A glance at the Lady's Cage Buildings within the 2nd Ring

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   This here is my list of public buildings to be found in the Lady's Cage second ring, including their descs, and convienently sorted by ward. As usual, I hope you enjoy and find it usefull ‡)
   Notes: Most of the destinations found under 'Obvious exits' as well as a few portals leading to and from other locations within Sigil are actually linked, for ease of reference.

Lady's Ward Buildings

Arborea: Fabuzuzu's Tea and Biscuits (Duende Boulevard)
   Situated on the other end of a portal that stays open, the inside of this building is actually on Arborea. It is a small, open aired bistro; the walls a lovely shade of purple, and along one side the wall is open, broken only by vertical bamboo rods. A cool breeze and the occasional bird blow through this open section. The tables are made of lovey oak wood, and are covered with carvings depicting Eladrin history. Through out the room there are many scented candle holders which fill the room with various pleasant aromas. On the wall opposite the open section, there is a bar made out of oak containing fine liquors. The bar is usually staffed by a young human, Gregory, who also doubles as a manager. The room is frequently patronized by Firres and Ghaeles, but a Dretch can be seen seated at the bar. Quite a few Coures flit about serving the guests expensive, light dishes and teas.
Obvious exits:
(O) Out

Lower Ward Buildings

The Armoury: Entrance (Newgate Road)
   The short hall that leads from Sigil's streets into the unsleeping weapon exhibition halls are lined with Doomguard inspectors, who check every passerby for anything—ironically enough—that might be used to cause damage to the Armoury, it's dealers, and it's patrons. What the inspectors might miss, the antimagic barriers catch. The crammed room is hot with sweat and the short tempers of the Doomguard, who'll happily kill the sod who might try and break their tough security.
Obvious exits:
(E) Exhibition Halls  (O) Out

The Armoury: Exhibition Halls

   The Exhibition Halls, much unlike the entry passage, are huge, airy rooms covered everywhere with racks and tables, all covered in weaponry. If a cutter needs a blade, a siege engine, or an antique, this is the place he'll find it. The instruments of death that fill the room gleam with deadly luster in the light of the Forge, which is just barely visible towards the room's center. The large crowd in the room is well controlled by the Knights of Entropy, any antics are dealt with in a swift and sometimes deadly fashion.
Obvious exits:
(F) Forge  (O) Out

The Armoury: Forge

   The huge, blazing forge in the room's center gives the room a heat like that found on cooler places on the Plane of Fire. The perpetual noise of hammers clashing with steel rings in the ears of any of the forge's visitors, as the smiths never stop their work. The open ceiling allows for proper ventilation, and also allows Sigil's weather to enter the room, for better or worse. The furnaces of those working here surround the forge on all sides, and the smiths who take a break from their endevors are immediately replaced by ones willing to start work anew. Bizarre shadows are cast on the distant walls by the huge fire, and the room gives a cutter the feeling that he's in the middle of Acheron.
Obvious exits:
(O) Out
The Beeping Pipe (Gear Run)
   Inside this shop is a collection of some of the strangest things a person can ever seen. Besides the tobacco, all sorts of what could best be describes as machines fill the store. All around are the noises from the strange contraptions. Whirring chiming and beeping away are countless gizmos. In the back of the shop, behind the counter, are stairs leading up to the owner's living space.
Obvious exits:
(O) Out

Hive Ward Buildings

The Mortuary: Waiting Room (Ragpicker's Square)
   Stepping out of the Hive and into the Mortuary, the reek of disease is replaced by the subtle smell of clinical precision, and the even more subtle undertones of decay. The air is very still, except for the muted tones of the harpsichord trailing in from the Funeral Hall. Several small families sit in a cluster of chairs, surrounding a coffin, waiting to be escorted into the Funeral Hall. A clerk sits behind a high desk waiting to show new collectors into the Collection Office.
Obvious exits:
(D) Dormitories  (C) Collection Office  (F) Funeral Hall  (O) Out

The Mortuary: Dormitories

   A long, stone corridor reaches down into the back of the Mortuary. Lining the hall are doors, each leading off into the resident factioneer's personal rooms. The ceiling is covered with a crumbling fresco of Aoskar's banishment from Sigil, and a long, grey carpet runs the length of the seemingly infinite hall.
Obvious exits:
(697) A Dustman's Chambers  (448) A Dustman's Chambers  (W) Waiting Room

The Mortuary: Collection Office

   Even though the Dead try to keep the Mortuary clean, death still has a habit of hanging in the air in the Collection Office. A small queue of collectors, each with wheelbarrows full of corpses, are waiting to talk to the Mortician, the vampire in charge of the office. His staff of zombies walk about constantly polishing everything to maintain the Mortuary's clinical feel. A huge set of double doors open behind the desk, leading into the furnaces, where the Dead incinerate the corpses brought in by the wretched collectors.
Obvious exits:
(F) Furnaces  (O) Out

The Mortuary: Furnaces

   The extreme heat coming from the furnaces makes any living visitors to the room break into uncontrollable sweat almost instantly. The staff of zombies constantly pour the collectors' finds into the huge furnaces. Several nonmagical, normal ovens are in the back of the room, where families who want their dead's ashes cremate their bodies, while the standard furnaces are huge portals into the plane of Fire, from which the unbearable heat comes. The reek of death fills the air, making the room nauseatingly uncomfortable.
Obvious exits:
(O) Out

The Mortuary: Funeral Hall

   The great domed room that is the Funeral Hall is held up by huge gothic pillars, and intricately carved flying buttresses run the length of the room. Long pews lead up to a great altar which priests practice prayer services from. The faces of the first thirteen factols of each represented faction are carved in a circular pattern on the altar. In the center of the circle is a huge visage of the Lady, her serene gaze fixed on the great oak coffin that sits in the center aisle. Incense burns, filling the air with sweet smoke, and the somber tones of a gigantic harpsichord fill the air.
Obvious exits:
(O) Out
The Leather Tiefling (The Sinner's Crawl)
   Loud music assaults your ears from a band playing on the stage at the far end of the building. As you look around you see the place is dimly lit by torches that line every wall. To your right is a 10 foot deep sand fightning pit. A sign above the pit reads:
"Any fights are to be taken to the pit. If not, you're outta here, berk."
   To your left you see a large, burly ogre standing guard at a door which seems to lead upstairs. A sign above the door reads "Rooms: 5 GP/hour". Against the far wall you spy the bar, with it's many patrons seated on it's stools. Behind the bar stands a scrawny tiefling with a long grey beard and a stained white shirt - obviously the bartender. As you look around you notice the dark, smoky atmoshpere of the place and the various patrons, mostly tieflings. You also notice that the barmaids are all young, sexy female tieflings dressed in skimpy black leather outfits that reveal more than they hide...
Obvious exits:
(U) Upstairs  (O) Out
The Hive: Abandoned Warehouse (The Hive)
   Musty wooden beams arch high above the damp, rotting floorboards. A couple streams of light angle through the otherwise dark warehouse, accompanied by an unseen constant dripping. A few rats or other vermin can be heard scuttling about in the dark, among a few broken wooden crates.
Obvious exits:
(H) The Hive

The Hive: Quake's Place

   Angular walls jut out from all sides, barely leaving room for the wide variety of tables and mismatched chairs strewn about the floor. Wild blue and orange shapes cover the ceiling, small splatters of paint from above decorating the floor in spots. Across the room, an unusually nice Arborean cherry bar sits with a wide variety of oddly-colored glasses and bottles filled with equally unusual colored liquid. A couple of oil lamps illuminate the angled room, seeming to distort the perspective of the entire building, and giving new dimensions to the already peculiar patrons of the bar.
Obvious exits:
(H) The Hive

The Hive: Yandros' Temple

   Swirls of color painted onto the wooden walls seem to whirl their way across the room in a hallucinogenic muddle of colors. Various odd seats, from wooden chairs to stone pedestals, are lined up in slightly irregular rows like conventional church pews. A long aisle down the center, in between the 'pew' rows leads to a stone wall, in which has been set a rough-edged mosaic of a seven-pointed star. Seven prisms hang from the ceiling, scattering rays of multicolored light across the small marbled stone altar at the front of the makeshift temple.
Obvious exits:
(H) The Hive

Clerk's Ward Buildings

Mushroom Hut (Modus Operandi Circle)
   A largish room carved out of a very largish mushroom. A powerful aura of magic permeates the air in this room, expecally in the mushrooms. The room is a greenish brown color and has a sweet odor, and the floor and walls squish happily when walked on or touched. A plaque on the wall reads, "You may come and go as you please, just don't disturb the mushrooms."
Obvious exits:
(O) Out
Museum of the Rare and Beautiful (The Grain of Salt Road)
   It is a big room with glass cases in the walls showing numerous collectionists stuff, an arrow that belonged to the last Inka found on Toril, a beautiful ceremonial knife with the inscription Property of the Royal House of Azoun II, a Diamond ring with the inscription Kitiara on it. Numerous statues and statuettes decorate the room. In the center, protected a by a magical barrier, is a glass chamber that protects a rare book, with a very rare kind of leather (a bright mind should know that it is human skin) as its cover, the book reads in the first page: "I Strahd, Lord of Barovia, well aware certain events of my reign have been desperatly misunderstood by thos who better at garbling history than recording it, hereby set down an exact record of those events, that the truth at last be known." Near the book are also some manuscripts by the great vampire sage Van Richten.
Obvious exits:
(O) Out

Guildhall Ward Buildings

A Run Down Mansion (Heliotropic Way)
   As you step into the rubble that you suppose is the enterance of this run down place, you sense that you are not alone. It is not a strong feeling, but it is definately there, something that lingers. This place has no roof, but if it did, it probably would have extended high above your head. There are bits and pieces of the other floors above that still hang over your head, but that's all that keeps the rain out... slightly. Most of the walls are degraded down to rubble, or they only extend about 6 to 8 feet high. This place is also quite dusty and dirty, but then ofcourse this place /is/ abandoned...isn't it? You also notice several banners that have the symbol of the Doomguard, along with banners that have the symbols of other sources of decay and entropy, and wonder if this place is empty after all. Then you look into a corner and spot a small, circular metal table, which has several sheets of parchment on it describing various multiversal species, and how to destroy them. This last discovery tells you that this place /is/ inhabited, and you are trespassing.
Obvious exits:
(O) Out
Ryn's Everclimb Whares (The Saint's Walk)
   The door opens onto a hodge podge of shelves and cases which hold all manner of things. The place is decorated in mismatched colors and designs and most artifacts inside seem foreign and alien, as if from places far removed from Sigil. Near the back is a counter that seems to be a clerk's desk. Here there is a note posted: "You break it, You buy it!" Considering the rare planar artifacts that line the many shelves it is no wonder such a message is posted. Towards the back of the place is a door that seems to be blocked by shelves and boxes and seems abandoned.
Obvious exits:
(O) Out
Langley Hall (Moebius Ride)
   Upon first glance, this low-ceilinged room appears to be nothing more than a library with book shelves bursting on almost every inch of the interior walls. Upon further investigation, it's noticable that the hard wood floors are all but bare, with the exception of a fireplace on one wall and a rather plain bed against the back wall. A few paintings hang on the walls, but appear to be nothing more than aesthetic reprints. Over the bed a sign hangs, "Klattu verada Nicttu"
Obvious exits:
(O) Out

Market Ward Buildings

The Friendly Fiend (Scaf Street)
   Worthless trinkets and great magic fill the high ceilinged Friendly Fiend, filling the room almost completely. A golden, artificial light fills the room, coming from a source unknown, making the room's contents shine with the beauty they were intended to shine with. The musky smell of age fills the air, and the old carpet tosses up dust when walked on. A seemingly familiar, homelike feel also seems to run through the room, setting visitors at ease. The place's owner, Akin, is usually mucking about the place somewhere...
Obvious exits:
(O) Out