This is a breakdown of the various laws and customs within Sigil

System OverviewEdit

This is a brief rundown of how laws are created, enforced, adjudicated and executed within Sigil.

Passing a Law: The Sign of One run the Hall of Speakers, which acts as Sigil's legislative branch. Every faction has a vote, though the Sign of One gets to decide any tiebreakers. A simple majority of all voting members is all that is needed to pass any law (absent factions and votes to abstain are considered non-voting for purposes of this calculation).

Enforcing the Law: The Harmonium acts as Sigil's police force, enforcing not only the law of Sigil, but also their own laws (which the Fraternity of Order generally throw out, but only after the Harmonium have successfully harassed their target and made them waste time and money on the matter).

Adjudicating the Law: The Fraternity of Order acts as judge, prosecutor and defense attorney as they commence a trial to determine guilt or innocence. Money and influence talk here, and most trials are decided before opening arguments. The Fraternity of Order will sometimes have a jury of its members decide a case if the case is especially important. The Fraternity of Order determines guilt or innocence, and then sentences the convicted.

Executing the Sentence: All crimes have one of four sentences: fine, imprisonment, exile to Carceri or execution. Fines are referred to the Fated. All other sentences are carried out by the Mercykillers. Imprisonment for longer than a year is uncommon, as there are space constraints within Sigil, so any crime worthy of long imprisonment but not of death is likely to lead to exile. Execution is the most common sentence.

Sigil's LawsEdit

Sigil does not have very many laws. Getting a majority vote in the Hall of Speakers is a difficult task. Generally speaking, if it is a crime in New York and there is a tangible victim, it is a crime within Sigil, though Sigil has much looser defenses to most crimes that allow for clever attorneys to abuse loopholes to their client' benefit. Some explanations below:

Slavery: Slavery is legal within Sigil, though very few of its residents have slaves (slaves are expensive and unnecessary in Sigil; it is cheaper to hire servants). The relevant effect of legalized slavery within Sigil is it allows for buying and selling of slaves within Sigil, and it allows slave owners from other planes to bring their slaves without concern over legal ramifications.

Vices: Drugs, gambling and prostitution are all legalized within Sigil, and completely deregulated. The Harmonium, however, will often treat them as illegal businesses so to disrupt the trade and force the business to pony up legal fees to fight the Harmonium's claims.

Weapons: Carrying weapons is completely legal within Sigil and quite commonplace. Certain weapons may get more attention than others, but it is not considered untoward to carry them. The buying and selling of weapons is more complicated, owing to the Doomguard being the only entity allowed to buy or sell weapons within Sigil. Only two exceptions exist:

    1. The Doomguard will often license a registered merchant to buy and sell weapons of a certain type or grade.
    2. Selling personal arms to a licensed merchant is acceptable. The merchant must be allowed to sell weapons of the type and grade they are purchasing.

Taboos within SigilEdit

The Lady of Pain does not speak her will, but she certainly voices her displeasure, generally through Mazing or flaying alive the fool who insulted her. Cagers have compiled a list of activities they have deemed taboo, as indulging in these activities may draw the Lady's gaze.

Some salient points:

    1. The Lady of Pain did not create this list
    2. This list is not necessarily exhaustive or accurate
    3. The effect of this list is that these are activities Cagers will avoid, and getting a Cage's help with these activities requires significant personal relationships, convincing or reward. 

Sigil's Taboos (with brief explanations):

1. Never question these taboos (Questioning why some of these are taboo will get one dangerously close to #6 on this list)

2. Never worship the Lady of Pain in any capacity (Theories abound as to why, many speculate that if enough people worship the Lady of Pain, she may become a deity and her own protections over Sigil would keep her out)

3. Never alter or destroy one of Sigil's "doors" (The Lady of Pain is believed to be the creator of all doors within Sigil, and destroying or altering one directly contradicts her will. An important note on what a "door" is: A "door" in Sigil is a permanent planar portal; in this instance, "permanent" means the portal has the quality of permanence, not that it necessarily lasts in perpetuity)

4. Take no action to disrupt the general peace of Sigil (Obvious on its face, though the Lady of Pain seems to use a much different measure than most. She will only get involved if Sigil itself is threatened)

5. Never aid a deity in bypassing the Lady's protections (Fairly self-explanatory; aiding a deity with getting into Sigil may be one of the fastest ways to get Mazed)

6. Do not try to learn about the Lady of Pain (The Lady's history is mostly unknown, shrouded by half-truths and wild conjectures. The Lady of Pain actively deters anyone from attempting to lift this shroud.)

7. Never abuse or harm a dabus (The dabus are the Lady's servants, constantly fixing and improving Sigil)

8. Never create a "door" within Sigil (Similar to #3, creating a "door" send a message to the Lady of Pain that you know more than she. Keep in mind what a "door" is; this does not prevent the creation of temporary portals or teleportation circles)

9. Never research the Spire (the Spire is the mysterious tower which Sigil circles around. The only things known about it are the following: 1. The closer one goes to it, the less effective arcane and divine powers are; 2. Sigil is oddly unaffected by this)

10. Do not get in the Lady of Pain's way (Self-explanatory; most Cagers, even bloods, flee if they realize she is nearby)