Wayfarer's Row

Original Idea by Steven Syrek (1995)
Modifications by Ken Lipka (1998)


Location

Wayfarer's Row is a collection of shops, inns, and taverns in the Market Ward of Sigil. The street is north of Copperman Way, south of S&J Transport, and just west of the Great Bazaar.


Character

The businesses on Wayfarer's Row cater to a wide variety of tastes, usually focused around the concept of travel. Part of this is just due to the nature of the Market Ward in general, and the Great Bazaar in particular. But it is mainly due to the collection of portals that can be find here. All of the stores have at least one portal in them; the inns tend to have several. A pair of alleys contain several portals as well. As a result, most of the beings seen wandering its length are returning from, or about to start on, journeys of one sort or another. Despite the cosmopolitan environment, the merchants and customers tend to be rather insular and only interact with those of "their kind".


Map

Places of Interest

1 - The Purewell
The "front" entrance to Wayfarer's Row is prominently marked by this large fountain. Despite centuries of abuse, every attempt to befoul or poison the waters has failed. While the source of the waters and their unending purity is unknown, rumors persist of a vortex to the elemental plane of water located deep below the foundation of its walls. (If such a portal does exist, it must be the size of a marble or smaller.) In the center of the fountain, there is a large marble statue. Over the years, this statue has been shaped into various forms - human and otherwise - by multitudes of spellslingers and mindbenders. Currently, the statue is of a deva; the fountain's waters flow from its mouth and ears. While the locals find this sight extremely amusing, it is not endearing to visitors from Mount Celestia.

2 - Temple of 10,000 Gods
While not strictly on Wayfarer's Row, this house of worship is considered part of the street as it best reflects the cosmopolitan nature of those who frequent the Row's shops and portals. The Temple was founded by priests from the land of Zakarha on the prime world of Toril. The clerics of this place believe that all gods are worthy of worship and that none should be favored above the others. As a result, the building is packed with shrines to every known god, and a few unknown ones as well. It is not unusual to find a paladin praying at an altar to the Powers of Mt. Celestia kneeling next to the most depraved worshipper of an Abyssal Lord. Violence is not tolerated within the walls of the temple; the enforced peace is maintained by a large force of temple warriors, Mercykillers, and factioneers from the Believers of the Source. (The Godsmen frequent this place as it seems to show that anyone can become a god if they try hard enough.)

3 - Florpin's Exotics
As with the Temple of 10,000 Gods, this food and drink stand is considered to be part of the Row even though it is physically located off of it. The owner, an ever-smiling halfling, is very popular among the shoppers of the Great Bazaar due to his varied menu of non-alcoholic beverages, treats, and other delicacies from across the planes. From Arborian crepes to Ysgardian sweet roots, Florpin does his best to proffer an ever-changing potpourri of perishables and potables to please his patrons' palates. A favored drink of Cagers that Florpin always keeps in stock is Aaspila, a hot, tea-like drink from the upper planes made by brewing certain sweet and fruity leaves from rare plants. The drink tastes like sweet nectar and is quite popular among many residents of Sigil and travelers alike. Few know its secret, but imitations abound. Archons, Aasimon, Eladrin, Guardinals, and other upper-planar beings especially enjoy the drink. To Baatezu, Tanar'ri, Yugoloths, and other such beings, however, it is poisonous, and they would sooner take a bath in holy water than drink such a sweet, delightful beverage.

4 - The Astral Zephyr
This building is connected to the one across the street (Prosculo's) by a single stone archway. This archway is considered the official start of Wayfarer's Row. (The name of the street is carved on the arch across the width of the span.) It is also known to be a portal to the Ethereal Plane. The locals are quite familiar with the key; a Stinking Cloud must be created within the borders of the arch. (Fortunately for those on the street, the spell is absorbed by the portal and doesn't affect those within Sigil.) The Zephyr is a shady inn, tavern, and dining hall for Githyanki travelers. Most other races are barred from this establishment, especially the hated Githzerai. Whether this is due to the unspeakable acts that are said to be performed within or to mere xenophobia remains unknown. Rumors speak of passages beneath the city that connect this inn to other Githyanki strongholds and hideouts in Sigil and even across the planes. One of the more prevalent rumors is that a portal to an enormous astral stronghold of the Githyanki is hidden below the inn. If this is the case, it does explain why some Githyanki who exit the inn were never seen to enter it, and vice-versa. By Githyanki standards, this establishment is first class.

DM's Dark: The rumor of the portal is true. The stronghold belongs to a Githyanki known as Sivisk Imchal. Sivisk is one of the owners of the establishment and a member of the Fated.

5 - Prosculo's
This shop doesn't have a name, but it has been dubbed by the locals after its owner, the ancient and mysterious tiefling Prosculo. The curio shop stocks items from across the multiverse, but all of them have a dark nature. Cursed, trapped or evil items; objects crafted in the lower planes; necromantic items; unusual weapons; these and other like objects comprise the bulk of Prosculo's merchandise. (The DM is encouraged to determine a chance for finding a relatively useful, or even powerful, magical item in the store.) The main reason that this store is still in business is that Prosculo is willing to buy such items from adventurers and others. For some unknown reason, the shop is closed every ninth day. (Some cutters speculate Prosculo is a spy for the lords of Baator and reports to them on this day; others report seeing strange flickers of light emanating from the shop on that same day; still others think that that is the day he performs all of the experiments and dark research required to make or procure his inventory).

6 - The Splintered Skull
This business' name is indicated rather bluntly by a rack of broken skulls hanging on the wall next to the front door. Most of the skulls are human or demihuman, but there are a few of planar stock amongst the collection. The Splintered Skull is a large tavern with an upstairs inn that offers its services primarily to those of humanoid stock. Few other patrons will find the atmosphere created by the rough crowd of goblins, orcs, gnolls, bugbears, and others very amicable. Games such as "Toss the Dwarf (or Kobold, or Goblin)" and "Pin the Knife in the Elf" are quite popular. The alley between the Skull and the Astral Zephyr contains a known portal to Acheron; the key is a pair of iron dice.

7 - The Inferno
This building is an immense block of onyx, who's exterior surfaces have been completely worked over with intricate and detailed carvings. A close inspection reveals the art to be of a vile and fiendish nature. In fact, it depicts a fairly detailed, if idealized and inaccurate, portrayal of the various layers of Baator. This place is known to locals as The Inferno and it is a dark, fiery, and classy baatezu inn and tavern. Obviously, no tanar'ri comes near the place and anyone not native to Baator is most unwelcome here. (And even then, non-baatezu get very icy treatment.) Local chant has it that there are portals to each of the layers of Baator within its depths. The more wild rumors say that the Dark Eight hold yearly meetings in a private chamber, and a few of the Lords of the Nine dine here as well.

8 - The Withered Vine
This small building is a rowdy tavern that primarily serves those staying next door at the Feathered Plume. Loud, drunken singing can be heard at all hours of the day and night. Despite the obvious lack of water in Sigil, most of the patrons seem to sailors or other nautical types. Despite its rough exterior and patrons, the quality of the food and drink served here is more than adequate and better than one might think. The establishment is very popular with the more fun-loving bards, and the patrons tip generously for particularly bawdy or rousing songs. A portal to Arborea is known to be in the wine cellar; the key is the singing of any sea shanty. Rumors suggest there are portals to Ysgard, Pandemonium, and several prime worlds also located in the cellar.

9 - The Alley of the Snake
The locals gave the alley this moniker due to both its length and its rather treacherous nature. Aside from the Ubiquitous Wayfarer Inn and the Great Bazaar, this alley probably has the greatest concentration of portals in all of the Market Ward. The facades of the two taverns which flank most of its length (The Inferno and The Sylvan Glade) provide a large number of archways in which portals have attached themselves. Only a small number of the portals and their keys are known. This is due to the fact that several of the portals deeper within the alley apparently have the same key, and thus travelers who appear from one quickly vanish into the next. No one is know to have actually walked the alley's entire length without stumbling through any of its portals.

10 - The Feathered Plume
This inn is marked by a large feather stuck in the wood above the door. The comfortable rooms within are tailored towards humans and demihumans. All costs are moderate and include meals, which are cooked in the tavern next door (The Withered Vine). The inn seems to attract patrons that are given to showmanship and friendly competition (i.e. swashbucklers). At least once a night, the furniture in the common room is cleared to the sides and duels are held. These fights are friendly, and usually fought for nothing more than the personal satisfaction of winning; although, that doesn't stop the audience from betting on the outcome. The favored weapon of dueling is the sword, either through a one-on-one fight or a demonstration of tricks. However, other contests have been seen in the past, such as knife throwing or the occasional magician's joust.

11 - The Sylvan Glade
At first glance, a visitor to Wayfarer's Row might mistake this business for a small, but thick, cluster of trees. A closer look reveals that, although the trees are alive, they have been grown and shaped in such a manner as to form a multi-story building. The Sylvan Glade, as the owners name their business, is an inn that caters to non-evil elves and other faerie spirits of the forest. Rangers and druids are also welcome. A small bar and dining area is located on the first floor to provide food (usually vegetarian dishes) for the guests. The front door of the inn is known to be a portal to the Beastlands; the key is a live fish. (If one can get inside the inn, the owners sell minnows from a large aquarium near the bar.)

12 - The Marble Vine
Located near the end of Wayfarer's Row, this marble and alabaster building houses one of the most expensive stores on the street. It is a tavern, but it charges high prices and strictly enforces a more "civilized" atmosphere. The majority of its customers are guests staying at The Ivory Spire across the way. Other patrons include residents of the Lady's Ward and beings who wish to drink expensive wine in a quiet, comfortable setting.

13 - The Glassery
Offering a fine collection of glassware, this shop has a reputation for quality. Most of its inventory is imported from the upper planes (Arcadia and Bytopia especially) and thus commands a high price. Adventurers may not find the crystalline ornaments or elaborate wine glasses particularly useful, but they serve well as trading goods. Many dwarves have beer mugs custom made here for themselves or as gifts for friends and relations. In addition to fine drinking vessels, the store also sells small sculptures and other artwork composed mainly of glass and crystal. Rumors point to portals leading to the elemental planes of both earth and mineral as the sources for much of the store's finer pieces of art.

14 - Relics from the Road
This curio shop stocks a variety of unique and strange items from across the multiverse. Many of them are displayed as artifacts and the enchanted possessions of powerful and well-known individuals (such as the lords of the nine, factols, and high-ranking aasimon), but this is hardly ever the case (there is a 35% chance of finding anything useful and only a 5% chance of any useful item to be unusually powerful). Adventurers are often hired out by the store to gather these items for them; such expeditions pay rather well.

15 - The Ivory Spire
The last store on the Row is The Ivory Spire. The building is a marble and alabaster tower some six stories tall. It houses an unusually friendly inn with remarkably clean and bright facilities. The Spire caters primarily to the affluent and elite visitors to Sigil. High rooming costs and the lack of a tavern often dissuade frugal adventurers from staying here, much to the pleasure of the innkeepers. When one wishes to be pampered, however, there is no better place to go. Guests are encouraged to go across the street to the Marble Vine for fine food and quality drink.



Authored by: Ken Lipka

E-mail me: krlipka@yahoo.com
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