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The Bazaar of Maerkoen


The Bazaar of Maerkoen, a bustling hub of commerce ensconced within the walled confines of the giant city of Teradryn, stands as a testament to the grandeur and mystique of its founder, the esteemed High Mage Maerkoen Da`Hast. Encircled by walls crafted from Carved Marble, adorned with intricate depictions of nature scenes, the bazaar beckons travelers from all corners of the realm with promises of exotic treasures and rare finds.

As one passes through the grand marble pillars marking the entrance to the bazaar, a sensory explosion ensues. Brightly dyed sheets of cotton, silk, and satin provide respite from the blazing sun overhead, casting vibrant hues upon the labyrinthine rows of market stalls stretching as far as the eye can see.

For three millennia, the Bazaar of Maerkoen has served as a haven for those with discerning tastes and a penchant for the exotic. Nestled within the ancient city of Teradryn, this sprawling marketplace offers a wealth of treasures, from rare magical artifacts to mystical creatures from distant lands.

Despite its reputation for catering to the more esoteric desires of certain elves, the Bazaar of Maerkoen has managed to operate largely unhindered by the watchful eyes of authority. Over the centuries, it has become a hub of commerce and intrigue, drawing merchants and adventurers from across Arethane in search of rare and exotic goods.

In recent years, the current Overseer of the bazaar has made it her mission to clean up some of the more unsavory practices that have taken root within its walls. Determined to uphold the law and maintain order, she has implemented stricter regulations and cracked down on illicit activities wherever they may be found.

However, as she delves deeper into the inner workings of the bazaar, the Overseer finds herself confronted with a complex tapestry of competing interests and clandestine dealings. While she initially sought to root out corruption and vice, she soon discovers that not everything is as black and white as it seems.

Indeed, as she spends more time amidst the bustling stalls and shadowy alleys of the bazaar, the Overseer begins to see the value in some of the practices she once sought to eradicate. She comes to realize that beneath the surface lies a vibrant and dynamic community, driven by a shared passion for discovery and adventure.

Though challenges still remain, the Overseer finds herself torn between her duty to uphold the law and her growing appreciation for the unique culture of the bazaar. In the end, she must navigate a delicate balance between order and chaos, seeking to preserve the integrity of the marketplace while also recognizing the value of its unconventional customs and traditions.

Here, amidst the ceaseless din of haggling and the intoxicating aroma of spices and perfumes, visitors can peruse an eclectic array of goods ranging from magical beasts to spirit totems, jewelry, and even the fabled fruits of the Mallorn tree. The bazaar is a melting pot of cultures and trades, where street peddlers mingle with fine vendors to offer a veritable smorgasbord of wares to discerning customers.

Venturing deeper into the heart of the bazaar, the offerings become even more diverse and exotic. Spice stands and fabric stalls give way to cabinets crafted from gemstones and weapon racks displaying formidable arms. Strange creatures peer out from behind bars, their exotic calls mingling with the cacophony of voices that fills the air.

Amidst the chaos and clamor, makeshift taverns spring up like mushrooms after a rain, offering hearty fare and potent libations to weary travelers and seasoned merchants alike. Colorful characters from all walks of life populate the bazaar, their vibrant personalities adding to the tapestry of sights and sounds that define this bustling marketplace.

But beyond the stones lies another realm entirely, a realm of untold riches and forbidden treasures. Here, beneath the surface of the earth, lies the antediluvian ruins of a long-dead Drow City called Nekharthon, where magical artifacts and relics of immense power await brave adventurers and intrepid treasure hunters (for a price). Discovered by Sorsha Muharib and kept as a closely guarded secret, the ruins of the Drow elf city are deep beneath the city of Teradryn. These ancient ruins hold untold treasures and forbidden knowledge, all jealously guarded by Sorsha herself. Determined to keep the profits from her discovery for herself, she has gone to great lengths to conceal the true extent of her findings from prying eyes.

Yet, delving into the depths of these ancient tombs is not without its risks. Should the nobles of Teradryn discover her secret, it would spell ruin for her. And for those who dare to defy the city's laws and venture into the forbidden depths, the dangers are manifold, with many expeditions ending in tragedy or disappearance.

Still, the lure of untold riches and arcane artifacts proves too tempting for some to resist. And so, despite the risks and the warnings, adventurers continue to delve into the depths of the ruins, their eyes alight with the promise of wealth and glory beyond imagining. So far, none have returned. Only Sorcha has successfully navigated the long-forgotten caverns and returned with artifacts to sell.

Risk & Reward

Trading in Maerkoen can be risky at the best of times. Although unknown, the Drow ruins beneath the bazaar generate an aura that slowly corrupts. The longer one stays in the bazaar, the more inclined toward evil they become (characters may make a saving throw against M.E.). This effect is amplified through the marble pillars that surround the bazaar, and for every day spent exploring the bazaar, characters can find themselves caught up in one situation or another. Use the following table to introduce random events to their visit:

  1. A scruffy-looking elf sidles up to one of the characters and points a wand at their throat. They tell the character to turn out their pockets.
  2. A chubby gnome vendor jumps up from behind their stall and begins screaming in gnomish, accusing you of stealing a prized set of cards. The actual thief is an invisible imp trying to make a quick getaway.
  3. Screams spread throughout the bazaar as a swarm of fae scarabs emerges from the sky.
  4. A fae accidentally knocks over a stall of noxious perfumes, causing a frenzy.
  5. A dusky-skinned elf greets the characters and offers to act as their guide through the marketplace, protecting them from pickpockets and showing them the best wares the place has to offer.
  6. A fire breaks out, causing panic. Some of the stall owners try to find water to combat the flames, while others simply try to flee.
  7. A brawl between two rival merchants erupts.
  8. A shipment of barrels topples and rolls through the market, knocking over stalls and patrons alike.
  9. A purple plume of smoke emerges from a sewer beneath the market, causing concern.
  10. A mysterious stranger halts you, showing a bounty paper with your name on it.

Once you get beyond the stones in the Bazaar of Maerkoen, things become even more delicate. The plundering of ancient tombs would not be looked upon kindly by the wealthy nobles of the city, who would see the ruins preserved and out of reach to the common folk. Additionally, the treasure hunting expeditions launched into the tombs have never returned. Despite the risk, most seem to think that the potential treasures in the ruins are well worth it.

Owners and Staff


    Ilaerae Orbryn, Owner/Overseer of the Maerkoen Bazaar
    Maerkaenne Ansratryn,Assistant Overseer of the Maerkoen Bazaar
    Sorsha Muharib,Assistant Overseer of the Maerkoen Bazaar

    Exploring the Bazaar

    Adventurers coming to the Bazaar of Maerkoen searching for specific wares will find the place constantly abuzz with stalls and stores of all varieties. Several special items are listed in this section. Characters may not always be able to immediately find exactly what they're looking for. Those who travel to Maerkoen for a specific item may be in luck, having to wait around no more than a few days before some merchant appears with it. Other, rarer items might take a lot longer. For any time spent here, see the Risk & Reward section to introduce random events occurring in the Bazaar.

    Heavily armed guards patrol the crowded alleys at all times, putting an end to any quarrels quickly.

    • Spirit Spider: 100 gp (uncommon)
      One of the most common treasures found in the antediluvian citadel beyond the stone are spirit sspider. These small amulets easily fit in the palm of one's hand or in a pocket, and some are strung on chains or leather cords. A spirit spider is always made of an oval semi-precious stone engraved to resemble a spider on its upper surface, and flattened on the underside. Trapped within each stone is a lesser spirit belonging to the slaves of the ancient Drow city of Nekharthon. Though they cannot be summoned from the spider, they can be consulted for advice once before disappearing. Trapped between this life and the next, the advice given by the spirit is often cryptic, but always truthful.
    • Scepter of Supremacy: 750 gp (rare)
      These brightly painted, curved rods of precious metal are often found interred with bodies in stone sarcophagi. Although no two are the same in pattern and color, they resemble each other in their form. The scepters contain a spirit of the ruling classes of the ancient Drow city of Nekharthon. They can be wielded as a magical club, adding +1 to attack and damage results. In addition, once per day, the spirit within the scepter can be called upon to exert their rulership over another humanoid. The targeted humanoid must attempt to resist the effect with their willpower, or have their will broken by the spirit, and become susceptible to suggestions by its wielder.
    • Death Mask: 2,000 gp (rare)
      Sculpted from the finest materials, these masks resemble gaunt faces or skulls and can be worn in a similar fashion to a helmet. Although they are rather unsettling to wear and do little to protect the head from attacks, they shield the wearer from death. Each mask contains the spirit of a Drow Priestess, one of the absolute rulers of the Drow city of Nekharthon. Should a creature wearing a mask be killed, the spirit trapped within the mask takes the wound instead and is banished, the wearer is spared, though still grievously wounded. A Death Mask can save a life only once and crumbles to dust instantly after its powers are used.
    • Winter Wolf Talisman: 500 gp (uncommon)
      This tiny, pearlescent, marble figurine hangs from a silver necklace. When kissed, the talisman summons a savage white wolf named Gris, that serves and protects the summoner until dawn breaks. Gris can attack and defend in combat, be a rideable mount and confers resistance to cold environments to the one who called it. Upon the first morning light, the wolf dissolves into thin air with a soft howl and can't be summoned until the next full moon.
    • Obsidian Scorpion: 3,000 gp (rare)
      Sculpted from magma while still hot, an obsidian scorpion allows its wearer to transform into a giant scorpion but maintain their intelligence and personality. They were reserved for the warrior priests ancient Drow City of Nekharthon, and rumors say the spirits of those combatants are trapped within the amulets.
    • Sanguine Ankh: 7,500 gp (very rare)
      Worn around the neck on a golden chain, this adamantine amulet is etched with hieroglyphs and symbols of the Drow city of Nekharthon. Whenever a creature is killed near this amulet, it glows with heat and pulls the wearer towards the corpse. The blood of the fallen comes to life and is sucked into the ankh, healing the wearer. Those attuned to the ankh can sacrifice their own vitality to summon golems of boiling blood to protect them from attacks