Harbor District; Points of Interest

H1. Stevedores Guild: The Stevedores Guild is a fixture on the wharves. Operating out of an unassuming storefront facing the wharves, a visitor wouldn’t know this group employs every sweating stevedore unloading the ships on the wharves. The truth is, anyone who wants work on the wharves must join the Guild. Those who don’t and think they can get away with not paying their dues face a cordial but firm welcoming committee who clarifies the need for joining the brotherhood. Woe to those who refuse. A person has one chance to join. If they don’t, they’re beaten— and if they still refuse, they disappear. Those fools who try to break the Guild with scabs, or try to cut Guild wages, are in for a full-scale strike—one that effectively shuts down the city. Thus, no one crosses this Guild. Usually, these bruisers are locals with a reason to stay on dry land—strong family ties, a surreptitious weak stomach, or just a desire to live a normal life. They’re big and burly, but while they blow off some steam now and again, they don’t raise the same kind of ruckus visiting sailors do. Freeport is their home, after all, not just a way station.

History
Among the movers and shakers of Freeport, there’s a lot of scorn directed at the Stevedores . The Captains’ Council and no few local merchants decry the Guild, claiming it is little more than a gang of thieves and extortionists, worse than the cutpurses haunting the rest of the the Harbor District. Despite the mutterings of the elite, the Stevedores are in fact one of the few honest organizations in town. This wasn’t always the case. For years, the Stevedores ’s Guild was a joke. The bosses lined their pockets with sweetheart deals that left the workers out in the cold. While these corrupt officials got rich, and ship captains paid starving wages to the workers to off-load their ships, the people of the the Harbor District suffered. So long as the Captains’ Council got their cut, they ignored the plight of the stevedores and Stevedores , allowing the exploitation and terrible conditions to persist. Everything changed about a decade ago. Poppy Bragg, a member of the Guild, emerged as a force of nature. Dissatisfied with his pay and disgusted by the corruption riddling the upper levels of the organization, he championed the cause of the worker and fought his way to the top. He built a Guild to be feared and respected. He met with merchants and ship owners and laid down the law, tearing up the old contracts and hammering out tough new ones. At the same time, he insisted his members pull their weight—he’d make sure everyone could eat, he was fond of saying, but he’d be damned if he’d let anybody get fat.

Description
The Stevedores ’s Guild has a small office that fronts the wharves. Plain and serviceable, the offices are merely functional. Bragg refuses to let Guild funds go toward beautifying the place, and so long as the organization sustains itself, he’s content. The building is two stories, with a meeting hall on the main floor, along with an office and a records room where the Guild keeps its contracts and funds in a thick iron vault. A staircase leads upstairs to more storage rooms and offices. The only thing that separates this building from those around it is a white flag hanging out front bearing a red silhouette of a muscular man pulling on a rope.

Prominent NPCs

Poppy Bragg: For thirty years, Poppy Brag worked on the wharves, unloading cargo and living the life—and reaping the benefits of its generally corrupt, complacent Guild. The leaders signed deals that looked good on the surface but short-changed their workers in the long haul, leaving them without pensions or other provisions for old age. Bragg, like everybody else, knew deep down things couldn’t last, but who wanted to go up against entrenched leaders? Life’s too short to make waves. Then Bragg met Emaya Passos, a sailor’s daughter and a bit of a militant. She was just as tough and plain spoken as any of the dockworkers Bragg had known, and she had seen a lot in her time. Freeport was an embarrassment, she believed; the upper classes were decadent, and that base behavior had wormed its way down to the wharves. She was the moral compass Bragg had been waiting for his whole life. They married, and within five years, he’d fought his way to the top of the Guild. Through sheer force of will, and the occasional judicious use of force, he built a network of allies and gave the dead wood their walking papers.
Poppy may be in his mid-fifties, but he doesn’t look it. He’s short, stocky, and made of solid muscle. His hands are calloused and skin weathered. His dark eyes are quick and alert, and when angry, he has the look of a fanatic. He wears a thick sweater, breeches, and woolen cap. He always has a cudgel on hand to make sure people understand him properly.

Mother Passos: The daughter of a hardened sailor, Emaya Passos is a tough, no-nonsense woman who wastes no time on frivolities. She’s as invested in the Guild as her husband, and she makes just as many speeches and is more than capable of knocking a few heads around if necessary. She can’t stand corruption and has little use for the pampered nobility in the Old City and Merchant District, seeing them as Freeport’s problem, not its solution. The Stevedores have taken to calling her Mother, since she’s always watching out for them. Emaya looks a great deal like her husband. She’s short and stocky with broad, ruddy features. She has long brown hair, but she keeps it pulled back, tight on her scalp. She favors the breeches and sweaters of the workers, which the delicate ladies find scandalous.

H2. Seaside Market: The Harbor District is home to countless small shops and pubs, all catering to the varied tastes and interests of those who brave the seas to reach Freeport. Consequently, only the Seaside Market comes close to reflecting the cosmopolitan nature of the Harbor District. This thriving corridor is the true crucible of the Harbor District, for here is where most merchants sell their wares and most travelers make purchases. Goods from all over the world change hands beneath the tents and out of the backs of carts. Exotic fruits, grains, livestock, and other perishables can be found here, but this place also holds great treasures for those with the coin to spend. One vendor may deal in (occasionally authentic) priceless relics brought forth from the ancient desert tombs of Shorafa, while another may peddle silks brought from far-flung Yamada. Weapons, armor, curiosities, and treasures are all for sale. Of course, there’s no shortage of cutpurses and thieves who’ll get their coin through less honest means, but this is a busy and important part of Freeport, forming the very spine of the city’s economy.

History
locals never planned for the Seaside Market; it just appeared. It’s been in the city for as long as anyone can remember and for good reason. The Seaside Market stands on the main thoroughfare from the Harbor District to the Old City. It didn’t take Freeport’s merchants and peddlers long to figure out that they would move more of their goods if they went to their customers rather than the other way around. Thus, what started as a few ambitious vendors quickly exploded into the incredible, dynamic market that stands here today. But the Seaside Market is not just for native merchants. Visiting dealers grew wise to the strategic value of the place, so people man stalls and carts, selling goods newly brought in from all over the world.

Description
Beginning just north of the two northernmost piers in the the Harbor District, the Seaside Market runs across the district, all the way up to the walls of the Old City. It is a large, vibrant, open- air bazaar where shoppers can find almost anything they might want—for a price. The entire area is crammed full of tents, tables, and stalls, all filled to overflowing with all sorts of merchandise ranging from fresh fish and imported vegetables to live cattle to books to weaponry of all kinds. Goods of a magical nature can be found here as well, and spellcasters come from all over the city to acquire weird ingredients for their sorcerous pursuits. Wherever there’s such a large amount of unbridled commerce, there are also thieves and con men of all stripes. The Seaside Market is not the safest place in the city, even in broad daylight, and the Watch is notorious for ignoring anything short of an outright brawl in the narrow aisles between the merchants. Even with the risk of theft, people come here in droves. The prices are generally much cheaper than elsewhere in the city, so many people make regular pilgrimages down to the Seaside Market for necessities.

Prominent NPCs

Brunnor \: Brunnor is a dwarf who runs a small business selling a broad selection of potions, elixirs, unguents, incenses, and more. Everything from virility concoctions to love potions to more magical substances can be had for the right price. Brunnor claims to brew all his own wares, but in truth, he has two sorcerers working off their debt of passage in the basement of his home a few blocks over. He’s probably the biggest mage smuggler in the region, bringing renegades and exiles (especially sorcerers fleeing the Order of Illumination) from elsewhere to Freeport in exchange for a year of service, brewing alchemical substances and magical potions. A stout dwarf, Brunnor stands just under five feet tall and weighs approximately two hundred and fifty pounds. He has black hair that he wears in long braids, his beard is full and black, and he has an onyx stone inserted in the socket of his missing left eye.

Halkos Tremiir: (male halfling) A skilled Adept who serves those too poor to afford the clerics in the Temple District, Halkos puts on a friendly face to his customers, and enjoys his work, eavesdropping and gossiping about other people’s business. He keeps his head shaved to the scalp, has long, pierced ears, and has a pale complexion. While working, he wears a long, white coat over the top of a mail shirt to ensure he’s protected from any disgruntled clients.

Jaminy Swift: A notorious thief and scamp, Jaminy Swift is an adolescent that roves the Seaside Market. He’s in charge of a gang of urchins who share his talents for larceny. A former stowaway who happened to land in Freeport, Jaminy has survived by his wits, speed, and cherubic looks. A few fishwives have tried to reform the boy, but all attempts have ended in disaster. Despite their failures, Jaminy is well liked in the market, and most folks pay him a few coins each week to keep him and his thieves away from their merchandise. Jaminy controls a gang of two dozen orphans ranging in age from six to thirteen. He’s the undisputed leader, and none of the children would dare cross him. The group lives with a pack of aggressive dogs in an abandoned warehouse, buried beneath a jumble of buildings in the the Harbor District. Jaminy has red hair and freckles, stands five feet tall, and weighs eighty pounds. He wears a fine white shirt, snug breeches, and a pair of soft leather shoes he stole from a disagreeable halfling last year.

Nev Talathien: (Male half-elf) Owner of Nev’s Leather, Nev talathien is a veteran elven mercenary who settled in Freeport after spending a life as a sell-sword. Remembering the city fondly from his infrequent visits in the past, he decided to try his luck at an honest life. Nev opened a leatherworker’s business in the Seaside Market and found Freeport was as good a home as any and retired here. Still, Nev sometimes goes away for a few weeks, only to return with a fresh new batch of scars. Nev resents his elvish ancestry and is cool, bordering on rude to elven customers. Nev has bright green eyes and refined features hinting at his heritage.

Pious Pete: Another famous character of the Seaside Market is Pious Pete. This scruffy old salt claims to have once been a priest who had to flee the Mark after a misunderstanding. Rather than draw undue attention by establishing a new order to his mysterious god, Pete gave up the cloth in favor of a life of drinking. He had a great time, but he ran out of money quickly. He set out to find something easy to do, having no love for honest labor. Since walking was about the extent of his effort, he learned a lot about the city. In the space of a year, he had learned the names of most streets and alleys, figuring out short cuts and routes to avoid. Then it struck him. People got lost in Freeport all the time, and he knew the city. Why not get paid for leading folks around? And so, Piou sPete became a guide. Pious Pete doesn’t look like much. He’s grizzled with a white beard stained yellow around the mouth, a red face, and a bald head. He smells a bit like sour milk and old vomit. He’s rarely far from a bottle. He’s a bit obsessed with bottles. When he finishes a drink, he ties a string around the neck and hangs it from his shirt, the bottles clinking together as he walks. When deep in his cups, he sometimes speaks in a strange language and makes odd gestures as if performing some religious ritual.

Aloum Batar: A monk from an unknown foreign land, Aloum wanders the the Harbor District attempting to protect those who need it. He grew up learning the martial arts traditions of his family, but decided that he needed to travel abroad to complete his education. His training emphasized the responsibility to protect people from those who would oppress them, and he eagerly embraced this requirement. Unfortunately, the the Harbor District contain rather more criminals than anything he had anticipated, and so he has had to spend more of his time running and eluding pursuit than planned. Still, he is determined to live up to his training.

H3. the Black Gull: (TAVERN) The Harbor District are full of taverns and pubs, but given their rough clientele, most honest folk look a bit further into the city for a drink and a meal. The Harbor District is no place for the mild, and nowhere is this truer than the Black Gull. Squeezed between two warehouses in the eastern part of the Harbor District near the border to Slums District, The Black Gull is a dangerous place that caters to the nastier sorts that visit the city.

History
The Black Gull is a fixture in Freeport. It takes its name from a huge raven that flew in the door when the bar first opened and refused to leave. The owner, Dill Mackey, started feeding the bird. One night, a sailor who was three sheets to the wind looked up and said, “That’s the blackest gull I’ve ever seen.” Within days, Mackey renamed the bar and replaced the sign out front with a painting of his favorite pet. Of course, that was years ago, and the sign now shows some wear, but the bird is still there. When it’s not perched on Mackey’s broad shoulder, the raven rests in a wrought-iron cage up behind the bar, relatively safe from the raucous crowd.

Description
The Black Gull is a narrow building with only two walls of its own. The sides are formed by the brick warehouses that rise to either side. Mackey built the back and the front when he claimed the place. The interior is dirty and the floor covered in suspicious stains. A bar runs along one side with wooden stools in front for patrons, and some benches and tables line the opposite side. A few other tables fill up the empty spaces, placed just far enough apart to squeeze between them. The décor is decidedly Spartan; only a mariner’s wheel hangs from the ceiling along with a few nets and other junk. Fights happen like clockwork in the Black Gull. Mackey tolerates them mostly, but whenever anyone comes over the bar or threatens him or any of his staff (which includes three waitresses and a busboy) he lets loose his bouncer, Buster, on them. The Black Gull has prices that range from reasonable to downright cheap; about half normal. The quality of the booze is rather low but priced right for the thirsty. Mackey doesn’t serve any food in the place—”Gets in the way of the ale,” he complains—but people are welcome to bring it in from elsewhere. They’d better have enough to share, though. A lack of such manners has sparked more than one fight in the place.

Prominent NPCs

Mackey: (male human) Mackey is a rough-looking man, who is obviously a former sailor. He was born on a ship, and never left the sea until he became too old to pull his weight. He decided to put what little he had saved to good use, and bought a run-down old bar in Freeport, as he had always enjoyed his rare previous visits to the city. Mackey is in his mid-fifties. He has gray hair and a drooping moustache. The left side of his face is a mass of scar tissue—an injury he is reluctant to talk about in any real detail. He wears simple clothes infested with lice.
Buster: If Mackey has a true friend in the world, it’s Buster. A hulking half-orc brute, he hovers at the edges of the bar, hefting a thick club with nails driven through the business end. Buster doesn’t believe in warnings—that’s Mackey’s department. Buster is just here to bust heads. If trouble breaks out, Buster is the first in and the last out, leaving behind a heap of broken men. Buster is tall and muscled. He has an olive complexion, and his flesh is covered in thick wiry black hair, making him look a lot like a green gorilla. He wears a vest and breeches. He doesn’t believe in shoes—his human mother beat him with a boot when he was a child.

M.F.: The Black Gull attracts the very worst the the Harbor District has to offer, and a few dangerous men choose this watering hole over most others, including the Rusty Anchor. One tough bastard in particular bears mention. He goes by MF, but no one knows what the initials stand for. MF spends three nights a week here, sitting alone and sipping the cheapest swill available. He carved his initials into his chest a couple of years ago and dares anyone to comment on them. MF is the only regular patron Buster won’t challenge.

Lariya Syrtis: A tall, graceful half-elven woman in her late twenties with dark, wavy hair and smooth, olive skin well tanned by the sun. She invariably wears expensive yet practical-looking clothing, frequently including calf-high leather boots, a black swordsman's shirt with a gold silk sash and archer's bracers. She is almost never seen without her bow, and usually has a fine guitar with her when visiting the local taverns. She is the daughter of Arel Syrtis, a famed elf sailor and adventurer, who rescued her mother after the small island she lived on was raided by pirates. She eventually grew up and took her place by her father's side on the Sunrunner, his sleek elf-built ship. She aspires to take his role as captain if, as will surely happen soon enough, his wanderlust takes him to a different, more land-bound career.

H4. The Rusty Anchor: (TAVERN) The Rusty Anchor is a freestanding warehouse converted into a tavern and inn by well-known ex-pirate named Karl Wine. Situated near the Merchant District, many well-to-do locals would gladly tear down this eyesore.

History
The Rusty Anchor was once a warehouse, and it shows. Karl Wine, a one-handed ex-pirate, won the crumbling building in a game of cards from some fool years ago. Wine took one look at the place and realized he had no idea what to do with it. Since the only things he knew were drinking, fighting, and wenching, and since the place wasn’t a boat, he decided to set up a tavern instead, naming the dive after his much-neglected prosthesis. Running a tavern out of a warehouse wasn’t altogether clever; the place was far too big, being one huge room. Wine spent a couple of months thinking and drinking, slowly working out how he could make it work. One morning, after a particularly lewd evening of debauchery, he woke up on his back. He shoved the prostitute off his belly and realized the ceiling was easily forty feet overhead. He had an idea. He’d split the place horizontally with a new, lower ceiling for the main room, with plenty of space above for the bunkrooms. Construction began, and a year later, the Rusty Hook opened for business.

Description
Although Wine had a good idea, he was never one to consider his plans—the main floor is still quite large. A shoddy wall runs across the middle, separating the common room from the kitchens in the back. Surprisingly, the food isn’t bad. The seafood is always fresh, if not a bit overcooked. Wine actually has a flair for cooking, but any attempts to bring the quality above its meager standard would be wasted on his rough-and-tumble clientele. A ladder leads up to the second floor, which is cordoned off into a dozen or so rooms with leaning walls held up by hastily erected supports. Wine claims one of the rooms as his own, and it has a door that leads to another room occupied by his barmaids—all of whom were women of ill repute before getting honest work at the Hook. He rents the other dozen rooms by the month, week, day, or even hour. These are deplorable places, equipped with a foul cot and little else. Wine keeps one large room upstairs for the unconscious drunks, the bouncers depositing them to sleep off their benders—once their purses have been lightened to cover the cost of floor space.

Prominent NPCs

Karl Wine: Karl Wine (male human) is a gambler. He has a hard time saying no to any game of chance. But having uncommonly good luck, few people engage him in cards anymore. He has a foul mouth, wandering eye, and a friendly manner. He knows a lot of the folks in the the Harbor District, as well as his way around the city. People who need to get out of town discreetly go to Wine for help. Karl’s about forty years old, but he’s not certain of his exact age. He takes his name from his flushed appearance and excitable manner. His once-fit body has gone to fat, which he does his best to hide beneath baggy clothing. Despite his growing girth, he’s never without a lady on his knee—he pays enough for her to endure his sweaty advances.
H5. Shipwrights’ Guildhall Some thirty years ago, a selected Freeport as their new home. It was a glorious event, celebrated with much fanfare and ebullient spectacles, all of which left their mark on the imagination of Freeport’s citizens. With pride, Freeport accepted the wizards, believing they were somehow safer, somehow protected by the sheltering hands of these learned men and women.

History
locals remember the founding of the Wizards’ Guild vividly. Pyrotechnics filled the sky, immaculately clad djinn flew through the streets waving shimmering banners, and dozens of waterspouts exploded in the harbor in tribute to the power of wizardry. Stories of its marvels are still recounted in taverns across Freeport. The guild has a great degree of latitude, enjoying far more freedom than other citizens do. To ensure the continuation of their agreeable relationship, the guild provides its services to the city’s government for free or at a drastically reduced price. For instance, the wooden Warehouse that houses the Office of Public Records in the Warehouse District is filled to the rafters with piles of extremely flammable paper. The guild maintains a series of wards to suppress fire and prevent it from going up like a tinderbox if someone were to drop a torch. Additionally, the guild has agreed to participate fully in any defense of the city from outside invaders. So long as the guild is willing to assist the city in its public, and sometime not-so-public, needs, the wizards are free to do as they please.

Description
The Wizards’ Guild is a large, marble building that stands in the center of the Old City, towering over the Street of Dreams. Its spotless marble walls encircle the compound, pierced once by a pair of two large bronze doors. Flashing arcane glyphs shine forth from the surface, reminding all that approach of the power contained within, as well as serving as the only warning the wizards are willing to give to thieves. Just inside is a public area—the only one in fact. It is an airy atrium with a high ceiling fitted with skylights. Mute guards, whom few believe are human, prevent access to the recesses of the building and bar the way of any who dare to enter without the express approval of a guild member. Not even the Sea Lord can enter without the permission of Tarmon or Thorgrim, the guild’s Lord Defender. The chambers so zealously guarded are mostly laboratories and apartments for guild members and apprentices. The real treasure, however, is its arcane library. Whispers of strange pocket worlds and doorways that lead to far-flung lands occasionally filter out of the place, but Tarmon assures any who query these “extra-dimensional” spaces merely serve to contain the guild’s most treasured possessions.

Prominent NPCs

Tarmon: Tarmon is the founder and High Wizard of Freeport’s Wizards’ Guild. He’s also a member of the Captains’ Council, making him the first wizard to ever serve in this role. He has enormous magical power and that has helped him build up political power as well. The High Wizard is easily one of the most influential men in Freeport.
Many of Freeport’s success stories revolved around immigrants who came to the city and made good. Tarmon was born in Freeport and the city is in his blood. He never knew who his father was and his mother died of a pox when he was but five years old. Left to make his own way on the streets, the young orphan did what was necessary to survive. He was aided by great mental acuity and a knack for figuring things out. By watching carnival spellcasters, he was able to figure out how to start small fires. This brought him to the attention of Tibalt Ten-Fingers, a wizard from the Continent. Tibalt took the boy as an apprentice and trained him the art of magic. Tibalt was not a kindly master. He worked his apprentices hard and treated them worse than slaves. He drills were effective, though, and Tarmon blossomed into a gifted young wizard. He left Tibalt as soon as he could and traveled extensively on the Continent and beyond. When he finally returned to the city of his birth, he was worldly and experienced. During the reign of Milton Drac, Tarmon tried to stay out of politics. He was an advisor to the Captains’ Council but he did not take sides in its machinations. When the truth of Drac’s madness was revealed, Tarmon realized he had made a mistake. The city had come perilously close to utter ruination and he had done nothing. So it was, with Liam Blackhammer’s help, he put himself forward to become a member of the Captains’ Council.

Tarmon is tall with brown hair and eyes. He favors long flowing red robes bound by a golden belt. He walks with the aid of a gnarled, old, wooded staff, but this is largely for show. His magic keeps him vigorous despite his advanced age but he feigns a bit of frailty to more easily manipulate those around him. Very few people really know Tarmon. He appears to be a kindly and knowledgeable old wizard. His magic has aided the city greatly in the past, such as during the Great Green Fire, so locals tend to think well of him.

Thorgrim: Thorgrim is responsible for the security of the Guild. He is a tall, powerfully built man with a thick mane of flaming red hair, usually seen with his greatsword strapped to his back. He does not say much, but is capable of powerful fits of anger if he feels his fellow wizards are under threat

H6. Freeport Orphanage One of the unfortunate truths of seaport life is that sailors go off and sometimes don’t return. Often, they leave a family behind: a wife working in one of Freeport’s shops or inns and a handful of children dozing through school until they can follow their father onto the water. Fortunately, the Star of the Sea is there to help.

History
Like many widows in Freeport, when Meridian Clozet’s husband vanished at sea, she faced the grim reality of trying to raise her three children while working to put food on the table. She had few skills and little luck, so she turned to the Captains’ Council for help. She pestered them with regular petitions and candlelight vigils until the council finally assented. She then secured contributions from noted merchants, ship owners, and even the occasional softhearted pirate. With the funds gained, she opened her home to widows and orphans, rescuing the destitute from Slums District and offering them a new life as part of her new organization. Within a few years, the Star of the Sea had outgrown her home, forcing Lady Meridian to move to a larger space. She received much funding from the temples of Shua, Atanavar, and Ethenghar; as well as from the city council and many local nobles. The money was well-spent, and the new orphanage was built on property donated in the Harbor District.

Description
this impressive building stands tall over the warehouses surrounding it. A massive and well built building; Meridian had the place constructed when it was clear her own home would no longer serve. Sporting forty bedrooms, two kitchens, a great dining hall, and innumerable passages and smaller rooms, it is a sprawling place.

Prominent NPCs

Lady Meridian: Meridian is now in her late fifties, and years of care and concern for her followers have taken their toll. She is tired—and it shows—but the fires of her passion burn hot in her eyes and in her impassioned speeches. She wears the somber garb that defines those under her protection, and she cuts a distinctive figure, draped in black with a pile of shocking white hair on her head.

H7. the Arena: The Arena is a stone-lined fighting ring situated just off the southeast end of Port Square. Every Friday night, just as the merchants in the Seaside Market are securing their goods and packing up their tents for the night, the Arena plays host to some of the most brutal conflicts ever seen outside of a dungeon or battlefield. The crowds come from all over the city to watch the fights and place bets on the contestants

History
There are fighting pits all over the city, in darkened alleys in Drac’s End to abandoned basements in Slums District, as well as the bloody fighting arenas in Bloodsalt, but none hold a candle to the success and appalling violence found in the Arena. Sure, other venues have their share of death and maiming, but the Arena makes a spectacle out of these contests, drawing people of every class and station.

Dahn Rey opened for business during the days of the last Sea Lord, Marquetta. A veteran gladiator, he brought a sense of style to pit fighting, recruiting some of the best warriors the city had to offer and promoting the fights. Rey has enjoyed incredible success in this venture, and the blood of countless champions over the decades stains the stones that form the ring.
Up until a few years ago, the fights in the Arena were often fixed, with each side negotiating which fighter would take the fall. There were plenty of tricks that could make a fighter take a dive, including poison, disease, blackmail, or simple threats. Unfortunately, this trend attracted the attention of some of Freeport’s gangs, and it wasn’t long before the Arena became a battlefield for rival groups. After one night of violence killed a dozen spectators, Rey reined in the corruption and now tries to run an honest business, though he’s been known to fix the outcomes from time to time—the promise of gold is often too much for Rey to resist.

Description
The ring is a circular platform made of stones stacked and mortared about three feet high. It has been repaired several times over the years, but it is essentially unchanged for over a century. Spectators stand packed tightly around the ring, looking up at the battlers. Those sitting too close are spattered with blood, and there are plenty of tales of people being crushed by contestants flung from the ring. Rey had a set of boxed seats affixed to the walls of nearby buildings to give those with enough pull or gold an opportunity to see the fights from an unobstructed and generally safe vantage point.

Most fights are bare-knuckled boxing matches, though the Ring does offer at least one sword or knife fight each week. Nothing brings in the crowds like the sight of blood, and it flows freely in the ring during such matches. It’s not uncommon to see a loser or two at death’s door in the course of an evening. While there are few rules for the fights, the ones that are in place are strictly enforced. These are honest fights, so there’s to be no magic of any kind. The One Ring has been permanently enchanted with a spell that causes any magic items brought into the ring to glow brightly, as will any contestants who are under the effect of a spell or cast a spell during the fight. If anyone or anything in the ring glows at any time, the fight is suspended and the perpetrator grabbed and summarily tossed into the harbor.

Rey makes his money by charging for the good seats and by booking bets before every fight. Besides the regular Friday night fights, he also hosts special events on many holidays, including Swagfest, Raidfest, and even Captain’s Day. The Sea Lords have generally been fans of the fights, attending often. Even those who have not cared much for the fights have acknowledged their usefulness in keeping Freeport’s populace from attacking one another in the alleys instead.

Prominent NPCs

Thorgrim: A crusty old dwarf with a famously long beard, Thorgrim came to Freeport almost a century ago. As a veteran gladiator, fighting was all he knew. Freeport certainly had smaller arenas for such contests, but none of them had the prestige of the fighting pits from his homeland. Dahn erected a platform in the Harbor District to cater to pirates and sailors, and he was surprised when after a few years of business, people came from other districts to watch his spectacle. Rey may be gruff and unpleasant, but he knows what to say to generate excitement and to pull in spectators and contestants. Rey also owns the Bilge Rat inn located across the street.

Ragnar: The current champion of the ring is Ragnar, a berserker from beyond the Ice Wall who came to Freeport in search of his beloved Alfhild. The warrior-maiden Alfhild captains a longship that occasionally haunts the waters around Freeport but heads out to sea for months at a time. It was inevitable that Ragnar would eventually wind up in Freeport. When he did, he learned his wife-to-be had come to the city several times over the last few years but rarely stayed for long. Ragnar sent his crew home to the frozen wastes, and he decided to wait for his beloved. While he waits, Ragnar tests his skill in the One Ring. To his surprise and pleasure, he’s found few who can match his ferocity and is thus far undefeated after a dozen contests.
Ragnar is big, standing nearly seven feet tall and just under three hundred pounds of muscle. He has long, braided, blonde hair and a thick beard. When he fights, he strips naked, much to the delight of the gathered noblewomen. His muscled body is crisscrossed with scars of old injuries, giving him a wild and dangerous look. He’s killed at least three men so far, and few warriors are willing to fight him.

Jonas Virden: Dahn Rey is no fool. While he knows the blood brings in the audience, his house fighters are too valuable to end up in pieces scattered over the arena. As a result, he has a standing deal with the Temple of Kiril to give them a cut of his earnings to have a priest, Jonas Virden, tend to the casualties. Something of an amateur fighter, Jonas would probably come to the One Ring even if not paid. His job is to tend to the grievously injured, and if possible, bring them back from the brink of death. He tends other injuries but charges for them. Those who pay regular tribute at his temple get the same treatment for half the normal price. Those who can’t or won’t pay are reduced to their previously injured state; Jonas doesn’t suffer crooks lightly.

H8. the Broken Mug (INN) The Broken Mug Inn is an eyesore—a festering wound sagging at the end of a rickety pier at the outer edge of Slums District. Taking its name from the most common sort of weapon found in the place—a broken mug—it has a nasty reputation as a dive and watering hole for the poor and destitute. Few people brave the approach to the run-down inn, and fewer stay there for long, preferring the finer establishments further inside the the Harbor District.

History
Darla Grigsson, a former prostitute from Sasserine, came to Freeport with a few coppers in her pocket, a pretty face, and a sour attitude. She tried her hand as a prostitute but found she no longer had the stomach for it. Searching for a way out of her seedy trade, she spent most of her evenings swilling ale and plying her “wares” at the Broken Mug inn. Horace, the previous owner was a lecherous fellow with a taste for violence toward women. He took a liking to Darla and offered to make her his partner in exchange for warming his sheets. Sensing an opportunity, Darla agreed, and on the first night of their “romance,” he beat her quite badly. After he fell asleep, she strangled Horace and dumped his body into the harbor through a trap door in the main room. The Broken Mug has been hers ever since.

Description
The Broken Mug Inn looks like it was vomited out of Slums District into the sea only to catch on the end of a rotting pier to which no captain in his right mind would tie his ship. It leans treacherously over the edge of the water, and in certain places, swirling dark waters can be seen through holes in the floor. The interior is particularly noisome. Three-legged tables, unstable stools, and an old bar across the back are all the seating available, and most nights, patrons just stand around, leaning against the walls while they mutter and grumble about their misfortunes. There are only a dozen rooms to let on the second floor of the Broken Mug. These rooms are cheap and rat infested, but they have a wonderful view of the harbor. However, once the workday begins in the predawn hours, the noise can be awful. Food is served here as well. It’s actually good, and it’s not unusual to see the upper crust occasionally dining here, during the day of course. Darla is tough enough to bounce unruly patrons herself. If anyone really annoys Gringsson, whether by hurting her or any of her staff, she has a rather unique punishment for them: dunking. The offender is bound hand and foot with the help of all those present and then placed upon a hinged platform to the south side of the main room. A rope secures the offender to a large ring set in the floor, and when the stays are kicked out, the trapdoor drops open, and the offender plunges into the murky depths. Most folks are hauled out spluttering within seconds.

Prominent NPCs

Darla Grigson: Although the Broken Mug is nothing to look at, Darla is proud of her business and cherishes the friendships she’s gained from the locals who frequent her place. She’s pleasant and pretty, but no-nonsense. She doesn’t judge the people who sit at her bar. She’s not a good listener, though, and tends to leave people in mid-conversation to see to something else. Darla has chestnut brown hair, bright blue eyes and a pleasant smile, though she’s missing a few of her teeth, thank to her many brawls. She wears a mail apron when tending the bar having taken a knife in the gut from an enraged drunk a few years back.

Captain Morgan Baumann: Morgan Baumann is one of the many pirates that breathe a sigh of relief now Freeport has returned to a more comfortable mix of corruption and villainy. Sure, there’s a veneer of respectability, but more and more, the pirate city of old has begun to reassert itself, which is just fine for Captain Baumann.
The reason is simple: Morgan has a history of bucking tradition. She never abided by the rules, and did her best to circumvent them whenever possible. She was the only daughter of the captain of the Headsman’s Axe, a mean ship with a meaner crew. Her father detested what he saw as a weak girl, useful only for breeding, so he dismissed her out of hand. Refusing to be passed over, she infiltrated the crew of her father’s ship, ingratiated herself with them. When she returned to Freeport, she murdered her father and claimed the ship, renaming it Kraken’s Claw. For the next few years, she was a constant and annoying problem for a city trying to improve its image. Morgan had no use for the laws and rules of the city, following the pirate’s code of old. Any ship that sailed around Skull Island was fair game, and she gained a ruthless reputation for killing everyone on board the ships she attacked.
Captain Baumann doesn’t live in the city; she has far too many enemies, but they are frequent visitors. When not at sea, Morgan, her elven first mate and lover Shanta Froese, and her crew can be found swilling ale in this dive.

Gregor Grundi: A solidly built, clean-shaven dwarf perpetually kitted out with worn and dented armor and shield. Grundi is a guide with considerable experience traveling and adventuring in the dangerous lands beyond the Ice Wall. He is always available for those who wish to journey there, and has also served on missions into the forests and mountains of Amador and the Mark. He says little, and almost never starts a conversation. Despite that, people still hear enough of his reputation to hire him (though rumor holds that few ever return..).
H9. The Grey Ghost (TAVERN) The Grey Ghost is something of a curiosity for the Harbor District. There are plenty of places in this district to get a meal, but few of them offer anything that could come close to fine. However, there is one exception: the Grey Ghost. This restaurant owes its success to the culinary expertise of Dryden;, a former adventurer who abandoned his trade in favor of experimenting with wondrous dishes in the kitchens of his burgeoning restaurant.

History

Years ago, Dryden settled in Freeport to seek a life of adventure. While not exceptionally talented in this pursuit, Freeport’s promise of easy riches drew him like a moth to a flame. He was quickly disappointed when he arrived. The open chests brimming with gold were nowhere to be found, the locals were smelly and crude, and there wasn’t a decent place to get a meal anywhere within walking distance of the the Harbor District. While looking for work, he noticed an abandoned warehouse lying in an area that should have been prime real estate. He set aside his ambitions for adventure and used the last of his dwindling fortune to open the best restaurant in Freeport. Unfortunately, he had no idea what he was doing. He had no practical cooking skills and knew next to nothing about running a restaurant. But he focused his creativity and halfling pluck and persevered. He spent most of his energy on perfecting seafood, and through practice and experimentation, his talents increased, allowing the Grey Ghost to gain an excellent reputation. When it first opened, it did poor business, but as Dryden’s mastery of cooking emerged, so too did the Fin’s reputation. Most folks preferred to keep the place a secret, rather than filling it with those who couldn’t appreciate the delicate fare and complex flavorings Dryden uses. Word of mouth inevitably spread, and now the Grey Ghost is one of Freeport’s most popular restaurants. In fact, they are so busy on most nights you must have a reservation.

Description
The Grey Ghost stands on the corner of the Harbor District, adjacent to both the Warehouse and Merchant districts. The layout of the Grey Ghost is rather sparse, as the focus is more on the food than the atmosphere. A single door opens into the main room, which seats about a hundred. The bar is in the rear of the room, directly adjacent to the kitchen entrance. Most times, Gringa, the bartender and bouncer, can be found here, ponderously mixing drinks in glasses that are almost completely engulfed by her hands. Patrons who aren’t half-orcs find her concoctions a bit strong. Lighting is provided by candelabras dangling from the ceiling and torches hung at varying intervals along the walls. There are a few stabs at a nautical theme, namely some paintings and the occasional stuffed sea creature, but for the most part, the place simply settles for clean and neat. Aside from the general excellence of the food, the sheer variety of available dishes makes the place that much more intriguing. A typical evening will have such delights as soft-shelled crab kebabs, shark sandwiches, kraken steaks, and the occasional appearance of the fabled “Sea God’s Delight,” which is the rather large tail of some sea creature smothered in a tangy whisky sauce. Specials change nightly.
One item that is never on the menu, however, is fighting. Gringa strictly enforces this policy. Patrons are requested to deposit their weapons at the door, and at the first hint of unrest, Gringa calmly makes her way to the boisterous party and slowly raises them up to the ceiling. This is usually all that is required to keep the peace, but Gringa is not above retrieving her axe from above the bar. Since Dryden still has a lot of room in the cavernous building, he dabbles with running an inn. Upstairs, there are a dozen modest rooms for rent, though each is rather plain and bare. Dryden and Gringa, as well as a few members of the staff, have rooms here, but their abodes are equally drab.

Prominent NPCs

Dryden: (male halfling) has come a long way from his days as a fresh-faced adventurer. He can’t imagine living any other life than tending his kitchen and producing dishes to please and astound his guests. Over the last few years, Dryden has put on weight, but his obesity doesn’t slow him down. He still zips around the kitchen, barking orders to his assistants and whipping up a new batch of delights each evening. Short and fat, Dryden is a typical halfling. He has a pudgy face and easy smile. He has bright, inquisitive, green eyes, and he always perks up when food is the topic of discussion. He wears a smart white suit and apron and a silly hat on his head. Those hoping to catch a glimpse of Dryden will probably leave disappointed. He spends most of his time preparing the night’s delicacies in the kitchen. Only toward the end of the evening does he come out to mingle with his customers. It is up to the waiters to inform diners to pass chef compliments to Gringa, who acknowledges them with a single curt nod.

Gringa: (female half-orc) Gringa actually knows Dryden from his days of adventure seeking, and she enjoyed the halfling’s carefree personality so much she decided to join him in his restaurant venture. Gossip in the Harbor District suggests Gringa’s relationship with Simmerswell goes beyond simple business dealings, though no one but a suicidal fool would ever say as much in the half-orc’s presence. In spite of the rumors, neither of them has even remotely considered moving beyond the easy friendship they enjoy. Why mess with success? Gringa is large, and she wears her orc ancestry with pride and uses her fierce looks to ensure people don’t cause trouble in the place. She has deep green skin and black hair. Her yellow eyes have a jaundiced look, but she’s hale and healthy. She wears a black suit when working but keeps her old adventuring gear handy in case of trouble.

Demetrios: (male human) Demetrios is well known around Freeport. The common folk know him as a reliable friend and teller of tall tales, merchants know him as the man to see for help in avoiding tariffs, and everyone in the Harbor District knows him as a prodigious drinker and cheerful brawler. Demetrios is a great ugly bear of a man; even his muscles have muscles. His fearsome appearance is mitigated by bright green eyes, and by a wide smile that wreaths his lumpy face and reveals a snaggle of broken teeth. He stands 6'6" and has enough thick black hair covering his head and body to upholster three normal people. He is a man of simple tastes; his idea of a fun evening is to drink, to get into a brawl, drink some more with the guy he just fought, and finally go home with a willing woman.

H10. Ryback Shipbuilders

H11. The Dented Helm (TAVERN) The one thing the Harbor District aren’t short of is watering holes. To a casual drinker, one might pass by the Dented Helm without thinking twice, but for those with a taste for good brew, there’s no finer pub in the whole city. It’s not for the ambience—there’s none of that mind you—but rather for the beer.

History
The Dented Helm doesn’t have a fantastic tale or strange legend about it. Instead, it just opened for business one day. Garek, a fighter and master brewer, came to Freeport for no reason he’ll speak of, walked around a bit in the Harbor District, and picked an old warehouse to set up shop. Some even say he closed his eyes, spun in a circle, and chose the building he saw when he opened his eyes again. In any event, he strolled up to the building, kicked open the door, and started setting the place aright for his new pub. Naturally, the owner was not impressed and threatened to call the Guard. With a grunt, Garek tossed him a fat nugget of gold and told him to sod off.

Description
Since the building is a warehouse, the Dented Helm isn’t much to look at. The only way a person could tell it’s a tavern and brewery is by the yeasty smell coming from inside and by the dented helm nailed to the front door. The interior is just as bland as the exterior, featuring a few tables, a bar, and rows of hardwood casks.

Prominent NPCs

Garek: (male Dwarf) Garek is the most distinctive person here because he always wears an old battered helmet with a dent over his right temple. Even for a dwarf, he’s short and stocky and has a huge barrel chest and stubby legs. He wears his long, gray beard in braids that hang past his prodigious belly. He’s a friendly sort, always with a tale to tell, and he loves fabricating some new fantastic story about how he got the dent in his helm. Brewing ale, beer, and lager is everything to Garek, and he talks about little else. In fact, he calls each cask his “girl,” and when he makes his rounds, he sometimes leans over to give them a whisper or kiss to ensure the fermentation process goes properly. Garek has never had much use for laws or regulations, and he does pretty much what he wants. When he opened up for business, he threw a party that lasted three days straight and made drunkards of everyone within six blocks.
Quint: It’s a wonder Quint hasn’t wound up floating in the harbor. A swindler and two-bit crook, he drifts from tavern to tavern, cheating on cards, selling bottles of colored water to orcs, and generally ripping off anyone who even shows the slightest sign of believing his tripe. Of late, Quint has spent a fair bit of coin—none of which was honestly earned—renovating an old derelict ship in the harbor. A couple times a year, he sets sail, hitting distant ports and swindling the locals and then slipping off before anyone’s the wiser. Harcourt tried this once in Freeport, but the Watch cracked down on him before too many people lost their savings.

H12. The Crow’s Nest: (INN) The Crow’s Nest is a large, clean, and very well-known inn on the waterfront. Given that it sits within a few dozen yards of the headquarters of both the Freeport News and the Society of Lobstermen, the Lost Lass attracts a somewhat wealthier set of patrons than most of the inns found in the Harbor District, and so offers a somewhat better selection of food and drinks than the usual fare in the district.

History
The Crow’s Nest was founded some years ago by Adrienne Bouwmeister, a former member of the Black Arrow rangers from the center of the island. She ended up in Freeport after deciding that she wasn't comfortable living in the forest hunting ogres and worse, and ended up an innkeeper after trying several other occupations.
The warehouse originally built on this site burned down, and the Inn was built upon its foundations. Rumors long blamed the Lobstermen for arranging the fire, with people claiming that there was illicit activity going on there. This has, of course, never been confirmed, and site was sold to a prominent local merchant. This merchant eventually left the city after some commercial difficulties, and the inn fell into disrepair. Adrienne was able to acquire it cheaply, and set up her inn.

Description
The Crow’s Nest is unusually well built for an inn. The two story walls are solid stone, and the roof is made of thick wooden planks rather than the thatch or tiles more often found in the city. Adrienne has had a couple of the windows enlarged to let more light into the structure, but it still feels more like a fort than a typical tavern.

Prominent NPCs

Adrienne Bouwmeister: (female Half-Elf) Adrienne is a tall, relatively attractive woman who appears to have some elven blood. As she was once a member of the Black Arrows, she is quite capable of looking after herself, and this quality is not difficult to notice. She grew up in a small settlement in the foothills to the east of the city, and, like most inland dwellers, had a low opinion of the violent and uncultured city. After a few years patrolling the mountains and hearing travelers' tales of Freeport, she began to change her mind about it.
Upon her arrival, she joined the Watch, as she thought it would be similar to her previous employer. Her tracking skills were put to good use, but she soon found out how corrupt the organization could be. Disenchanted, she left in search of a new career. She ended up working for the Tarjay family (one of the most prominent families in the city) as a guard, a job she kept for a few years. After she had saved up enough money, she left and bought the building she has turned into the Lass.

Thalmir: A middle-aged man whose body clearly shows the effects of years of fine food and drink, Thalmir is always well-dressed, and often accompanied by a bodyguard or two. He has a kindly face, despite a calculating gleam in his eye, like a once-beloved uncle now trying to borrow money from you.
Some claim that half the world's wealth is tied up in inside tombs or dungeons, or being used as bedding for dragons. To some, this is a call to adventure or a reason to quest, For Thalmir, it is a business. He is known as the city's foremost authority on rumors of lost treasures and old tombs, and pirates or adventurers looking for employment frequently ask him for leads. He will supply them, as long as he is well paid in advance and also with five percent of the booty.

H13. The Lobster’s Claw: (INN) The Claw is a straightforward establishment. It sits right alongside the Longshoremen's Guild building, in the middle of the busiest part of the port. These two properties give the inn a lot of business, and it has become one of the most poular watering holes in the city, as well as a cheap clean place to stay.

History
There has been an inn on this site for as long as anyone can remember, as it is a prime location for one. The Claw was founded by a local merchant named Carrick, an innkeeper who left Rennsfar many years ago when his family ended up on the wrong side of one of the periodic religious purges there, and he has been quite a success.

Description
The Lobster’s Claw sits in a messy, irregular building. The right-hand side is a solid, three-story wooden structure that was built to be an inn, while the left side is only two stories and was originally an office. The steady growth in business eventually allowed the owner to buy out his neighbor and connect the two buildings to give him more space for customer seating. He then had the entire building painted bright red, so it sticks out along the waterfront. The furniture and menu are simple and cheap, as most customers are more interested in getting filled up (with food or beer) quickly than they are in quality. Also, fights are not unheard-of by any means, and so expensive furniture is not a good investment. The inn does have a small third-floor section where Carrick keeps a few better-appointed rooms and a higher-priced set of wines and spirits for those customers who are prepared to pay for better treatment.

Prominent NPCs

Carrick: (male human) the owner of the Claw. He is a competent innkeeper, who knows how to provide a good time for his customers without spending himself into difficulty. He and his family live in a reasonably comfortable extension on the back of the inn, but Carrick plans to move into the Eastern District as soon as he has saved enough money to do so.

Rinalla: A very pretty, and always friendly red-haired country girl, Rinalla has quickly become one of the most popular serving wenches in the Claw. More than one fight has been fought over her, but she tries her best to avoid getting involved whenever things get out of hand. She arrived in the city just a year ago, and found a job here after a few experiences with people who tried to take advantage of her apparent naivete. She has settled in comfortably, and has become quite an asset to the establishment.

Stefan: A grizzled old salt who lives on his Guild pension as a result of injuries sustained while unloading a ship some years ago, Stefan spends most of his time in the bar at the Claw spending his few coins as carefully as possible. He will complain to anyone who will listen (or just can't get away) about how uncaring Guild leadership left him with nothing after years of work, and he will cheerfully rant about his desire for revenge. The Guild representatives in the inn roll their eyes, and dismiss him as a bitter old curmudgeon. Many people believe that he is a spy for Mr Wednesday and the Family.

H14. The Twisted Pixie (INN) The Pixie is quite possibly the largest inn in the city, and certainly the largest in the Harbor District. The Pixie is strangely located in one of the least desirable sections of the district, tucked away amid several rundown warehouses and abandoned merchant's offices that now house an assortment of illegal drug and gambling dens. This well-known inn is well known for both its accommodation and its lively pub on the first floor. On any given night, the pub is brimming with travelers, sailors, merchants and adventures, getting drunk and flirting with the attractive serving wenches.

History
The Twisted Pixie was re-built only ten years ago. Its founder and owner, Aron Strathairn, came to Freeport from Sasserine. Seeing a unique opportunity, he sold all his holdings there and came to Freeport as it promised, at least by comparison, safety and security. He bought up a decrepit, abandoned building and built the new inn to match those in the more civilized cities he had left.

Description
The building is a lot newer than most in the Harbor District, and is a solid piece of old-fashioned architecture. It is a well-built four-story wood and stone structure, with clean rooms looked after by a professional staff. It is known as an excellent place to stay if you can afford it, as it maintains more of a security service than most similar establishments in the Harbor District.

Prominent NPCs

Aron Strathairn: (Male Human) Aron is a well-built, handsome man of obviously continental heritage. Rumors say He set up the inn using the money he brought with him as he fled a criminal past in Sasserine. He had considerable experience running similar establishments there, and so has developed a reputation as a skilled host.

H15. The Evening Star: (INN) This large ramshackle inn rents rooms at hourly, daily or monthly rates. For a copper or two, you can even rent a room for a few minutes. As suits its seedy reputation, the inn is located right off the waterfront, and its location, rather than its quality, keeps it in business.

History
There have long been rumors that this inn is both haunted and cursed. Its first owners were lost at sea during a storm, and both its second and third owners were murdered under strange circumstances. Who currently owns the inn is a widely speculated mystery. There is no record of any prominent citizen claiming ownership, and so the generally accepted theory is that it is owned by the spirits of the previous owners and is therefore haunted.

Description
The Evening Star is a dilapidated three-story wood and stone building that needs a thorough cleaning and considerable structural work. Interestingly, the building was, at one time, quite a grand structure. It appears to have been originally built as an office or residence by someone much richer than anyone who lives in the area now, but whoever that is long dead—given the ominous reputation of the Inn. No serious repair work has been attempted in what seems like generations, and the roof an shutters of the buildings are clearly in need of paint and repair. In many parts of the building interior, holes in the plaster walls can be seen.

Prominent NPCs

Erik the Black: (Male human) Erik is a large, ebony skinned Vilzari man with thick biceps and a scarred, shaven head. He has obviously lived a life of violence, one he does not seem inclined to talk about. He runs the Star, keeping it supplied with the cheapest possible beer and food that probably isn't fit for human consumption. He does not respond well to any attempt to criticize the supplies he offers, and will quickly throw such troublemakers out. Occasionally, he doesn't rough them up first. Erik strongly denies owning the inn himself, though nobody cares enough to dig into the subject enough to confirm that. He has never said anything to anyone about who actually owns the place, and those who value their teeth don’t ask too many questions.

Fergus: Fergus is one of the most ruthless pirates known anywhere. His reputation for brutal, sadistic cruelty has many to speculate that he has demonic blood. He is infamous for his occasional habit of setting captured sailors adrift in small boats which he then sets on fire. Alternately, he will order captured opponents to fight to the death, with the promise of freedom to the winner (a promise he has no intention of honoring). He slips quietly into the city on occasion to gather news and information, and this inn offers him the best combination of anonymity and proximity to the waterfront, in case he needs a quick escape. He seems to be the only person who gets along well with Erik the Black.

H16. The Bilge Rat (INN) Commonly known by locals as simply ‘the Rat’, The Bilge Rat is a little more than a flophouse. Its a cheap, rough inn located immediately north of the Arena. As might be expected from this, the inn draws a rough, sometimes violent crowd. Fights are not infrequent, and the furniture is correspondingly cheap and durable. The inn is noted for a broader selection of quality beers and spirits than might be expected.

History
The Bilge Rat has been around as long as the Arena. It began as a side room in the offices of Thorgrim (also the owner of the Arena), but he quickly recognized that he would need bigger premises to contain the crowds who sometimes attend his events. He therefore moved his offices to a safer location in the Eastern District, and set up an inn in the old building.

Description
The building the inn occupies was not originally designed as an inn, and still has more and smaller rooms than most similar establishments. Rey has done some rearranging, but progress has been slow. The inn does feature an unusually good selection of drinks, as Rey believes that quality beer makes his customers less likely to start fights.

Prominent NPCs

Simon Arrington: The fight correspondent for the Freeport Times, Simon is a young man who spends much of his free time in the Bilge Rat because so many fighters, arena staff and fans can be found there. He does his best to get to know as many different people as possible, and has a reputation for being willing to take a discreet bribe to ensure that a story is reported from a favorable angle.

Janis Hawthorne: Always cheerful and dressed in outfits embroidered with brightly colored pictures of fruit, Janis is perhaps the most prominent street vendor in the Harbor District. She sells a variety of fruits and other simple foods, carried through the streets by her donkey, named Jake. She is famed for her constant gossiping, and knows a surprising amount about many different activities that go on in darker corners of the district. Fortunately for her, other inhabitants of the the Harbor District tend to underestimate this cheerful, perpetually smiling elderly half-elf.

H17. Urion's Forge: Urion's Forge is a straightforward blacksmithy. It caters mostly to the sailors that pass through the city, offering a wide range of metal weapons, armor and tools. In addition to the steady business in naval supplies, the Forge is a popular source of weapons for the One Ring, as it has a reputation for reasonable quality and prices.

History
The Forge has been around for quite a while. It started as a small independent blacksmith operation, but Urion shrewdly realized that he could build a name for himself by supplying cheap weapons and armor to fighters in the One Ring, and paying winners to proclaim the quality of his products in their victory speeches. This gained him a reputation, and also enough money to buy a building of his own. The Forge now sells mostly to sailors, capitalizing on its prominent waterfront location.

Description
The Forge is a solid, mostly stone building. Urion has made a series of changes to what was originally a seedy dockside tavern, all designed to make it a better place for a blacksmith to work. He and his family live above the shop, in a building that is otherwise unremarkable

Prominent NPCs

Urion: (Male human) A grizzled old man, Urion has become a fixture on the Harbor District. He sells a range of standard weapons, tools and armor made by his apprentices, and will take custom orders from those prepared to pay for them. In his youth, Urion was an adventurer of sorts, and spent a fair amount of time fighting as a mercenary for Rennsfar. However, he abandoned that career after realizing the pointlessness of most of the wars he was fighting, and returned to Freeport to take up his father's trade as a blacksmith. His father had trained him well, and young Urion quickly built up a solid reputation.

H18. Orven’s Tannery Freeport is not noted as a center of industry; it prefers to import most significant products using the profits from its trading activities. Skilled craftsmen not directly connected to shipbuilding or ship repair are rare in the city. One exception is Orven Andressen, the owner of the Hidden Hide leatherworking emporium. He is known for his ability to fashion just about any hide into anything that a customer could desire.

History
Anderssen set up his tannery on the edge of Slums District just a few years ago. The land was cheap, as nobody much wanted to live near Slums District. As Freeport didn't have a properly skilled tanner able to make more than basic naval supplies out of imported cowhide, it didn't take too long for him to develop a customer base and start recruiting apprentices.

Description
The Hidden Hide is a spectacularly smelly and dirty building. Anderssen maintains a small office on the upwind side of the structure for negotiating with his clients, but that doesn't really help. The building is, after all, a working tannery, and it does not seriously try to hide the urine-filled pits used to process the leather.

Prominent NPCs

Orven Andressen: Anderssen is still a young man, but constant exposure to the toxic vapors associated with his trade make him look a lot older. He arrived in the city from the interior of the island, where he had learned his craft in Cabbage Crack, the small farming village he grew up in. He is a friendly man, always looking for talented recruits to help him with his company.

H19. Rose Alley While Slums District is home to most of Freeport's houses of ill repute, there are a few in the Harbor District. This is especially true of the eastern end of the Harbor District, the area that sits immediately adjacent to Slums District. Rose Alley is a smallish avenue that has developed a reputation as an excellent place to find such activities.

History
The eastern end of the docks has been a run-down mess, barely patrolled by the watch, for as long as anyone can remember. Consequently, brothels, drug dens and gambling houses have always tended to congregate here. Rose Alley is not a single establishment; rather it is an assembly of places where a variety of pleasures, legal and illegal, can be found.

Description
Rose Alley is a narrow, messy street that has obviously not been cleaned in many years. The buildings along it are in uniformly poor shape, and show no signs of regular care and maintenance. It is difficult to tell what purpose they were originally intended to serve, but they have now been colonized by assorted criminals, pleasure-seekers and other desperate degenerates.

Prominent NPCs

Madame Rose: (female human) A surprisingly attractive and well-kept older woman with short, almost military hair. No-one knows her by any other name, and she appears to like it that way. She has become perhaps the most prominent person on the Alley, using her persuasive and organizational skills to assemble many of the locals into her orbit. She provides a fair measure of protection for her followers in exchange for a solid slice of their earnings, and so has become more or less the ruler of the street. All manner of rumors surround her, as none of the street dwellers can say where she came from. Some say she was a regular streetwalker who learned how to exploit the system, while others accuse her of affiliation with any of a dozen cults and evil gods. She has never given any sign of what she plans to do with her new-found fame and influence.

Raziya: A small, filthy child in a soot-stained woolen dress with matted fleece ringing the cuffs. Her hair is so long and matted that it is no longer possible to tell its original color. Her large green eyes and oddly musical accent suggest she may have elvish blood. She is extremely shy and almost feral, remembering nothing of her life before she was found stowed away on a merchant ship about a year ago. She was offloaded in Freeport, as the crew had no use for her and no idea of where she came from. Since then, she has lived in the Alley, somehow managing to survive as a young, barely articulate girl in a strange, violent city.

Beetle: For some folks, there is no hope. A sullen youth with a mean streak and nasty temper, Beetle is a despicable wretch. Currently, he preys on visitors, haunting the alleys of the Harbor District and pick pocketing travelers for a few pieces of silver.

H20. Bliss: (BROTHEL) Unlike most of the run-down, dilapidated establishments in this part of the Harbor District, Bliss is relatively clean and well-run. This is because it specializes in unusual companionship. Unlike the neighboring dives, where prices are measured in coppers and the services still seem overpriced, Bliss charges gold and delivers. According to many city dwellers, any partner you desire can be had for a suitable price. Some services will require advance notice, but the establishment has an uncanny ability to supply whatever its customer’s desire.

History
Bliss was set up just a few years ago. Taravon bought a couple of semi-ruined tenements and tore them down, replacing them with the clean, modern new building. He said he chose the less than salubrious location for his business because the low land price would allow him to spend more on the building and staff. Nobody objected to his plan (except the tenement dwellers, but they didn't count), and he quickly set up his new bordello.

Description
The building is a remarkably clean and new structure for this part of the city. Reflecting Tarravon's heritage, it is built in elvish style, with clear nods to anxcient architecture to add further color. A small symbol of a nakede elf female is set before the front door. Rumor has it that Taravon paid the Wizards' Guild to give each room a unique illusory decor, each themed after a different legendary romantic story.; in any case, in the interest of security, there are no windows.

Prominent NPCs

Taravon: (female human) Tarravon is the charismatic owner of Bliss, always dressed in as little as possible (though her outfits still seem to cost more than the typical adventurer's gear), and makes no apologies for her choice of vocation or the classy way she runs it. She is friendly and businesslike, and always willing to arrange for special services for her regular customers. She donates some money to local charities, and has said she would like to provide a school for the poor children of the district. She has her eye on a nearby warehouse that would be perfect for the task, but has not yet been able to set aside enough gold to purchase it.

H21. Emmet's (BROTHEL) is a straightforward brothel, with no claim to be anything more than what it is. It caters to the sailors and other travelers passing through the city, and offers nothing beyond the basic services.

History
Emmet's was named for its original owner, a legendary drunk who managed to impress even the denizens of the roughest parts of the Harbor District with his capacity to drink away his profits. Stories say he could out drink any two dwarves, and that he was the leading customer at three different breweries in the city. Perhaps not surprisingly, Emmet's judgment was sometimes flawed, and became partners with a ruthless petty criminal named Kanavis and soon after, Emmet was found floating face down in the harbor.

Description
Emmet’s sits in the worst part of the Harbor District, and it looks appropriate. The building is battered and run down, and Kanavis' amateurish attempts at painting it have not helped. Indeed, some say he must be color-blind. The garish gigantic red lantern hanging in front of the building is a classy touch.

Prominent NPCs

Kanavis: A classic pimp, Kanavis fancies himself as a stylish, educated man about town. But in realty, he is nothing moiré than a well-dressed thug. In support of this, he wears expensive clothes, jewelry and even perfumes. However, he has no idea how to assemble these elements into a coherent outfit, and other inhabitants of the area, let alone real sophisticates, laugh at him. Nonetheless, he aspires to become the most prominent pimp in the city. He has even made a point of selling himself to both main underground organizations, but so far neither have shown much interest.

Crazy Mary: Perhaps the most popular, and certainly the longest-serving, of Kanavis' employees. She is an unremarkable-looking woman, who spends the money she saves up on a growing collection of exotic seashells, which se wars around her neck. She ended up working for Eddie after arriving in the city alone and nearly penniless a couple of years ago, saying that she had fled her former job working for a wizard when the locals attempted to lynch them at the urging of some itinerant preachers.

H22. Honey Pot. (BROTHEL) Scattered among the brothels in the eastern the Harbor District are a number of drug dens. Most of them rely on sailors for the bulk of their business, while a few sell more too degenerate locals. The Honey Pot is a rare example of one that manages to do both. Unlike its rivals, generally run by ambitious, semi-literate gangsters, the Honey Pot is run by professionals. Mr Wednesday and the Family own it, and they ensure that it is always under the control of someone who knows what he is doing.

History
The Honey Pot has only been around for a few years, but it has moved several times. It began when the Family realized that they had too many small-time operations in the area and that, unlike in the richer areas, nobody would really try to bust them if they consolidated. The den has been moved a couple of times as they found they needed bigger buildings.

Description
The current building used to be a small warehouse, and the structure has proved well suited to its current use. The walls are solid enough to prevent people from sneaking in or out, and there is enough space to install some private rooms in the back of the building. In all other ways, there is nothing remarkable about it.

Prominent NPCs

Tevez Acostino A solidly built young man with close-cropped black hair, Tevez is the current manager of the Honey Pot. He is desperate to move up in the organization, and tries to act as professional as possible at all times. He dresses in the sober, non-flashy style favored by the Family, and is even willing to go to school to learn his numbers, He is, however, still insecure about his ability to command the group of assorted thugs used as security, as well as his ability to deal with the slippery and dishonest suppliers he sometimes has to use.
Thamiel: a very solidly built elf, in excellent physical condition for a junkie. His hair is generally tangled, and he often smells of fish and seaweed. He spends his time either staring into the middle distance or ranting incoherently in elven about the destruction of Order.