Lady's Ward Buildings |
City Court: Reception Area (Guvner's Mile & Advocates' Run)
The entryway of the City Courts, heart of the laws of Sigil and headquarters for the Fraternity of Order, sparkles with law and order. Desks stacked with papers line the walls, where sods lucky enough to only be paying minor fines line up, handing over their jink to Guvner clerks. Harmonium officers stand among the desks, keeping an eye on the line of people coming in from outisde. Large metal clad doors decorated with the Guvner symbol stand opposite the entrance, leading to the Grand Court, where those convicted go to find their fate. A small door behind the desks leads out to the promenade, and beyond to the faction chambers of the Guvners.
Obvious exits:
(C) Chambers and Record Rooms (G) Grand Court (O) Out
City Court: Chambers and Record Rooms
These chambers serve as the home of the daily goings on of the Guvners, where the faction members come to work on laws or further the faction business. Doors lead off to private offices or records rooms, most labeled with a small plaque describing their location. The whole place bustles with efficiency, everything in its place, and a place for everything.
Obvious exits:
(F) Factol's Quarters (O) Out
City Court: Factol's Quarters
The office of the current Factol of the Guvners, it's walls decorated with framed treaties or pictures of the courthouse. A large desk takes most of the room, the beautiful oak desktop closer to the ground then expected, and covered in piles of papers and scrolls. In front of it sit two chairs for guests, and one behind for the factol, all carved in spiral embroidery and covered in velvet cushions. A door beyond leads to the factol's living rooms, a crafted lock barring others from going there.
Obvious exits:
(O) Out
City Court: Grand Court
The court is a huge room, able to hold hundreds of people, decorated in buffed wood, gold gilding, and mosaics celebrating law and justice. An aisle leads down among rows of wooden benches to a tall judge's podium embossed with the Guvner's symbol, next to it is a smaller confession stand. Here those convicted by the laws of Sigil come to stand trial, a judge deciding whether they will pay a fine for their crimes, or be bound for the Prison in stocks.
Obvious exits:
(O) Out |
Fortune's Wheel: Dragon Bar (Guvner's Mile)
The common room of the Fortune's Wheel tavern, decorated to impress even the Factols themselves. A bar top of dark wood spans most of room's length, the long mirror behind it reflecting all number of creatures and high-ups seated on stools of soft leather. Dipping down from the wall is a gigantic carved dragon's head, namesake of the bar, that seems to be conversing with some of the customers. Shadowed tables encircle the floor, the kriegstanz of the Factions whispered in every hushed conversation. An old stairway in the corner leads up past the balcony to the Azure Iris inn, while steps leading to the sunken floor of the Dicing Cup chamber attract all those bubbers and bashers out to lose their jink.
Obvious exits:
(D) Dicing Cup (A) Azure Iris (O) Out
Fortune's Wheel: Dicing Cup
The rattle of dice thrums through the air here, interrupted occasionally by the shouts of joy or sorrow as a berk's jink changes hands. Crowds of people surround tables covered in dark velvet, from a dark Tiefling laying down a bet, to a drunken proxy praying to his power as he throws his dice. On the far wall of the room stands the fortune's wheel itself, a huge spiked wheel surrounded by markings, slowly clicking to a stop. A table sits just in front, allowing gamblers to bet on which marking the wheel will stop on.
Contents:
Fortune's Wheel
Torus Game
Obvious exits:
(O) Out
Azure Iris: Commonroom
Old and worn compared to the Fortune's Wheel below, the inn serves only to let the bubbers below have a room if they can't make it home, and of course, the occasional secret meeting in a back room. The walls and floor are barren, white paint peeling off, and the only decoration is a stand of small porcelain plates, painted with faint blue patterns of birds. A small desk stands in the corner of the room, with a small mimir propped up for those wanting to make an reservation for a room. A hallway illuminated by lamps in the opposite wall leads to the rooms.
Obvious exits:
(3R) Room 3R (O) Out |
The Prison: Foyer (Petitioner's Square)
Grim grey walls line this short corridor, the stones of the Prison are nearly as large as an average body off the street. Heavily armored guards stand in silence, a pair at each end of the corridor. Towards the far end, a series of heavy iron grills seperate the rest of the Prison from the outside world. Posted by the first grill stands another guard, checking the very few visitors before they enter the Prison itself.
Obvious exits:
(C) Prison Courtyard (O) Out
The Prison: Courtyard
Dull brownish dirt makes up most of the Prison's courtyard, a couple of stone pathways making it easier walking when the dirt becomes mud under Sigil's usual drizzle. Four huge spotlights, based from the tower at each corner, circle the grounds with their intense beams of light following any travellers within the courtyard. Three doors, one on each side of the yard, lead into the cellblocks. Each door is noticeably reinforced and watched carefully by the guards.
Contents:
Gallows
Obvious exits:
(C) Cellblock (F) Foyer
The Prison: Cellblock 3
More of the Prison's dark grey stone makes up the vast majority of these corridors. There are thick doors set into the stone and spaced evenly along the walls. A small shimmering stone set into the wall every few paces provides the only illumination.
Obvious exits:
(1) Cell (C) Prison Courtyard
The Prison: Cell
This standard cell is only a few paces wide and deep. Thick stone walls, one with a miniscule slit of a window, surround the small bit of stone flooring. A relatively clean pallet rests against one wall. Barring the cell's occupant from the outside world is a massive iron door set into the stone.
Obvious exits:
(O) Out |
City Barracks: Reception Area (Dwr Budr Avenue)
A small dark paneled room, furnished with a simple wooden desk and a deep red Arcadian rug depicting the Harmonium symbol, a sword embedded in a shield. Harmonium guards stand in the corners of the room, keeping a sharp eye on the other occupants of the room. This is what most bashers see of the place, before being turned discreetly away. Those with legitimate business can sign in and receive a guest pass, giving them access to the public areas. Harmonium members of course are free to walk the Barracks' halls.
Obvious exits:
(C) Courtyard (1) Level 1 Public Areas (O) Out
City Barracks: Courtyard
The central courtyard of Barracks—high spiked walls of stone with the occasional window surround it, blocking out any view of the surrounding buildings. The ground is made of small cobbles, gleaming as if freshly cleaned. To the side, a squad of Harmonium march up and down in rank, practicing formations. The sound of their boots hitting the ground in sequence bounces off the walls and around the courtyard, broken occasionally by a sharp order screamed by a higher ranking officer.
Obvious exits:
(O) Out
City Barracks: Level 1 Public Areas
Those areas open to guests of the Harmonium, including the Auditorium, Library, and Mess Hall. The walls are the simple dark wood as in the rest of the Barracks, clean and gleaming as if brand new. Harmonium members march through the halls, occasionally staring suspiciously at any guests, and a few namer recruits follow older members around trying to pick up the beat. Stairs in the corner towers lead up to Faction only areas, posted with guards to turn any straying guests away.
Obvious exits:
(2) Level 2 Faction Areas (O) Out
City Barracks: Level 2 Faction Areas
The Harmonium only area of the Barracks, where members can let down their guard and know that everyone around thinks just like them. The walls are deep wood, even more polished than the level below, and many of the locks on the doors are fringed in gold. Hallways break off from each wall, leading off to the offices of the movers and shakers of the faction, and to classrooms and training rooms. Located on this floor in one of the corner towers is the Records Room, where all the lists of the Harmonium membership are kept, along with scrolls of all the arrests made by the faction in Sigil.
Obvious exits:
(R) A Room (O) Out
Rigomort's Room
This room is haphazardly arranged with a variety of odd furnishings and objects. The window is constantly changing in shape and form, as well as the view it shows. There are clothes lying on various parts of the floor and over the edge of the pile of junk that is the bed. It appears that there is a half-eaten human corpse in the pile of junk. Hanging on the wall is a suit and a hook for a top hat. Leaning against the wall is a cane.
Obvious exits:
(O) Out |
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Lower Ward Buildings |
The Parted Veil (Darlington Street)
The Parted Veil, home of Kesto Brighteyes, is one of the biggest collections of rare books in the Cage, and second only to the Guvnor's Library in volume. Books cover the floor, the shelves creak with their weight, and the desks are invisible under their multicolored, leather covers. The air here is thick with the smell of paper. The phrase that keeps Kesto in business, "If I don't have it, I'll find it," is obviously quite true. If a cutter needs a book, he need only confront the gnome and ask, nicely. Kesto's bodak assistant, Sir Cleve, is ambling around with a pile of books towards the back of the shop... due to his presence, trouble makers usually take their grievances outside.
Obvious exits:
(O) Out |
Foundry: Main Gates (Brandy Street)
The gates of the Foundry can just be made out in the gloom, ash and grime from the gigantic smoke stacks clinging to clothing and flesh. The metal walls stand harshly, composed of small workshops and storage yards, a fiery red glow escaping the cracks between hinges and rivets. Not many people can be seen, most staying away, and those that are here, the Believers of the Source who use it as there headquarters, stay wisely within the walls and out of the heavy smog of the Lower Ward.
Obvious exits:
(F) The Foundry (O) Out
The Foundry
A mismashed building of brick, metal, and smoke stacks, the inside of the Foundry seems to look even worse then the tortured outline of the outside. Bins of half finished utensils sit about, and chains hang from every surface, often holding up beams or sheets of metal. Unlike the sooty grounds of the Foundry, here at its heart the bustle of people going about their tasks fills the space, every member of the Godsmen, namer to factotums, working in some way towards the forging of iron, and their beliefs.
Obvious exits:
(W) The Works (S) Storage Yard (O) Out
Foundry: The Works
The Mold, Bar, Sheet, and Wire Works of the Foundry, where the fiery glow, immense heat, and hissing of cooling metal overwhelm the senses. Forges and bellows cover most surfaces, and buckets of water and oil cover the ground. All those here are clothed in huge leather vests and covered in sweat, working to take bars of metal and turn them into forks and goblets.
Obvious exits:
(O) Out
Foundry: Storage Yard
A collection of storage sheds and rubble heaps, all those things before and after going through the heat of the Foundry are stored here. Burly men and fiends work by moving shards of raw metal and crates of utensils to and from merchant carts coming to the Lesser Gates, the yells of commands and haggling of prices filtering through the slow strum of hammer on iron that surrounds the Foundry.
Obvious exits:
(O) Out |
The Shattered Temple: Terraces (Brandy Street)
The Shattered Temple looms like a burned out scar on the Sigilian horizon. The air is deathly quiet from the lack of people willing to even go near the Temple, due to the bad omens that come with the place... after all, the Lady destroyed it for a reason. The Temple's Terraces overlook rocky and uneven cobbles, overgrown by razorvine. Two guards each stand at the entrances to the Temple's interior, but they don't look that intent on discouraging visitors. After all, the Temple still allows tours.
Obvious exits:
(B) Bois Verdurous Courtyard (L) Libraries (R) Ruins (O) Out
The Shattered Temple: Bois Verdurous Courtyard
The massive core of magic that is the Bois Verdurous takes root in this clearing, where the air hums with magical energy. The Lost who wander about the tree are very careful not to get too close to it. Its great trunk rises several stories into the air, though the lower branches, which glow brightly with the tree's magical flowers and fruits, are easily grabbed by those who would take the chance with its magical power. The ground surrounding the tree is completely bare of the rubble that is so omnipresent throughout the rest of the Temple, and the cobbles are paved nicely.
Obvious exits:
(R) Ruins (L) Libraries (T) Terraces
The Shattered Temple: Libraries
Inside the crumbling, packed libraries sit scores of Athar namers madly scribbling out pamphlets for distribution to Sigil's populace. The shelves are lined with books illustrating the falseness of the powers, and how better the masses would be without them. Two large crates, one marked 'In' and one marked 'Out' sit on the ends of each table, both teeming with rave-rags to be distributed in the streets by soapbox mourners. The paint on the walls is peeling with age and moisture, and like the rest of the grounds, the libraries are quite unkempt.
Obvious exits:
(B) Bois Verdurous Courtyard (T) Terraces
The Shattered Temple: Ruins
The vast ruins of the Shattered Temple surround the grounds on all sides, and are an inescapable feature of the place. Twisted heaps of metal and chunks of boulder alike lie strewn about the smashed cobblestones and occasional crushed building. The giant, burnt stone visage of what may have been Aoskar lies crumbling here; it's the Lady's reminder to the Dabus, and the multiverse, of what happened last time a power tried to take control of her city. The ruins are an easy place to get lost in, as the loose stones here make for rather difficult walking, and the city's fog doesn't help at all with orientation.
Obvious exits:
(B) Bois Verdurous Courtyard (T) Terraces |
The Green Mill (Vertiginous Trail)
The bright yellow green paint of the Green Mill fills the eyes as a cutter steps in from the dust ridden streets of the Lower Ward. Elves dance around madly, playing ballads reminiscent of their home primes. Tapestries with alternating leaf patterns adorn the walls, and great trees grow in the open air of the center courtyard. There is no echo, and the beauty that is the elvish music fills the air as though it were that of an actual forest. The mill itself churns power from the Ditch to make breads and cakes, which are sold to patrons along with choice Arborean wines. The elven safehouse doesn't cater only to elves... highupsfrom the Lady's ward have been known to frequent the mill, and the dabus themselves have been seen running about making visual interpretations of the place's beautiful music.
Obvious exits:
(O) Out |
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Hive Ward Buildings |
Chaos Soup: Offices (Dark Spiral Lane)
The door you just past trough lead to the all purpose office of the "Chaos Soup". The walls are colored with a multitude of meaningless paintings, except for a board where numerous notes, adds and warrants are pinned. In the middle of it all is a wooden table surrounded by used chairs. There is a specific one for every member and a lot of others for visitors, who are always welcomed. A rocking chair stands next to a bookshelf, fulled of books, and a small table, all of them same soft wood. In the far left corner, a door blocks the way to the second floor, where the members rests. On the far right, another black door stands with the word 'Meeting Room' on it. Between the two doors is a bar, incrusted in the wall.
Contents:
Chaos Soup News Board
Obvious exits:
(M) Meeting Area (U) Upstairs (O) Out
Chaos Soup: Meeting Area
The stairs behind the door lead to the basement of the Chaos Soup, where is placed the meeting room. In the middle is a large, metalic table, where candles lights the room, dimly. A dozen of chairs, made of the same metal as the table, surrounds the room. On a far corner is a small shrine, with the symbol of the Abyss curved in the ground.
Obvious exits:
(O) Offices |
The Tenth Pit: Commonroom (Dark Spiral Lane)
Ragged-edged stone walls form a circular room, barely lit by the dim flicker of candles and glowing demonic eyes. At the center of the room is a circular platform, raised about a foot off the ground. A series of pulleys and restraining devices hang from the ceiling above it, ready to be lowered at a moment's notice. Two harsh beacons focus upon the platform, bathing it in stark, blinding light, but leaving the room edges dark and sinister with their unfamilar sinuous and pointed shapes.
Contents:
Platform
Obvious exits:
(O) Out
(O) Out glows with the quiet sheen of a portal. To Dis: Run-Down Building. portal iron, portal ten to return |
The Gatehouse: Courtyard (Barmy Run)
Just inside the gigantic iron bars of the courtyard entrance, the mass of people trickles down to a few small huddled groups. The tall stone walls of the court loom overhead, relieved only by four solid, somewhat more comforting oak doors that lead off to the various wings of the Gatehouse. A couple of Bleakers wander slowly through the courtyard on their faction-related duties, none in any apparent rush.
Contents:
a chess board
Obvious exits:
(M) Mad Bleaker Wing (A) Asylum (C) Criminally Insane Wing (O) Out
The Gatehouse: Mad Bleaker Wing
The hopeless wails of the apathetic, lost members of the Bleak Cabal trail hauntingly through the long hall that is the Mad Bleaker ward. Rows of doors line the seemingly infinite hall leading into rooms occupied by the Bleakers who couldn't stand the pressing pointlessness of the multiverse. What remains of their shattered bodies wail a cacophony of incoherent curses and screams from between the bars of their little cells.
Obvious exits:
(O) Out
The Gatehouse: Asylum
This large open room, unmonitored by any apparent security, is strewn with people and creatures of various races and appearances. Off to one side, a small door with a brass plaque marked "Tyvold's Office" can be seen. A series of windows along one wall let in what little light there may be outside, to the delight of the barmies inside, who sit and stand in small groups, or merely gibber quietly to themselves in a corner.
Obvious exits:
(O) Out
The Gatehouse: Criminally Insane Wing
Screams, loud curses, wailing and muffled groans mark this wing before a body makes it past the small security station. A small office, with the name "Tessali" scratched onto the doorframe sits just past the entrance. Beyond that, the wing continues, each tiny cell barricaded from the main corridor by a heavy metal door with a small locked hatch.
Obvious exits:
(C) Cell (O) Out
The Gatehouse: Cell
This incredibly small cell, perhaps four paces long and only only two wide, is closed off from the rest of the world by its stout metal door. Its small hatch enables the Bleakers to pass food and water inside twice a day. A half-shredded pallet is the only 'decoration', although a few ominous stains of some sort mark the stone near the door.
Obvious exits:
(O) Out |
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Clerk's Ward Buildings |
The Garden (Sound Of Street)
Once inside, it is no wonder how this place got its name: the entire building is overrun with vines and and other horticulture. The roof is a large, vine-covered metal grate, allowing dim light to reach through onto the patrons. Several tables dot the premises, and a large bar is directly in front of you. Behind the bar is a stained-glass window depicting the owner of the place, a large beholder. A fine mist has settled over the bar. From what you seen of the various patrons dining upon it looks as though you can get anything to eat here. The waiters are teenage humans and tieflings, probably from the Hive or Lower Wards. As you head towards the bar, you hear birds singing. Above, small mechanical birds can indeed be seen flying about as they sing their mechanical song.
Obvious exits:
(O) Out |
Hall of Records: Campus Entrance (Sound Of Street)
Paths lined with towering trees wander around the Hall of Records campus, formerly a college of wizardry foreclosed by the Fated, leading to a number of round buildings of sandstone framed with crafted metal poles. A large gate in the stone wall surrounding the campus leads back to Sound of Street, often said to be named after the sound of clinking jink in the Fated's hands. Just here the shadow of the Rowan Academy of Training falls on the path, and farther down the trail stands the Faction Hall.
Obvious exits:
(F) Faction Hall (R) Rowan Academy of Training (O) Out
Hall of Records: Faction Hall
Still retaining it's function from when it was a food hall, this large building keeps the members of the Fated fed, serving up meals at all hours of the day. Tables and benches lie in orderly rows, often seated by a large number of people, and here and there berks without jink work for their meal by cleaning tables and floors. Large doors lead outside, paths leading to the towering Hall of Records, and to the gates of the campus.
Obvious exits:
(H) Hall of Records (C) Campus Entrance
Hall of Records
A huge tower 30 stories high, the Hall of Records, for which the entire campus is named, stretching into the sky and the ground, holding most of the city's records. Tax rolls, moneylending records, and bills of credit all make their way here, filed away in the Tax, Property, Debt, or Licensing department on each floor, more important records going to the higher, securer floors. The lobby on the first floor is manned by Fated Guards, and a spiraling staircase winds up through the middle of the tower. Stairs lead out the doors of the lobby, paths leading to the Hall of Property Records and Faction Hall.
Obvious exits:
(O) An Office (F) Faction Hall
Cruzzzhel's Office
This office seems to be an extension of the library, shut off with plaster walls and heavy doors for private use. Upon the walls of this elegant room are great frescos of the bleak landscape of the Grey Waste. The largest of these frescos, behind the large granite desc dominating the room, is a representation of the dead palace of Hades. Scattered all over the desk are scrolls, books, and parchments that seem to be in absolutly no discernable order. A large window at the end of the office looks out onto a strangely beautiful vista of Sigil.
Obvious exits:
(O) Out
Hall of Records: Rowan Academy of Training
The recreational hall of the campus, a full 5 stories where Takers come to challenge others in magic, combat, or wit, trying to get themselves up another position in the hierarchy of the Fated. The auditorium takes up most of the first floor here, where stunning challenges are held, crowds gathering around to watch members of the Fated duel for superiority. The seats surrounding a slightly sunken pit are simple and knotty, the Fated not sparing a sliver of the money collected from admissions on providing the slighest degree of comfort. Outside a path leads to the Faction Dormitory, another trailing off to the campus entrance, both well trodden on from crowds coming to watch the events.
Obvious exits:
(D) Faction Dormitory (C) Campus Entrance
Hall of Records: Faction Dormitory
This student dormitory houses most of the Fated's namers and factotums, a whole army of them waiting within its walls. Corridors lead deeper in to small student rooms and the occasional faculty room to those members who know how to get what they want. The place is lightly furnished, most decorations left over from the campus' early days.
Obvious exits:
(R) Rowan Academy of Training |
The Spire Winery (Crystal Dew Lane)
Fifteen long rows of tall racks line the walls, each holding hundreds of bottles, all neatly labeled and organized. There are five tables with three chairs to each one. In the back you see a descending staircase, a sign above which reads "Fermenting Cellar." On one wall is painted a large mural of a perfectly balanced scale. The room has an obsidian floor, which has been polished to a mirrorlike shine. A glowing orb sitting on a shelf in the corner emitting a peaceful tune, quietly adding to the serenity of this place. The smell of fine wine is present through out the room.
Obvious exits:
(C) Cellar (O) Out |
Greengage (Crystal Dew Lane)
The Greengage is a thatched hut sitting happily across from the Festhall, selling it's bub with a smile to all who pass, especially the city's gnomes and halflings. The pub's larger clientele sit outside on the curb under the small building's awnings sipping their ale, while the little folk gather at small tables inside in a drunken merriment. The chatter of small mouths fills the air with the smell of sweet halfling cider.
Obvious exits:
(O) Out |
Civic Festhall: Main Entrance (Crystal Dew Lane)
Marvels to delight the soul fill this hallway, from beautiful tapestries and drapings, to a soft music washing against the walls. And yet, this is only the beginning of the Festhall's magnificence. The walls themselves shine with beauty, textured in every pattern and color imaginable, and the floor bursts with a thousand colored veins. Doors of the finest wood on either side of the hall lead to assembly rooms, and hallways to the sides of the entrance lead deeper into the Sensate's Festhall. People mingle here while waiting to gain entrance to one of the classrooms or theatres, and even a few jugglers and entertainers from outside have managed to get in.
Obvious exits:
(R) Ren Hall (S) Sensorium (C) Classrooms and Lecture Halls (O) Out
Civic Festhall: Ren Hall
A public theatre, the largest in Sigil, takes up most of the lower floor of the Festhall. Seats line the way down a slight incline, separated by isles covered in exotic carpets, leading up to a large stage at the end of the hall. The place is large enough to hold a sizeable population of the ward's citizens, and often does, the Sensates sparing no expense for the shows they put on.
Contents:
Stage
Obvious exits:
(O) Out
Stage
Ren Hall's stage holds scenery that can change from the caves of Pandemonium to the isles of Ooze, and magical smells and sound to accompany them.
Currently the stage depicts:
A miniature version of the Maze, complete with fog, minotaurs, pit traps and doors. You can see tiny dabus shifting walls around behind the main corridors.
Obvious exits:
(Le) Out
Civic Festhall: Sensorium
The fabled Sensorium, where experiences are held in stones, able to be plucked by those who come here. The decor is drabber here then elsewhere in the Festhall, only a simple pattern adorns all the walls and aisles, as to not detract a visitor from the experiences of the stones themselves. Hundreds of doors lead into simple chambers, each one glowing with the faint light emitted by the sensate stone within. A few people wander here from chamber to chamber, mostly Sensates, while other cutters go about making some jink by selling their experiences for recording.
Obvious exits:
(O) Out
Civic Festhall: Classrooms and Lecture Halls
The Sensates' philosophy is centered around experiencing new things, from learning to use new spells or weapons, or just hearing about the distant parts of planes. Thus, a large part of the Festhall is taken up in these activities—rooms set aside where a cutter can learn just about anything. Iron doors engraved with spirals and stars lead off to magic classrooms, while double wooden doors lead off to combat training where the crash of swords and shields can be heard. The dry monotone of instructors filters through the air, the experience of ages flowing through the very walls.
Obvious exits:
(O) Out |
Hall of Speakers: Vestibule (Festive Way)
The shouts of Festive Way trail in from outside through the two open, oak doors, mingling with the shuffling of feet and the noise from the Speaker's Podium to make for quite a din. The queue of people trying to get into the Debate Hall line up here waiting their turns, next to the resident Signers who are walking in and out of other various chambers and a slew of messengers bearing silent couriers to the bloods inside the Hall. Though the air is stuffed with noise, the room is quite spacious and airy, lit by several high windows lining the walls. With a bit of pushing, a cutter could get to the Speaker's Podium, or he might try following a Signer into the faction chambers.
Contents:
Faction Business Board
Obvious exits:
(S) Speaker's Podium (C) Corridors of Imagination (O) Out
Hall of Speakers: Speaker's Podium
The Speaker's Podium is a large, airy room where the air is alive with noise. The room is shaped like a small amphitheater, with tiers of long wooden benches facing down on the center of the room, where the Podium sits. All manner of people fill the public benches, trying as well as they can to comply with the rule that bars commoners to speak while the Speaker does. The thirteen special galleries set up for each of the represented factions are each filled by three members of that faction, and marked with large, iron symbols. Four Doric columns hold up the domed ceiling, which is decorated with a colorful mosaic of Rilith, the Sign of One's founder. Columns of radiance stream into the room from clear, glass skylights laminating the room in a twilightish glow.
Obvious exits:
(G) Gardens (O) Out
Hall of Speakers: Gardens
The lush gardens of the Hall are grown beneath a huge glass and iron dome, topped by the Hall's spire. Sigil's resident flora, the razorvine, is nowhere to be seen amongst the lovely beds of flowers and grand tree groves. The cool, fragrant air is a nice repose from the booming noise of the Podium. Other Signers can be seen lying in the shade of the trees enjoying meals, watching the flowers bloom, and silently meditating. A small apple orchard is in full bloom, and a bed of Bytopian Wasps, lovely yellow and black flowers, are at the peak of their blooms.
Obvious exits:
(O) Out
Hall of Speakers: Corridors of Imagination
A long, curved corridor continues past scores of doors leading into the dormitories, one of them being the factol's quarters. Long, thin stained glass windows cast beautiful shadows across the frescoed walls and marble floor. Signers scurry past from both directions quietly going about their business, all of them looking too preoccupied to notice the intrusion on their faction's private halls.
Obvious exits:
(O) Out |
Hall of Information: Reception (Festive Way)
Plain whitewashed walls line this small reception area. A bored-looking bariaur clerk sits behind the counter, and behind him lie a large number of immensely long shelves, each lined with books, scrolls, and tablets. A series of uncomfortable-looking chairs sit near the door, for those who need to wait.
Contents:
Public Information Board
Obvious exits:
(O) Out |
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Guildhall Ward Buildings |
Rhain's Arts and Oddities (Redwind Road)
From Yugoloth statues to the stuffed Sladdi in the corner, this cavernous shop is crammed with an untidy assortment of blades, treasure maps, coils of ropes hundreds of feet long, statuettes of forgotten make and mysterious origin, paintings ranging from dark terrifying landscapes to unimaginably beautiful celestial portraits, and much, much more. The room itself is lined in a shimmering deep blue stone, the floors and columns being made of a strange turquoise wood, giving one the impression of being in an underwater cave of wonders.
Obvious exits:
(O) Out |
Iktar B'lend Museum (Redwind Road)
The museum is filled with a multitude of exhibits ranging from the clothing of the great psionicist to the actual remains of some of the planes greatest known psionic animals. To the left of the entrance there is a large plaque beneath an oil painting of the same man you saw on the door. The Plaque reads "Iktar B'lend most likely the greatest psionicist known, met his death while conquering a city after having switched personalities with a large cloud ray, and using his own form of psychic surgery in order to negate the debilitating physical affects of the personality switch. This power is know known as the B'lend affect of psychic surgery." Scattered throughout the rest of museum there are other exhibits that are changed on a semi regular basis, and on the back wall is a small portrait of a man you recognize as Fone of the Iron Mind. The plaque beneath it simply reads "Curator."
Obvious exits:
(O) Out |
La Pax: The Common Ground (Redwind Road)
Where fiends and celestials sit down for a drink together, without fighting, is referred to as common ground. The Common Ground is the most famous of these places... it's La Pax's main bar, catering to both races. A sign hanging quite plainly on the wall states: "Those who would make WAR had best leave." It looks as though the clientelle agrees with this policy, as the marut bouncer set to enfore it seems to have no problem dealing with either race. There is a set of chess tables in one corner, where Cornugans face off with Devas, just for fun. The smell of roast larvae and honeyed ambrosia alike linger in the air as two of the place's more common smells. Sets of ivory chairs and tables are mixed with ones crafted of human bone, and menus sit on each... the Rilmani waiters quietly and efficiently take orders.
Obvious exits:
(T) Terraces
(T) Terraces glows with the quiet sheen of a portal. To Guildhall Ward: Redwind Road. portal war
La Pax: Terraces
In the open air on the terraces outside of La Pax's Common Ground, spinagons and coures alike sit dangling their tiny feet over the edge, watching the activity of Sigil from the beautiful stillness of above. The terraces make a ring right around the floating building, and from any vantage point, a cutter can see most of the Lady's, Clerks', and Guildhall wards. A feeling of strong peace permeates the air... which is quite fresh, though awfully thin, even for Sigilian air. La Pax drifts above the normal, cloudy, foul weather of Sigil, so it's terraces are a favourite of cagers who don't feel like dealing with the more powerful races that frequent the inside, but like coming up for the view. The dabus float perpetually around the place, constantly repairing things broken by the sometimes inevitable fights that occur inside, before they're relocated to the Slags.
Obvious exits:
(C) The Common Ground |
Great Gymnasium: Foyer (Gregare Plaza)
A relaxed guard stands near the broad, open doors of the Great Gymnasium, making sure that everyone checks their weapons at the door. Shielded from the city's harsh weather, this small entryway also provides a good place for people to stand around and chat, many just leaving the baths. Alternating white and blue tiles pattern the floor, and plain white stone walls give the area a tranquil, restful air.
Obvious exits:
(C) Courtyard (O) Out
Great Gymnasium: Baths
This immense courtyard, built of gold and rose veined marble, contains three large ivory-tiled pools, each a different temperature. Day and night, Cipher students can be seen at the raised platform furthest from the main entrance, training and honing their mind, body, and soul in combat practice, exercise, or whatever form they prefer. Along one side of the compound are a series of doors, opening into rooms for more private training or exercise.
Obvious exits:
(P) Platform (F) Foyer
(P) Platform glows with the quiet sheen of a portal. To Ecstasy: Ivory Plinth. portal soap, there is no return portal
Great Gymnasium: Portico of Learning
The Portico of Learning, a slightly raised platform above the Gymnasium's baths, is bare of furnishings. A simple white-tiled floor provides a clean surface for anyone wishing to sit and meditate or practice martial arts (as many here appear to be doing). Doors line the walls leading to private rooms for more personal instruction and training. A few padded mats are folded up in one corner, and a rack on one wall holds a variety of padded practice weapons for anyone who wishes to exercise.
Obvious exits:
(O) Out |
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Market Ward Buildings |
Tempus Sigilian: News Offices (Cordant Street)
The Offices of the Tempus Sigilian are an orderly maze of desks divided by man-height cardboard walls. The sound of the newsrag's cullers scratching various notes at their desks and the shouted orders of the rag's current editor fill the air. People rush in and out constantly, trying to keep the chant as up to date as possible. Several uniformed members of the Harmonium stand watch over the place, and edit the chant that goes into the paper's rough drafts, which are then shipped to Grundlethum's for copying. Standing in one place gets a berk jostled quite a bit, as the flow of information doesn't wait for the doorway to clear.
Obvious exits:
(O) Out |
Fortune-teller's Tent (Liberty Street)
Dimly lit, the face of the fortune teller, a wild-eyed lizard-man, gleams in the faint light of a single candle. A glowing purple crystal within a tiny silver cage rests on the center of a tiny round table, and strange feathered amulets hang from the tent's ceiling.
Obvious exits:
(Le) Out |