This ward acts as the industrial center of the city and got its name from the many portals to the Lower planes that are found here. These doorways have changed the place, so there’re more smoke, steam, and cinders in the air than there should be.
The Lower Ward’s the source of most of the foul industrial smogs that sometimes choke the city, The Great Foundry is the center of the ward. All around it huddle lightless warehouses, smoky mills, ringing forges, and a host of other small workshops. Most of the city’s craftsmen are concentrated in this district.
Characters make a con check or suffer a -1 to strength with around the great foundry.
The biggest hazard of the Lower Ward is razorvine. As the only plant to grow happily in Sigil, it’s remarkable that it would prefer the environs of the industrial centre of the city, but there we go.
Bars
BLACK SAILS TAVERN
The Black Sails tavern stands in the shadow of the Armory, the Doomguard headquarters, at the end of a dark alley between a pair of armorworks. The blackened bowsprit of an ancient galleon juts out over the figure- head. Soot has stained the sails’ canvas black.
THE DIRK + FIRKIN
A well-heated, well-kept greenhouse that has attracted large crowds of upper planar customers ever since it opened, the Dirk + Firkin’s whitewashed glass skylights and smoked glass windows hide a fragrant refuge full of palms, aasimon, tulani, flowering plants, ferns, and bariaur.
BONES OF THE NIGHT
The Black Sails tavern stands in the shadow of the Armory of the Doomguard headquarters, in the catacombs near the Ditch(the only large body of water in sigil), the foulest smelling section of the lower ward. at the end of a dark alley, as you walk down the alley you notice that eyes are watching your every move.
The Bones of the Knight is a bastion of knowledge where thieves and wizards come to learn from the dead.
The entrance is in a fire gutted building. A ladder with rungs of bone lead down to an obsidian darkness. The chattering of rats can be heard as you descend into the darkness. When they descend into the main chamber the room is lit with black candles where the wax is so thick beneath them that it seems to have been there for multiple lifetimes.
Warerats scurry around ushering visitors to and fro between the thousands of deaders in the chamber. They will let the PCs see the master of bones with a bribe.
MASTER OF BONES:
The Master of the Bones is Lothar the Old (Pl/d human/ P251Free League/N),a feeble-looking beardedman with a face full of wrinkle and mind full of secrets.
When a supplicant comes to him with a question, Lothar negotiates his fee, then goes to gather the answer by consulting his “library” of skulls. After all, the dead are experienced, knowledgeable, and unable to lie.
When asked a question the rats scurry off to find the bones that the master will read.
The Green Mill // Half tavern half safe houseRN
The Black Sails tavern stands in the shadow of the Armory, the Doomguard headquarters, at the end of a dark alley
The mill is painted a bright yellow-green in contrast to the soot- darkened walls of the buildings all around it, and it’s scrubbed each week to keep it that way. In its large cen- tral courtyard grow – perhaps the only trees – of Sigil. The chant is the elves have planted a small World Ash.
Inside, the Green Mill is opulent, with fragrant pil- lars and beams of cedar, richly gilded and carved to re- semble vines and leaves. The walls are hung with thick, sound-deadening tapestries in repeating leaf patterns of light and dark, like the sun in a forest. The light is dim at all hours, and the air hangs heavy with the scents of flowers and moss.
The house bards play elven airs, and the lack of an echo makes the acoustics seem like those of a real forest. The most famous of the Green Mill’s epic sagas is “Sketches of Sigil,”a lay that has enjoyed a wide popularity outside the inn’s walls; even yugoloths have been heard humming its tune to themselves.
The mill still operates as a mill, the rotting swill of the Ditch turning its great wheel, said swill generating power to make elven breads and wayfarers’ cakes. For slow periods, the Mill’s equipped with a small windmill, sails, and gears, but these are cumbersome and less powerful than the waterwheel.
Caters to the most powerful prime elves
BLACK SAILS TAVERN
The Black Sails tavern stands in the shadow of the Armory, the Doomguard headquarters, at the end of a dark alley between a pair of armorworks. The blackened bowsprit of an ancient galleon juts out over the figure- head. Soot has stained the sails’ canvas black.
THE STYX OArSMAN // BAR FOR FIENDS
Nobody gets inside without knowing the password, which tends to change from day to day. (‘Coursethe one password that never changes is “jink,”as in garnish the bouncer’s palm, berk.)
Once inside, a body knows for sure this’s a fiendish watering hole. The common room’s dark – not just romantically dim, but outright dark. The glimmer of a single candle illuminates the taps. Voices whisper to each other in the blackness. Cold, dry, snake-like skin brushes a cutter’s side.
The tavern’s run by Zegonz Vlaric (Pl/d githzerai/ F4,WGIBleak Cabal/CE),an emaciated and scarred gith- zerai with one arm frozen into a claw.
Rule of three – Tanari who frequents the bar and will give answers to questions in the form of three answers. He has answers to any question. He poses as a gapped tooth old sage. He is motivated by chaos.
Areas of interest
The Ditch
It’s waters are corrosive, and most bodies become unrecognizable within hours of being dumped. Rumor has it that the Ditch is a backwater of the Styx.
The River Oceanus cleans out the Ditch from time to time; these rare occasions are cause for celebration among the poor folk of the Lower Ward.
Wererats also gather along the Ditch, where they receive the orders of their king through his lieutenants. The King of the Rats, Tattershade (a shadow fiend).

The Great Foundy
Headquarters of the Godsmen. A sprawling complex of workshops, warehouses and storage yards. The godson work around the clock pumping out material that will be used throughout sigil.
Shops
The hands of Time
This shop is a little piece of Mechanus that sits at the heart of sigil. Sections rotate and move and gyre that seems to be shut and closed by invisible hands. This amazing structure is a collaboration of assign, morons and gnomes devoted to making better mechanical devices. The timekeepers is an association of these folks that call themselves timekeepers.
They pay handsomely for any interesting mechanical apparatus brought to them.
modron craftsmen are utterly, fanatically devoted to the shop, a cutter shouldn’t accept anything unless he’s willing to return the favor or fight off a squadion of angry modrons.
The Aasimon see the Hands of Time as a reflection of the harmony of the multiverse, and consider the mechanical constructs expressions of the greater harmony found outside Sigil.
The gnome and dwarf apprentices are most willing to part with their constructions, though only after thorough testing to ensure their durability and proper functioning. Nothing leaves that doesn’t work – which means an awful lot of dangerous half-completed or failed projects are lying around the shop to be scavenged for parts.
Other
The Shattered Temple // LIBRARY
Once a temple to Aoskar, the Shattered Temple is now the faction headquarters of the Athar.
The Shattered Temple stands at the heart of a zone of destruction several blocks across. The Athar only repaired what little they had to in order to make the temple useable, prefemng the broken look of the place. (They are the Lost, after all.) The area’s been a ruin for a long time, as anyone who knows any- thing about Sigil can testify, but there’s no clear hint as to what caused it.
Use of the Society library for guests costs 1,000gp a day,joining is sometimes worth-while. Exceptions are sometimes made for those who donate new and valuable works.