Your mother’s a walrus.
The Old Quarter is many things. It’s the oldest of the quarters, and thus the most ancient part of Wyrmspire. It’s a wretched hive of scum and villainy. And it’s a major headache to anyone with the opinion that things should be nicer these days.
Put simply, the Old Quarter is a shithole. It’s massively overpopulated, and as such has a standard of living roughly on par with that expected of chimpanzees. Only chimpanzees don’t have to worry about catching the plague every day. To say theft is rampant would be a massive understatement. Theft is expected. If you walk down the street, in the middle of the day, and don’t get pulled into an alley and mugged, pickpocketed, scammed, or just beaten over the head and all your possessions taken, then something really weird is going on.
Of course, there’s a City Watch in the Old Quarter. It’s just… not very effective. Mostly because of the Thieves’ Guild. And the Assassins’ Guild. And the recently founded Arsonists’ Guild, which doesn’t have a permanent guild headquarters yet because it needs something that won’t burn down. Amazingly, however, the City Watch in the Old Quarter has remained relatively uncorrupt. Which means that every day, the prisons of the watch overflow with incumbents. And every night the Arsonists’ Guild blows up the temporary wall that the watch put up to replace last night’s explosion. This could be stopped by posting guards around the wall, but… well, then they bring in the Assassins. It kind of sucks when the three most violent guilds in the quarter are all on friendly terms, and not with you.
The Old Quarter is a hodgepodge. The Merchant Quarter is drawn together by money, which is everpresent, but the Old Quarter is drawn together by lack of money, which, it turns out, is even more everpresent. So, everyone lives in the Old Quarter. The majority of the population are humans, of course, but their are also unscrupulous dwarves, underfoot of any kind, rhokari, who don’t often have money, minotaurs, who just like to hit things, and several small groups of enlightened njorlghar. And elves. Oh, elves.
There’s a crapload of elves in the Old Quarter. When Asernaiar fell, one of three things happened to the elves living in the city: first, an awful lot of them died. Sucks. A large minority of them spread out into the surrounding countryside, where they became the Phoenix Guard. But the largest chunk just ran the hell away, and became refuges. And where did these refugees go, pray? Well, they could go to Elenaiar… but those northern elves have always been a bit snooty (it is the opinion of elves everywhere that any elves who aren’t them are “a bit snooty”). They could go to Ironforge… heh, no. Below has too many dwarves, and too much technology. Tartaras was ruled out because if there’s one thing elves trust less than dwarves, it’s minotaurs. So that left… Wyrmspire.
Not all elves went to Wyrmspire. Sizable chunks established entirely elven cities, just kind of sitting in the middle of human lands. A lot went to Elenaiar, despite the aformentioned snootiness. A few even went to Below, and got jobs working the wind-machines. There’s always work to go around in Below. But a large amount went to Wyrmspire… where there wasn’t really room for them. So they settled in in the Old Quarter. They are among the most scrupled of the Old Quarter’s residents, they often go to the temple quarter to pray and most of them have legitimate jobs. But it’s only a matter of time before the whole atmosphere gets to them.
The Old Quarter is the best place ever if you want not to be noticed. There are innumerable bars in which you can mingle and disappear, with names like the Drunken Cat, the Burning Noose, and the Helena’s Tits (that one’s a bit less reputable than even the non-reputable ones). All of these bars serve alcohol that can totally and completely pickle you in one gulp. Basically, if you’re a heavy drinker who does not want to be looked directly at ever, it’s the place for you. No wonder it’s so overpopulated.
And there are some bars that you don’t want to be near if you’re the wrong kind of person. These bars are the Nagle’s Fortune, the Black Adder, and the Flammable Tavern. In order, these bars house the secret doors that lead to the entrance of the Thieves’ Guild, the Assassins’ Guild, and the Arsonists’ Guild. They all coincide very nicely with the atmosphere of their respective guilds.
The Nagle’s Fortune (a Nagle is considered to be a small, furry creature that grants good luck if it sees you take a piss… the Old Quarter has some weird superstitions) is a very roudy, rambunctious place, full of gambling and people good-naturedly trying to rob one another (it’s considered kind of a game among thieves. if someone can rob you without you noticing, they get to keep whatever they got at the end of the night. they’re very sporting about it.) If you want to get into the actual guild area, you just ask Gorlunk, the large barman who looks perfectly human except for one fang sprouting out of his lower lip and quite a hairy body. He takes you into the back, through a door that looks amazingly like a wall at first glance, and then, if you don’t produce some guild ID, proceeds to beat the everliving crap out of you. It’s amazing how much of a beating a half-werewolf can give out.
The Black Adder, on the other hand, is a dour place. Grim-faced men sit around, playing cards and smoking. Gambling is often partaken in, but anyone caught cheating is… dealt with. The menu on the wall isn’t a menu of food, as such: it’s a menu of lives. It gives standard guild rates depending on any complications the mark might have, such as bodyguards, a background in martial arts, or the blessing of one or more god. At the top are some of the more commonly demanded targets: Salkiss, 100,000 Draketalons. Duke Narax, 80,000. Lady Dawneye, 75,000. There are a lot of them, but the fact that they’re even on the list means that it’s probably a bad idea to try to kill them, as the assassins have failed before. Those wishing to get into the guild hall need only walk toward the fireplace in the back of the room, making sure to press an innocuous stone on the wall as they walk. A loud creaking noise later, and you’re in the guild hall. Which is an even scarier place than the rest of the Black Adder. Good luck.
The Flammable Tavern is generally considered a joke. It’s supposed to be the location of the Arsonists’ Guild’s headquarters, but they haven’t gotten enough money to build an underground headquarters comprised entirely of stone yet. So they just use it as a meeting place for their highest command, an assortment of pyromaniacs who are, together, about one sane man. However, they somehow get kept in control except when someone is paying them to burn something down. No one really knows how. Other than that, the Flammable Tavern is a really nice place, full of joking and laughing. They also serve the most exquisite roast boar. Though it’s not advisable to order it rare. They get offended.
Of course, other than this, there’s a lot of normal citizens in the Old Quarter too. But most of them are in some way loyal to the Thieves’ Guild. Most commerce centers around the docks in the Old Quarter, as the River Alagaaz is one of the widest in the world, and also happens to lead directly to Below. So shipping is a rather prominent industry. At some places, almost half of the river is covered in docks and warehouses. Which has led to people taxing boats coming through these areas. Sigh. Humans.
Important Residents of the Old Quarter:
Salkiss is the leader of the Thieves’ Guild. He’s a very enigmatic figure, though he’s generally considered human. Or maybe elven. Half-elven? Who knows. What everyone does know is that he’s the most skilled thief in the city, and without a doubt the most powerful man in the Old Quarter. Also, everyone knows he’s male. For some reason. He’s referred to as a he, at least.
Salkiss leads the inner council of thieves, a group about as mysterious as him. It’s known that there’s a female elven illusionist, and a muscled minotaur, and probably a few more humans, but again, it’s unclear. Salkiss has led the Thieves’ Guild for thirteen years, after his takeover from the previous guild leader, Aarot. Apparently the leaders of the Thieves’ Guild all have enigmatic, two-syllable names. And they all take over in violent coups. Since only a leader’s underlings know who he is, this means that every time the Thieves’ Guild has changed leadership since its founding it has been an internal struggle. Which is… kind of scary, when it gets down to it. Damn.
Kargan Reaper is the current leader of the Assassins’ Guild. It’s likely that his name is a pseudonym too. Damn thieves. Always being all mysterious.
The Assassins’ Guild is an offshoot of the Thieves’ Guild that sprung up about fifty years ago. Its original purpose was to usurp the Thieves’ Guild as the power over the Old Quarter, but it eventually was relegated to an underling of the Thieves’ Guild. Of course, the Assassins’ Guild still operates relatively autonomously. Essentially, they’re friendly with the Thieves’ Guild, but not necessarily under its command.
The Assassins’ Guild at least does some things much smarter than the Thieves’ Guild does. For example, its upper echelon always wears pure black, identical costumes at every meeting, and when they return home, they’ll cross paths multiple times to elude stalkers. And they have decoys at the meeting, too. The commanding force of the Assassins’ Guild consists of about seven people, but its meetings consist of roughly forty, with each one voicing its opinion equally to throw off, hehe… assassins. Thus, government of the guild has been kept within a relative few. The last three guild leaders, in reverse order, have been Kargan Reaper, Kargan Deathfist, and Kargan Blackadder. Reaper claims to be the grandson of Blackadder, though no one knows the truth of this, and it’s entirely unconfirmable. The Assassins’ Guild runs an unbelievably tight program.
Rath Flamebreaker is the essential leader of the Arsonists’ Guild. There isn’t one for real, but he’d be it if there was one. He’s the smarts of the upper council. All the other members have names like Druul the Insane, Gathak Innocentburner, and Seville, He Who Sets Fire To Those Who Disagree With Him And Also Have A Bad Fashion Sense. Rath keeps all these crazies in check. He has flame-red hair, which is short and spiky, and green eyes. His ears are scarred and scabbed, with the tops cut off. Thus, it’s not known if he’s an elf or simply a very skinny human. It’s honestly unclear.
Commander Ag Vat is the leader of the city watch in the Old Quarter. He’s about forty and very, very sick of constantly being harassed by thieves, having his headquarters firebombed, and being subject to random assassination attempts. He is attempting to reform the city watch into something of an army, capable of taking on the… everybody. This isn’t going well, as most of the guards in the Old Quarter have lost hope. But still, the prisons are constantly being filled. And then everyone escapes, but… hey, it’s the thought that counts.
Skeleton Key is a very odd elf. He’s very old, and he’s the best lockpicker that ever was, if you believe him. Of course, it’s very easy to believe him. He’s very, very good. Which is odd, because he’s blind. He’s got white hair, pale white skin, and white eyes. He can usually be found sitting alone, sipping a liquor and tinkering with his latest invention, in the back of the Nagle’s Fortune.
Skeleton Key was once a young rogue, just like everyone else in the Old Quarter. Of course, ‘once’ could be a few hundred years ago for him, he is old. He took especially to lockpicking, and decided that, since he wasn’t especially good at sneaking around or liberating objects silently from people’s rooms, he’d just make his living lockpicking. Pay him some money, get him to the lock, and you’ve got yourself an open door. Or chest. Or chastity belt.
Anyway, that was a while ago. Now, he’s able to open any lock in the city, no problem. So he operates on an inverse pay scale. To open easy locks, which are a waste of his time, you have to pay him a lot. The harder the lock, the more it interests him, and the less you have to pay. He’s said that if anyone finds him an unopenable lock, he will pay them for the pleasure, and then commit ritual suicide, as his life has been completed. Until then, he spends his time trying to invent better locks. Ironically enough, he’s probably going to end up making life a lot harder for lockpickers – some of his inventions are bloody brilliant, to say the least. Of course, a lot of them are just weird, such as the sand-powered time-lock, or the demon lock, which operates entirely based on demons. He actually gets very little business these days in terms of people asking him to pick locks, as any lock someone wants picked is far too easy for him, so he charges too much. He makes most of his money by training young rogues or selling his inventions to paranoid noblemen.
