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. (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. (E) Exhibition Halls (O) Out (F) Forge (O) Out (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. (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. (D) Dormitories (C) Collection Office (F) Funeral Hall (O) Out (697) A Dustman's Chambers (448) A Dustman's Chambers (W) Waiting Room (F) Furnaces (O) Out (O) Out (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: (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. (H) The Hive (H) The Hive (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." (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. (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. (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. (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" (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... (O) Out |