The Market Ward
THE MARKET WARD
Buyers and sellers flock to the Market Ward, famed
throughout the planes for its Grand Bazaar. Among
its countless stalls. customers can purchase any item
imaginable—and some not. The Market Ward is one
of the smallest of Sigil’s neighborhoods (roughly
matched in size by the Guildhall Ward). The most
cosmopolitan of Sigil’s wards, this is where you go
to buy the common, useful, and everyday items you
need for life inside the city—and for stocking up
before departing for parts unknown.
The streets of the Market Ward butz with activity
at all times of the day and night. The sellers and the
goods change as day becomes night. but the markets
are always busy and full of c ustomers, merchants.
and curious browsers. The busiest and most amazing
of these marketplaces is the Grand Bazaar.
By day, the Grand Bazaar fills an enormous square
with stalls, tents, folding tables, and portable shop
booths, and the smells of flowers, fruit, meat, and
other exotic and familiar scents hang like a cloud
over the area. The crowded aisles are surrounded by
hawkers calling potential customers to taste, smell.
touch, and otherwise examine and eventually buy the
wares piled high in every stall.
Not everything that’s for sale is either tangible or
ready to pick up and cart oft. Some things that can be
purchased are stored outside Sigil. such as an astral
skiff. a demonic war engine, or a safe house in the
Elemental Chaos. Other items, such as special weapons
or armor. are crafted to order and take time to
produce. Make sure you can trust the seller, or that
you have a way to guarantee that what you just purchased
will be available for pickup at the appointed
time or when you step through a portal to somewhere
else in the planes.
Similar types of merchandise tend to be clustered
in aisles, forming rough groupings of categories of
items so that customers can compare while shopping.
Foodstuffs, adventuring supplies, household goods.
clothing, furnishings, magic items, alchemical goods.
scrolls and books. armor, and weaponry can each he
found in a separate section of the Grand Bazaar.
Be wary of pickpockets and cut purses that freely
roam the marketplaces, since not everyone who’s
looking to part you from your money is necessarily a
merchant. Con artists, hustlers, thieves, and scoundrels
of all descriptions also make a living in the
Gambling halls can be found within the confines
of the Market Ward. and many inns and taverns
feature at least a table or two devoted to games of
chance. At these places, a visitor can be parted from
his money, whether that visitor is shopping or not.
A laneway annex to the Grand Bazaar called the
Seeker’s Plaza swarms with guides and touts ready
for hire. They range from splendidly garbed sages to
street-bred ragamuffins. More established types are
paid by inns and vendors to steer business in their
direction. Smudge•faced youngsters desperate for a
patron often prove more loyal in the long run than
any of the crowd in the Plaza.
Coppennan Way. a wide avenue made possible
when its owners bought and demolished an entire
Impoverished neighborhood, provides a small oasis
For the recently wealthy. Its residents include the merchant
lords, the self made rich who have prospered in
a single generation. Most made their fortunes primarily
in Sigil, though a few adventurers who acquired
treasure troves in the planar vastness can be found
among their number.
The spokesperson for this rising merchant class is
the dragonborn l)rizu Kurt, a sweet-talking vendor of
magic items. Once an explorer herself, she keeps tabs
on every new adventuring crew that comes to the city.
quickly making acquaintance with the most prom is
ing of them. Drizu maintains a network ofinfOrina tits
and scholars who research possibk treasure hauls.
She funds adventuring parties in return for a share
of the proceeds. often providing potential quests as a
way of encouraging business.