The Thieves' Quarter
The Old Quarter, known to most as the Thieves' Quarter, is not a pretty place. The poor and disenfranchised drift in because they have no other place to go and become easy prey for the thugs and murderers who make the Old Quarter their home. This state of affairs forces people to learn quickly. Locals adapt or perish, becoming either a predator or a victim. Thus, the cycle of violence and degradation goes on.
Though the Old Quarter is officially part of the city of Liberty and under the rule of Prince Fiorelle, everyone knows that the Thieves' Guild holds the true reins of power in this evil place. Part of every footpad's haul, part of every prostitute's pay, and part of every drug dealer's profit goes to the Thieves' Guild. Even part of the profits from the Old Quarter's legitimate businesses goes to the Thieves' Guild, their owners not wanting to watch them burn to the ground.
Most merchants in the Old Quarter accept this as an unpleasant fact of life. They don't like it, but they have no other choice. Others embrace the patronage of the Thieves' Guild.
The Sea-Wolf, formerly known as the Laughing Sea-Dog, has been a fixture on the docks of Liberty's Old Quarter for several decades. Catering mostly to sailors and foreign merchants, the Sea-Wolf is open from mid-afternoon to dawn every day and bustles with business until the wee hours every night. The owner, Captain Varribo,
was a sailor himself until an encounter with the sea-monster after which the tavern is named. Varribo encourages seafarers to provide entertainment for the whole place, rewarding sea-chanteys and lewd poems with free drinks.
The tavern has a somewhat sinister side: Due to debts owed to the Thieves' Guild, Captain Varribo also caters to the Old Quarter's criminal element. While he won't put up with Guild members starting fights and picking pockets in the tavern itself, he does occasionally close his doors to accommodate private meetings between Thieves' Guild officers and their "business partners." He also provides false alibis and occasionally allows Guild members to hide out for a few hours in his office.
Varribo's relationship with the Thieves' Guild is excellent and, despite not being a criminal himself, they treat him as an honorary Guild member. Although they never bring the issue up, the fact remains that Varribo owes the Guild a great deal of money, and if he ever balked at doing a favor for them, they could hold his debt over his head.
Bouncers: Four warriors.(nps only)
Tavern Staff: Four commoners.(npcs only)
Captain Varribo is an old sailor in his late middle years with a potbelly, a bushy beard, and a big, friendly grin. His most distinguishing features, though, are his wooden arms--a blend of magic and mechanics--and he enjoys drawing attention to them.
In his career as a sailor from the Southern Empire, Varribo sailed to ports all over the world, though his favorite place in the world was the Laughing Sea-Dog tavern in Liberty's Old Quarter. When he lost both his arms to a half-wolf, half-shark creature in the northern seas, Varribo had no choice but to retire from the seas, and he chose to live out his days at the Laughing Sea-Dog. Varribo used the last of his money to buy the place and renamed it the Sea-Wolf in "honor" of the creature that had led him to buy it.
Running a business wasn't as easy for him as running a ship, and Varribo fell on hard times. Fortunately, the Thieves' Guild--then run by Jermot--bailed him out, and the Sea-Wolf became a meeting place for Guild members. Varribo still owed them a lot of money, but they went easy on him so long as he used the tavern to provide an occasional favor: shutting the place down for private meetings and parties, providing alibis for Guild members seeking to avoid arrest, and so on.
Varribo did his job so well that Jermot gave him a special gift: a pair of magical arms that attached over his stumps. Varribo never learned where they came from, though he likes to believe that someone took them off a golem. Before he could ask Jermot, Sepris and Parkol gained control of the Thieves' Guild and, while they continue Jermot's arrangement with the Sea-Wolf, they've never said anything about the "golem arms."
The old man stood behind the bar,wiping out mugs and placing them in their empty places.Watching the patrons come and go like every other day.Humming an old sailing tune awaiting another day in his Tavern.