Everything, Everywhere, All at Once
The Grand Bazaar is the beating heart of Aranthaes commerce, a vast maze of arcades, stalls, and pavilions where the wealth of the world changes hands each day. Sprawling from the central boulevard, its avenues and alleys overflow with color, sound, and scent – a place where fortunes are won, purses are lost, and the rarest of treasures may be glimpsed among the common trade.
The moment one enters the bazaar, the senses are overwhelmed. Spices and perfumes mingle with roasting meats and exotic teas, while merchants’ voices rise in a constant chorus of boasts, bargains, and banter. Crowds surge and shift like tides, carrying adventurers past stalls, arcades, and open squares where the city’s rich tapestry of culture is laid bare.
Markets of the Bazaar
The bazaar is divided into specialized sections, each a world of its own. The spice market brims with aromatic herbs, rare roots, and potent powders – some prized by alchemists as much as cooks. The textile avenues display silks, cottons, and woolens from across the realms, their colors dazzling in the sun. The jewelry lanes glitter with gold, silver, and gems, while the leather market smells of oiled hides, boasting everything from sturdy boots to ornate saddles.
Other sections cater to pottery, glassware, books, weapons, and even minor magical trinkets. Each lane has its own rhythm and character, its merchants competing as fiercely as any generals upon the field.
The Grand Arcade
Among the permanent structures, the Grand Arcade houses some of the wealthiest vendors, its arched halls filled with elite shops that rarely haggle but always dazzle. Here, nobles and foreign envoys walk marble floors, attended by guards and scribes, their purchases carried out in gilded chests.
The Pavilion of Wonders
Perhaps the most infamous building in the bazaar, the Pavilion of Wonders is a sprawling hall of curiosities and exotic wares. Taxidermied beasts from distant jungles, enchanted relics of questionable provenance, and curios no one can quite explain all vie for attention. Some are genuine treasures, others clever frauds, but all are sold with flair and flourish. It is said that more adventurers have lost fortunes here than gained them.
Life in the Bazaar
The bazaar is more than commerce. Street performers dance, sing, and juggle for crowds; musicians fill the air with melodies; fortune tellers whisper of destiny for a coin. Cafés and tea houses offer respite from the press of bodies, where steaming kettles and delicate pastries can be enjoyed while watching the chaos swirl outside. It is a place where business and pleasure entwine seamlessly, and where anyone – merchant prince or common thief – might cross your path.
Encounters
The Grand Bazaar is alive with wonder, temptation, and risk. Roll d10 for possible encounters…
- A spice merchant insists their rare powder can cure any ailment – though it reeks suspiciously of common pepper.
Merchant: AC 11, HP 9, dagger (1d4), robes. - A pickpocket darts through the crowd, making a grab for purses before vanishing into a press of bodies.
Thief: AC 12, HP 8, shortsword (1d6), cloak. - A camel train from a distant desert unloads exotic goods, its handlers struggling to control restless beasts.
Hazard: DC 13 Dexterity save to avoid being jostled or knocked prone. - A bookseller waves down the adventurers, offering a “lost” tome of forbidden lore for a scandalous price.
Bookseller: AC 11, HP 9, quill dagger (1d4), ink-stained robes. - A gilded chest tumbles from a wagon, spilling bolts of cloth and a hidden stash of smuggled weapons.
Hazard: Discovery may anger smugglers nearby. - A shouting match breaks out between rival jewelry vendors, each accusing the other of fraud before shoving turns violent.
Vendors (2): AC 11, HP 10, daggers (1d4), fine clothes. - A fortune teller offers to read the adventurers’ future, speaking cryptic truths that may or may not be genuine.
Seer: AC 11, HP 8, staff (1d6), shawls. - A guard patrol storms through, demanding bribes from merchants to “protect” their stalls.
Guards (1d4+1): AC 13, HP 16, spears (1d6+1), chain shirts. - A wealthy noble parades through with attendants, flaunting their purchases while cutthroats eye the opportunity.
Noble: AC 12, HP 12, rapier (1d8); Attendants (1d4): AC 11, HP 9, daggers (1d4). - A sudden commotion ripples through the crowd — a monkey has escaped from a menagerie, snatching fruit and coins while handlers give chase.
Monkey: AC 13, HP 4, bite (1d4).
Treasure Finds of the Grand Bazaar
Among the endless stalls and shadowed pavilions of the Grand Bazaar, strange treasures appear and vanish like mirages. Roll d10 to discover what the party stumbles upon…
- The Singing Pearl – A lustrous black pearl that hums softly when held near the ear. It grants advantage on Performance checks once per day, but attracts the attention of sirens if carried at sea.
- A Map That Redraws Itself – A fragile parchment that constantly shifts, showing trade routes and hidden paths across Aranthaes and beyond. Some passages are real, others illusions designed by the cartographer for reasons unknown.
- Dragonbone Dice – A set of six-sided dice carved from the vertebrae of a wyrmling. Rolling doubles twice in a row causes a random spell effect (DM’s choice) to erupt around the players.
- The Bottle of Dusk – A sealed glass flask filled with liquid shadow. When uncorked, it spills darkness as if under the Darkness spell for 10 minutes. Once emptied, it refills only under a total eclipse.
- Clockwork Sparrow – A tiny brass bird that sings and flutters about when wound with a key. Once per day, it can deliver a short whispered message up to a mile away before returning to its owner.
- The Merchant’s Tongue – A silver tongue-shaped amulet granting its wearer the ability to speak and understand any trade language, dialect, or cant. It does not grant literacy – only spoken words.
- A Mask of a Forgotten God – A cracked ceramic mask with faded paint. Wearing it allows the user to cast Augury once per week, though visions are cryptic and tinged with alien imagery.
- The Coin That Returns – A single gold coin marked with a symbol not recognized by any mint. Whenever spent, it reappears in the owner’s pouch the following dawn. Merchants who notice grow suspicious quickly.
- Starlight in a Jar – A glass vessel glowing faintly with captured celestial light. When opened, it illuminates a 60 ft. radius as bright as day for one hour, then vanishes forever.
- The Phoenix Feather Quill – A vibrant red and gold writing quill that never runs out of ink. Once in its lifetime, a single contract or promise written with it cannot be broken without dire magical consequences.
Bazaar Oddities
Not every treasure in the Grand Bazaar is what it seems. Roll d10 for some of the stranger finds among the stalls…
- “Dragon Scales” – Brightly painted fish scales sold as rare wyrm remains. They smell suspiciously like cod.
- Healing Crystal of Eternal Youth – A chunk of colored glass that glows faintly when held to the sun. The merchant swears it keeps wrinkles away.
- Genuine Troll Tooth – A large, yellowed boar tusk crudely filed down to look monstrous. Comes with a certificate of authenticity written in still-wet ink.
- Blessed Sand from the Desert of Eternal Fire – Actually just dyed sawdust sprinkled with chili powder. Makes you sneeze violently when sniffed.
- The Sword of Heroes – A rusted short sword with dramatic etchings. Claims it once belonged to a legendary knight – conveniently unnamed.
- Invisible Ink – A small vial of clear liquid that is supposedly magical. In truth, it’s just water. The seller warns: “You can’t see it? Proof it works!”
- A Bag of Fairy Dust – Glitter mixed with flour, kept in a silk pouch. Shaking it in the air leaves everyone sparkling for days.
- The Shrunken Head of a Witch Doctor – A painted gourd with goat hair glued on.
- A Map to Untold Riches – A stained scrap of parchment with a badly drawn “X” and the words: “Treasure Here.” The spot marked is the middle of the sea.
- The Cursed Monkey Paw – A mummified chicken’s foot dipped in tar and painted. Seller swears it grants three wishes.