The Squalids
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Introduction
This is the most disreputable part of the city, notorious for its crime and poverty. It is densely packed with rundown housing, shady alleys, and a persistent sense of danger.
Demographics: Inhabited mostly by the destitute, outcasts, and those on the fringes of society, including a significant number of criminals and those evading the law.
The presence of a Beholder crime lord in the Squalids adds a deeply intriguing layer to the criminal underworld of Harbour City. Here are more details about this formidable entity and its operations:
The Beholder Crime Lord: Xar'eth Tenebris

Background: Xar'eth Tenebris is not just any Beholder; he's a mastermind with a vision for dominance that extends beyond mere power. Driven by a mix of paranoia and strategic genius, Xar'eth has successfully woven himself into the fabric of the city's underworld, manipulating factions and orchestrating crimes from the shadows of the Squalids.
Personality: As with most Beholders, Xar'eth is incredibly intelligent and equally paranoid, viewing almost everyone as a potential threat to his supremacy. However, he is also a pragmatist who understands the importance of allies and pawns in his games of power.
Role: Xar'eth operates as the unseen hand behind numerous illegal activities in Harbour City, from smuggling and racketeering to more dark and arcane dealings. His lair, hidden deep within the labyrinthine alleys of the Squalids, is rumored to be a hive of stolen treasures and forbidden knowledge.
Operations and Influence
- Criminal Network: Xar'eth has an extensive network of informants, thugs, and lesser criminals who owe him allegiance. He uses his telepathic abilities and his central eye's anti-magic cone to maintain control and ensure loyalty—or instill fear.
- Black Market: Under Xar'eth's rule, the Squalids have become the hub for a thriving black market, dealing in everything from stolen goods to magical artifacts. This market not only fuels the local economy but also serves as a trap for ensnaring more influential figures into his web of influence.
- Conflict with the Guard: The City Guard's reluctance to enter the Squalids suits Xar'eth perfectly, allowing him almost free rein. However, this does not mean he underestimates them; rather, he carefully avoids direct confrontation, using his minions to maintain a buffer between himself and the law.
- Magical Experiments: Being a Beholder, Xar'eth is fascinated by magic and often conducts dangerous experiments. These experiments sometimes result in bizarre creatures or cursed objects that find their way into the hands of unsuspecting or desperate individuals.
Tenebris Adventure Hooks
- The Beholder's Eye: The adventurers are hired to retrieve a rare artifact believed to be in Xar'eth’s possession, forcing them to navigate the perilous politics of the Squalids.
- Underworld War: A rival gang has decided to challenge Xar'eth’s supremacy, and the adventurers are caught in the middle. They must choose sides or find a way to profit from the chaos.
- City Guard Alliance: The City Guard has finally decided to attempt a crackdown on the Squalids' criminal activities. They need inside information, and the adventurers might be the only ones capable of infiltrating Xar'eth's lair.
- Cursed Objects: Strange occurrences have been happening in Harbour City, traced back to objects originating from the Squalids. The adventurers must trace these objects back to their source and stop the spread of corruption.
Xar'eth Tenebris, with his malevolent intelligence and strategic acumen, offers a rich antagonist or a complex ally, depending on the adventurers' choices, creating a dynamic narrative force within the urban tapestry of Harbour City.
The Brothel: The Gilded Abyss
The brothel in the Squalids is known as The Gilded Abyss. Its name is an ironic nod to the contrast between the promises of pleasure and luxury it suggests, and the grim, harsh reality of life in the district. This establishment has a reputation for being more than just a place of vice—it's also a hub for information, blackmail, and clandestine meetings. Hidden rooms, trapdoors, and secret passages offer the perfect environment for covert activities.
The interior is dimly lit by flickering lanterns, with heavy curtains to block out prying eyes. Patrons can find a mix of cheap comforts, high-stakes gambling, and whispered deals that could change the fate of Harbour City. The brothel's workers are as much spies as they are entertainers, gathering intelligence for their masters.
The Proprietor: Verana Greyscale

The Gilded Abyss is managed by Verana Greyscale, a shrewd and calculating half-elf who serves as the Beholder crime lord's lieutenant. Known for her silver tongue and piercing gaze, Verana is a master manipulator who controls the brothel with an iron fist wrapped in silk. She ensures the establishment runs smoothly while subtly furthering the Beholder’s interests, whether that involves brokering underworld deals or making troublesome individuals "disappear."
Despite her allegiance to the crime lord, Verana maintains an air of independence. This has led some to wonder if she has her own ambitions, either for more power or for freedom from her current employer's oversight. Her network of informants is unparalleled, and she uses the knowledge she gains to stay one step ahead of both allies and enemies.
The Gilded Abyss Adventure Hook
While visiting The Gilded Abyss, the party is approached by one of Verana's spies—a desperate entertainer who wants out of the business and has learned something that could bring the entire Beholder operation crashing down. The spy promises to share this secret with the party if they help them escape Harbour City. However, Verana, sensing potential betrayal, sends assassins to tie up loose ends, turning the brothel into a deadly cat-and-mouse battleground.
The Prison in the Squalids: The Gutter
The prison in the Squalids, commonly referred to as The Gutter, is a sickening, grimy, and decaying structure that mirrors the worst of the misery in the district it serves. A place of torment rather than justice, it is a cesspit where desperation, filth, and despair are the only constants. Cells are overcrowded, damp, and infested with vermin, while the stench of rot and waste pervades the air. The Gutter is not a place for rehabilitation but a tool for control and punishment, wielded by the corrupt forces that thrive in the shadows of Harbour City.
Prisoners rarely know why they’ve been thrown into The Gutter. Some are petty criminals unlucky enough to be caught, while others are political dissidents, inconvenient witnesses, or pawns in larger schemes. Those with coin or connections may bribe their way to better treatment or freedom, but for the majority, survival is the only goal.
The Gutter serves more than just the appearance of law and order; it’s a place where secrets are buried, grudges are settled, and power is brokered. It operates less as a jail and more as a sadistic playground for its overseers.
Leadership: Jailer Mavrick "The Rat" Cull
The Gutter is overseen by Jailer Mavrick "The Rat" Cull, a sniveling coward with a flair for cruelty. Mavrick’s weasel-like demeanor hides a mean streak that manifests in sadistic punishments and petty vindictiveness. He thrives on the suffering of those in his charge, taking pleasure in devising new ways to torment prisoners. However, his confidence disappears the moment he feels personally threatened, reducing him to groveling pleas and sycophantic behavior.
Mavrick relies heavily on the brute force of his guards and the fear he instills in his prisoners. Though he is cowardly by nature, he is cunning enough to manipulate the weak and exploit opportunities to maintain his position. When no one is looking, Mavrick takes delight in tormenting the most vulnerable inmates, often using their suffering to entertain himself or curry favor with his superiors.
His office, a cramped, filthy space cluttered with documents and half-eaten meals, is adorned with crude trophies taken from broken prisoners. To keep the peace—or rather, to ensure his own safety—Mavrick is quick to make deals with the Squalids’ criminal factions, selling out prisoners or turning a blind eye to illicit activities within the prison walls.
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