but also home to a number of theatres, concert halls, and other performance venues. There is also an emphasis on extra-cultural goings-on, from food to performance to music and art.   Northbank District. The opposite end of Southbank, but instead of handling trade goods, Northbank is the reception area for transportation and the movement of people. A robust ferry operation makes birth from here and can shuttle people up and down the river.   The Depots. An area reserved mostly for warehouses and temporary storage as well as personal vaults of the city elite. Also home to more industry based metal working, whose main work is providing arms and armor for the city's garrison.   East End. A working class residential area in the protrusion before Anvil Gate. Often sees the least amount of traffic and is generally considered a backdoor to the city.

Notable Locations.

Sigil is a sprawling metropolis, but the adventuring party that ultimately saved it from the Reckoning had a few places that left an impression.   Palace of the Sovereign. The home of the city's regent as well as the main building of government for the city. The palace replaced its predecessor in 681 EP when the ruling King decided it was unbecoming of royalty to live in such a tawdry castle. The decision to rebuild a sparkling new palace from the ground up was controversial, as Sigil was going through economic hardship at the time, but ultimately, the palace was built and stands as a monument to Sigil's might to this day.   Crown Mage Surplus. The official depot of the Crown Mages where authorized citizens may purchase excess magical paraphernalia not needed by the Mages. Simple items like spellcasting foci, components, robes, and armaments are on display for perusal, while the more dangerous or volatile items are kept under heavy guard (shield guardians plus a mage "warden") in a vault beneath the store. Illusions of what is available are displayed behind the counter, which in and of itself is protected by a sheet of solid, reinforced glass.   Coliseum Bellator. A roman-styled coliseum that was once played host to a myriad of blood sports. Now, in more "civilized" times, it is the home of a number of competitive sport leagues, including siegeball, rugby, soccer, and other team-based games. Every year, the Coliseum does retain one of its ancient functions, and floods the arena for staged ship combats.   Dragonroost Tavern. One of the most famous taverns/inns in the city. Frequented mostly by the city workers and magisterial officials of the city; the mid to upper class, in essence. It sports an absolutely massive dining room as well as performance stage that is almost always occupied by popular bard groups and artists.   Guiden's Arcania. The dual-purpose tower and workshop of the wizard Emanuel Guiden, a prodigious weapon enchanter and main contractor for the Crown Mages. The tower is a glittering stone spire that stands a good deal taller than the other "towers" of the Tower District. The shop specializes in "magically augmented arms and armor". The main floor is something of a display floor where potential buyers may "sample" the weight and temper of the actual enchanted weapons that are kept securely within the workshop below.   House of Deperdition. An opulent, classical mansion that houses the biggest casino in the city. The interior is glossy, grand, and almost oppressively gold plated. Entrance fees start at 50 gp. Despite it's immaculate appearance, the House of Deperdition bears a dark reputation and it is commonly believed that a great deal of organized crime operates from within the gilded walls.
Founding Date
Circa 1,800 AC
Type
Capital
Population
750,000

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