A glance at the Lady's Cage 2nd Ring

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   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. Also, there are particular commands to make movement easier within the Lady's Cage. These include CW, which moves a body clockwise along the ring, CC which moves on counterclockwise, SW which will take you spireward (towards the center of the ring), and RW which takes a body rimward. I hope you enjoy your visit.
Lady's Ward: Advocates' Run
   This street has several of the large houses which are typical to the ward, but actually seems to have some shops, as well. Most of these appear to be the offices of some Guvner lawyer or another. Other, less reputable stores, sell memorabilia from the more memorable of the Court's cases. A path runs around to the front of the Court from here.
Obvious exits:
(C) City Court  (D) Duende Blvd  (R) Rotten Row  (G) Guvner's Mile
Lady's Ward: Rotten Row
   Named for some long-forgotten atrocity at the nearby Prison, this street—much like the rest of the ward—is lined in large mansions. The air is slightly thicker here, making it a little difficult to see around. Workers are almost perpetually rapelling around the tops of the mansions, scrubbing them bright and clean for their masters. The Harmonium patrols are greater in number in this area, to better keep out the Lower Ward riff-raff.
Obvious exits:
(N) Newgate Road  (P) Petitioner's Square  (A) Advocates' Run
Lower Ward: Newgate Road
   The crowd presses up against you here, the poor and the well-off alike hopelessly entangled. You hear some cries of despair from the sides of the street, but most of the people seem to either be on their way to or from work. Those that aren't are on their way to buy something, most likely. Most try not to get too close the buildings lining the side, as they're all covered in razorvine.
Obvious exits:
(Sh) Shadowy Kip  (A) The Armoury  (G) Gear Run  (R) Rotten Row  (D) Darlington Street
Lower Ward: Gear Run
   Called by some "Little Mechanus", this is where many of Sigil's rogue modrons end up. They seem to make a good living here selling various clockwork trinkets, like wind-up dabus and reliable clocks. One shop even showcases a working clockwork swordsman, who waves in a cheerful fashion to the onlookers. Although the air is almost a solid, this seems to be a very happy place.
Obvious exits:
(Bp) The Beeping Pipe  (B) Brandy Street  (R) Ragpicker's Square  (N) Newgate Road
Portals:
(B) Brandy Street glows with the quiet sheen of a portal. To Automata: Cog Row. portal oil, portal scales to return
Hive Ward: Ragpicker's Square
   Collecters with their carts and dreary-looking bedraggled horses carry dead bodies along, heads drooping in apathy towards the rest of the world. Most of the large, cobbled square is deserted, due to the shadow of the building overhanging one side: the Mortuary. Huge, domed, covered with intricate grating and spikes, the Mortuary sits on its plot of land like a giant beetle waiting for the very city itself to decay and die. A spiked, razorvined fence only adds to the deterrent of unauthorized visitors.
Obvious exits:
(S) Sinner's Crawl  (G) Gear Run  (M) The Mortuary  (V) Vertiginous Trail
Hive Ward: The Sinner's Crawl
   The Sinner's Crawl is a rock and razorvine strewn path, walked by many a lost bubber to their grave in Adnan's Maze. The Crawl is a narrow alley with but a burning drum to light the way into the darkness beyond, and the few beggars and residents that live or walk the street daily radiate pure malevolance.
Obvious exits:
(LT) Leather Tiefling  (D) Dark Spiral Lane  (A) Adnan's Maze  (R) Ragpicker's Square
Hive Ward: Adnan's Maze
   The pitch black Adnan's Maze is named for the death of a great prime mage, who wandered the maze for a week before dieing of starvation and stab wounds. A desolate area crawling with razorvine and Sigil's lesser society, the maze is as forboding a place as the Slags themself.
Obvious exits:
(D) Depths of the Hive  (S) Sinner's Alley
Hive Ward: The Hive
   Buildings in various stages of decay loom over this collection of scattered side-streets, often dropping a bit of roof or wall down onto the dirt-packed street with a clatter. Razorvine clings tenaciously to the buildings, and packs of rats skitter through the shadows. Dubious-looking people slink through the alleys, and some barely-clothed beggars mumble at passers-by. A large group of ragtag, more colorfully-dressed sorts are hanging around the outside of a larger stone building, nattering away to each other.
Obvious exits:
(S) The Slags  (A) Adnan's Maze  (X) Xaositect Buildings  (B) Barmy Run
Hive Ward: Slags
   The air is incredibly still here in the Slags, and a very distinct smell of cinnamon fills the lungs. There isn't a person in site here... the most dangerous place in Sigil, inhabited by the elusive Kadyx, an unknown and unique creature supposedly pseudo-Tanar'ric in nature. Uneasiness permiates from the very ground—ashy, rockstrewn, smashed cobbles, riddled with crumbling pillars of basalt.
Obvious exits:
(B) Black Boot Lane  (M) Modus Operandi Circle  (H) The Depths of the Hive
Clerk's Ward: Modus Operandi Circle
   A dark street set up behind the Rowan Academy, the Circle already seams to be picking up on the nearby Hive's filth. The shadows of the Hall of Records are long, and the dirt and fog is thick here. The street is rather empty, except for the trash heaps piled up behind the Hall, which Collectors constantly seam to be rifling through.
Obvious exits:
(M) Mushroom Hut  (So) Sound of Street  (G) Grain of Salt Road  (S) The Slags
Clerk's Ward: The Grain of Salt Road
   The bright, blustering Grain of Salt Road is a market for showman's equipment. Flaming juggling clubs and entire fold-out stages are sold here, behind the Civic Festhall. Small stalls where puppet shows and circuses take place line the small street - people buying equipment here almost immediately proceeding out to Festive Way, in front of the Festhall, to try it out.
Obvious exits:
(Mu) Museum of the Rare and Beautiful  (C) Crystal Dew Lane  (H) Heliotropic Way  (M) Modus Operandi Circle
Guildhall Ward: Heliotropic Way
   A small market for the ward's natives, Heliotropic offers planar groceries at rather decent prices. Bytopian cabbages and Fhourge meat are bought and sold for only greens—the only coin most of the area's poor have. The smell of raw meat with undertones of disease fills the nostrels... but the locals don't seam to mind.
Obvious exits:
(R) Run Down Mansion  (F) Festive Way  (S) The Saint's Walk  (G) Grain of Salt Road
Guildhall Ward: The Saint's Walk
   The white, freshly scrubbed cobbles of the Saint's Walk are a beautifully clean path running from Moebius Ride's residential area to Heliotropic Way's market, zig zagging through a small park tucked behind Redwind Road's madness. Sigil's natural flora, the razorvine, is cut into various shapes... a bladeling here, a rust dragon there. The place is maintained constantly by Dabus; they use the park to express themselves artistically.
Obvious exits:
(E) Everclimb Whares  (R) Redwind Road  (M) Moebius Ride  (H) Heliotropic Way
Guildhall Ward: Moebius Ride
   Named for a gigantic moebius constructed of broken cobbles and fallen shingles mounted atop an iron cone, Moebius Ride is a rather short and residential street—except for the gigantic sculpture in it's center, which tends to attract tourists. The three story flats line both sides of the street, without any space between them. Most are painted grey and dark reddish tones—a shadow of the redrocked beauty on Redwind Road, a few blocks spireward from here.
Obvious exits:
(La) Langley Hall  (G) Gregare Plaza  (Sc) Scaf Street  (S) The Saint's Walk
Market Ward: Scaf Street
   A disproportionate number of adventurers weave through the streets here, most of them looking pretty new at the job. Equipment shops for adventurers of all types line the roadway, hocking their wares, citing this improvement over that store, or a rare magical metal of some type or another. Many seem willing to throw in rations with every purchase. From the look of them, however, you wouldn't touch any of these stores with a ten-foot pole.
Obvious exits:
(916) A Stone Manor House  (F) The Friendly Fiend  (M) Moebius Ride  (C) Cordant Street  (R) Red Alastor Ave
Market Ward: Red Alastor Avenue
   This seems to be an area where one can get any body modifications your heart desires. Wizards advertize exhorbitant prices for polymorph spells, lowering them dramatically for temporary illusions. Body piercing is available wherever you look. You see a pale man getting some sort of mystical symbol tattooed on his palm, while his equally pale friend crosses something off on a long list.
Obvious exits:
(S) Scaf Street  (B) Grand Bazaar  (D) Duende Blvd
Lady's Ward: Duende Boulevard
   One of the more castle-like homes here seems to have an enchantment on its gates, singing one of the most incredible tunes you've ever heard. It's as if the devas themselves decided to entertain mortals through the power of their voices. The aria makes you feel good to be alive.
Obvious exits:
(F) Fubuzuzu's Tea and Biscuits  (100) An Ornate Mansion  (R) Red Alastor Ave  (D) Dwr Budr Avenue  (A) Advocates' Run