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The City Court

Contents

  1. Overview
  2. Key Areas
    1. Reception
    2. The Lesser Courts
    3. The Grand Court
    4. Faction Areas
    5. Vault of Law

Overview

Located in the heart of the Lady’s Ward, the City Court is an imposing building that most folks do their best to steer clear of. Widely regarded as the cesspit of bureaucracy and “where ‘spirit of the law’ goes to die”, the judiciary heart of Sigil serves as the headquarters of the Fraternity of Order, who maintain the place and staff it around the clock.

The streets around here are quiet and secure. A heavy contingent of Hardheads patrols the surrounding neighbourhood at all times, more than aware of the frequent fights and disputes that spill out of the courts and into the streets. The nearby taverns are particular hotspots of activity - where leatherheads kill their time waiting for their court appearance during the day, and are the subject of the various Guvner ‘social outings’ at night. [They’re not nearly as fun as they sound… and they don’t even sound that much fun to begin with -M]

If you’re lucky, you can find a freelance lawyer or legal adviser plying their wares in one of these taverns, killing time whilst picking out the dull berks with the heavy pockets. And yes, they know well that any accused sod gets an advocate from the Faction for free. But as these freelancers will tell you, “they ain’t worth the shit they shovel”.

Visiting the City Court

"A large, two story-building that stands atop an enormous granite foundation, with an adjoining tower that climbs a further 3 stories and seems to fan outwards at the top. Great stairs of polished stone lead up the foundation and to the promenade, flanked by some rather grotesque pillars. Here you’ll be shoulder-to-shoulder with the accused, the clueless, and the unfortunate, waiting in line at reception."

Key Areas

Reception

A reception area lies just beyond the great doors, lightened by a few houseplants and a large chandelier of continual flames. Here is where one can pay off any minor infractions and hand in any paperwork that may be due. Course, you’ll have to shout - the endless chatter of the promenade carries somewhat fierce through here.

There’s a small office and cloakroom off to the side, wherein folks can stash their gear before heading into Court.

The Lesser Courts

Those offences serious enough to go to trial are held in one of the Lesser Courts - most frequently the Ward Court. You can find one of these Lesser Courts on every floor of the building and the tower itself. Sods that show up late or not at all are slapped with whopping fines and most certainly keep more punctual in future… not that they have much choice. Fail to show to a trial and you’re either guilty by default or escalated up to the Grand Court.

Attached to each courtroom is a private chamber: a meeting and study room for the judges and counsels of those being tried nearby. The Factol likes to sit in chambers adjacent to the Grand Court, reading or thinking for the most part. They tend not to be disturbed, and only really presides over cases of extreme treason and the likes. It’s been a good while since they’ve had one of those…

The Grand Court

Berks destined for the Grand Court are never late. See, Harmonium patrols are sent out to escort the accused from wherever they are currently being held (usually the Prison), or to accompany those fortunate enough to be under house arrest.

The Grand Court is a room of all shiny wood and sparkling gilding, with plenty of large portraits of prominent law-makers and judges since time immemorial. A large mosaic decorates the central floor, depicting fifteen Factols surrounding a robed figure holding aloft a glowing arrow. Several large golems and a Marut leading them make damn well sure that those within the walls obey the rules of the Court. Those who do not, and are not the ones on trial, are promptly banished without a second thought.

Only the most serious of crimes are judged here in the Grand Court, alongside any appeals that have risen to the top and need an ultimate verdict. Yes, appeals are possible. Most of them are denied straight out mind, and those that go through to court are likewise denied. After all, the Guvners know the law, and since a Guvner made the initial judgement, it must be right.

The whole process of seeing an Appeal to success requires a dedicated individual and a long enough lifespan to follow the chain to the very top. Appeals that get through make it to the Ad Hoc Bureau of Courts, who stops any that reach them and ensure they are actually seen to with respect.

Faction Areas

As well as the Grand Court, the main floor is home to the Factol’s private quarters; an orderly set of rooms that sees relatively little use due to the Factol being working all the time. Faction high-ups have their offices on the second floor of the main building, adjacent to which are the various Administrators’ quarters. Aides are put up in one of the two nearby accommodation blocks - small buildings of bunk beds and kitchenettes for those without a place of their own.

Vault of Law

The City Court is also home to the central library of the Guvners, called the Vault of Law. This storeroom is home to numerous extradimensional spaces that hold records dating back to the earliest days of the faction, and requires a Central Index to keep track of the many other Indexes needed to track all the papers. As well as the extradimensional spaces, the Vault spans approximately three levels of basement below the whole building. Each is 20 to 30 feet from floor to ceiling and packed with books all neatly arranged and catalogued.