TEXT: TRAFT CITY VISITOR’S GUIDE 3.0 
  The City Of Traft  is divided into 9 distinct (though not divided) “districts”.  
  The City Militia carefully scruitinises who goes where (and for what 
  purpose). They suspect that a major criminal organisation is currently 
  operating out of the city, but have yet been able to pin the syndicate down 
  (or prove any allegations). Note : The Dark Wave group is often refered to 
  as being a “Crime Syndicate” or an “Organisation”. Both tags are imutable. 
   
  Unless otherwise noted, all NPCs in this document are based on general 
  NPC stats from the 3.5 Ed. of the DMG, and should be played straight out 
  of that tome should the need arise. 
   
  Total Population : 15,000 
  Population (Adults) : 12,500 
  Population (non-Adult) :  2,500 
  Probability Modifier :  1 
  Community Modifier :  4 
  Class Level Modifier :  6 
   
  GP Limit :  15,000gps (No item or service of more than this value can be 
  purchased in this city) 
   
  Total Community Wealth : 8,748,750gps 
  Power Center : Conventional (Cantonal Council) 
  Most Powerful Politicians : Hintervoormann (Ari15) – His Honoured Grace 
  Llart Urwiggen (Oostmeer Clan); Councillor Ceseraea Aaronfar (Female, 
  hu Pal9). 
  Power Center Alignment : Lawful Neutral 
  Community Authority : City Constable (Ftr16) – Lord Boone (and) Watch 
  Detective (Rgr11) – Gurner Trocklespit. 
  Community Militia : 1
  st Auszugen City Militia (200 on patrol throughout 
  city). See stats below. 
  Militia Leader : Captain Merissa Hortesburg (Ftr14). 
  Highest Level Active Cleric : Hetshoolmann Niles Bucholt (Male hu, 
  Clr12,Pelor) 
  Highest Level Active Wizard : Heidi Fetchler (Wiz12) 
   
  Traft City is situated on the edge of a vast and ever-dangerous frontier. To 
  the west lies the unknown depths of Lake Quag, an expanse of water 
  second only in size to the great Nyr Dyv. Directly north is the homeland of 
  the now, more friendly, Wolf Nomads – though their more aggressive 
  cousins, the western Tigers, are migrating due to food shortages and poor 
  trade decisions. Ultimately, these refugees end up in Traft as their first 
  “civilised” port of call.  
   
  To the east lies the Sepia Uplands (Vesbergen), a desolate expanse fit 
  only for burrowing demi-humans, and creatures who fear the light and the 
  warmth of the sun. It is through the Sepia that Iuz would come should he 
  ever break his word and march on Perrenland. Wise voices are calling for 
  the Perronese annexation and fortification of the Sepia – perhaps the only 
  way of keeping Iuz at bay. 
   
  South-east of Traft lies the Domain Of Niederschlauss and, eventually, the 
  mighty Clatspur Ranges. Towering over everything – and forever 
  smouldering – is Mount Helspaar, a volcano. Directly south lay the 
  deserted ruins of Dagovach, and the thin coast-road that winds along Lake 
  Quag, through the canton of Clatspurgen, then on to the Perronese capital 
  of Schwartzenbruin. 
   
  Players and DMs alike should imagine Traft City to be similar to those 
  large towns (or small cities) which grew up on the edges of frontiers 
  between 1675 and 1791 (Earthtime); cities such as Quebec, Montreal, and 
  even Boston (USA). At the top of the town, literally, were the aristocracy 
  and the churches. They helped to encourage and influence a growing (yet 
  sometimes lawless) merchant trade – keen to make fast cash out of an 
  expanding frontier.  
   
  In the middle were the hard-working commoners and local experts who 
  helped make the city a thriving place with a viable future. At the lower ends 
  of the city are the poor, the destitute, the migrants, and displaced 
  indigenous natives whose land was taken from them when the city was 
  settled by stronger forces. Some are happy to blend in; whilst some are 
  jealous of others’ newfound wealth. Many are angry that they have no 
  future in a world that seems to pass them by. 
   
  Holding all this together is The Law. Into this frontier come men and 
  women with hard morals and thin ideals. They believe in sparing the rod, 
  and punishing those who transgress too far. Wrapped up in this is the old 
  honor system of the founding clans – a system being tested as cities 
  become melting pots of culture; and old loyalties are forgotten in the 
  search for the ever elusive gold piece. Be on your guard. 
   
  Most of the time, travellers arriving by land enter Traft through the Main 
  Gates (Appendix I, Map 8); or through one of the Docks Gates (Appendix I, 
  Maps 1 & 3) if they come by sea. Information about entry taxes and guards 
  may be found in the appropriate sections of the Map Key.  
   
  Most scenarios set in Traft begin with the players arriving in Traft via the 
  Main Gates. It is important that the DM make him/her self familiar with the 
  maps and district information before running this scenario. 
   
  The Dark Wave Crime Syndicate 
   
  The Dark Wave Crime Syndicate spans Traft Canton, the Clatspurs, the 
  Sepia Uplands (Vesbergen), Wolf Nomad Territories (unsettled) and Lake 
  Quag, all the way to Tiger Nomad lands. It's primary role is to acquire 
  goods which are (or might be) banned by lawful governments, and then 
  sell on those goods to potential traders and buyers. In 592 CY, the 
  Syndicate made a deal with Iuz, to act as intermediaries in the shipping of 
  cursed clerical artefacts throughout the Lake Quag region. This venture 
  was far too much for this relatively small (but growing) organisation. The 
  Syndicate lost a great deal of money when it invested in a logging 
  company called Riverview, which was intended to smuggle the Iuzian 
  artefacts. When the deal went bottom up, the Syndicate was stuck with the 
  furniture to no good end ... as well as a number of clerical artefacts that 
  were very hot. 
   
  In 593 CY, the Syndicate found a way to move on the Riverview furniture 
  by taking control of a trusted local company, the Northwood Timber 
  Company run by Maltheuse. They did this by infiltrating the logging camp, 
  and making use of a chance discovery, Mind leeches to control the 
  workers (whilst at the same time using their skin to feed a monstrous 
  guardian beast). All was going well until they got cocky and tried to use the 
  Mind Leeches to control 14 councillors on the Traft City Council. Although 
  this plot was foiled, one councillor escaped and is currently (somewhere) 
  under the Syndicate's control. At the same time, Panshazek sent his 
  varrangoin to retrieve the remaining clerical artefacts and ship them via 
  Lake Quag and the Wolf Nomads in an attempt to influence nations in the 
  West who are, generally, less suspecting of Iuz. But this plot, also, was 
  foiled. 
   
  By the end of 593 CY, the Dark Wave is at a crossroads and, generally, 
  broke. It has been forced to turn its hand to more obvious black market 
  acquisition such as furs, pelts, illegal weapons, and cursed magic items 
  (including mind-affecting poisons and alchemical concoctions).  
   
  What we know of the Syndicate is sparse indeed. We know that the 
  heirachy is controlled by at least one (maybe three) high-level members 
  who are a rogue, a monk, and a wizard respectively. Underneath them are 
  The Waves (Assassins). Beneath  the Waves are The Black Marks. These 
  are brigands of rogues, monks, and wizards who work together in tight cell-
  groups in order to carry out the wishes of the Dark Wave heirachy. 
   
  All members of the Dark Wave are fanatical. When they go into battle, or 
  fear capture, they place a mandrake pellet in their mouth which they bite 
  down and commit suicide rather than be captured. The pellet is also laced 
  
  with an unknown substance that prevents Raise Dead or Speak With 
  Dead. 
   
  Recently, it has come to light that the Syndicate has infiltrated all walks of 
  life – not just in Traft City, but through all of Traft Canton (and possibly 
  beyond). There is no doubt that Dark Waves have made contacts with 
  other evil organisations of Oerth (incl. the Scarlet Brotherhood); and a 
  band of Black Mark operatives were recently found as far afield as the 
  Shield Lands.  
   
  Who can you trust?? 
   
  The Story Of Traft City (from 591 CY to 593 CY) 
   
  In the winter of 592 CY, a criminal syndicate called The Dark Wave 
  attempted to help Panshazek (an Iuzian Bonehart) smuggle tainted clerical 
  artefacts out of Iuz’s Lands, through Traft City in Perrenland, and then out 
  into the wider world. The artefacts themselves were not magical, but they 
  were priceless in terms of their value to good-aligned churches all over the 
  Oerth. Panshazek’s plan was to curse each artefact so that it would, once 
  in the hands of a goodly priest, allow Iuz to scry upon that priest and send 
  subtle violent instructions which would cause such priests to go insane and 
  murder those close to them. The plan was put an end to when one such 
  artefact was activated as a trial in Traft City – and the entire ruse was 
  discovered and brought down by a clever group of adventurers. 
   
  The artefacts were being smuggled through a beautiful new range of 
  furniture, called Riverview. Nobody knew it, but Riverview was a logging 
  company owned by the Dark Wave crime syndicate. The syndicate made 
  hundreds of pieces of furniture through which the artefacts could be 
  smuggled; but when the ruse was discovered, the Dark Wave was stuck 
  with a heap of furniture (and no one wanting to buy “tainted” stock). On a 
  brighter note, the Dark Wave was able to spirit away many of the clerical 
  artefacts dicovered by the adventurers, and hide them from the local 
  authorities. But now they were not only stuck with furniture they couldn’t 
  sell, but a whole stack of stupid clerical stuff which bad guys hate to even 
  have to look at (and certainly nobody wanted to buy knowing it was 
  cursed). 
   
  Business went from bad to worse. And that’s not good for the Masters Of 
  Crime in this neck of the woods … 
   
  So, The Syndicate re-contacted Panshazek to try to cut a deal. After 
  murdering the first two delegations just for fun, Panshazek decided to help 
  the Dark Wave get rid of both the furniture and the artefacts. After all, he 
  needed to find a legitemate job for one of his “sons” – an evil arcanist 
  varrangoin affectionately called Chi Chi.  
   
  Chi Chi secretly arrived in Traft City in the summer of 593. He brought with 
  him a dire contingent of lesser varrangoins, as well as a few demons as a 
  back-up. Chi Chi helped the Dark Wave infiltrate a local timber company, 
  and supplant the Riverview label with a “trusted” label such as The 
  Northwood Timber Company. The syndicate was able to do this because 
  they discovered an ancient tree in the forest, filled with tiny mind leeches 
  called Sypillips. When exposed to the air outside of the ancient tree, the 
  Sypillips became hungry for human brains, and conveniently sought to 
  burrow into the nearest person. This is what they did to the owners of the 
  Northwood Timber Company. But the Dark Wave discovered that the 
  Sypillips were intelligent and grateful to the Dark Wave for releasing them. 
  They struck a deal which allowed the syndicate to control the minds of 
  those humans infected by a Sypillip and, in return, the Dark Wave would 
  deliver the Sypillips a rare feast : the brains of every councilor on the 
  Council Of Traft.  
   
  Meanwhile, Chi Chi and his varrangoin were arranging to ship the 
  remaining clerical artefacts via a sailing boat, The Witch’s Son, under the 
  cover of the annual Traft City Sailing Regatta. Their plan was to enter the 
  race, then quietly slip away across Lake Quag to a secret destination in 
  Tiger Nomad territory. From there, the artefacts would be re-enchanted 
  and used for other evil purposes. 
   
  But just before the race, an intrepid group of adventurers found Chi Chi in 
  a grotto beneath the Traft Cruising Yacht Squadron. He was slain 
  mercilessly, along with his cronies. Thus, the last of the missing clerical 
  artefacts were recovered and finally returned to their proper owners. 
   
  At the same time, upstairs in the Yacht Squadron, a demon dedicated to 
  Iuz tried to lead a coup with several Sypillip-infected councilors. 
  Fortunately, the coup failed and the demon was destroyed. So too were 
  the infected councilors … 
   
  All except one … 
  Map Key 
   
  MAP #1  :  QUAGSIJDT  
  pron. “Kwag- Side” 
   
  Population :  Approx. 1,827 (includes those in rumored underground 
  tunnels and hideyholes) 
  Conditions :  Extreme Poverty and Filth 
   
  This district of the city is a place many in the upper echelons would like to 
  forget about. Since the Greyhawk Wars, Traft has been inundated with 
  refugees and, in order to house them, the Traftians have set aside the 
  Quagsijdt District (and parts of Unterstaat) as living space until other 
  arrangements can be made. Unfortunately, it is seven years after the 
  Wars, and the situation has been allowed to fester (and get worse) rather 
  than better. 
   
  That is why things have become so lucrative for the Dark Wave Crime 
  Syndicate. The streets are covered in offal and excrement; wherein lie 
  beggars and poor-folk trying to eke a meagre living out of a city that begun 
  to forget about them. 
   
  Traft Docks Area (Goods Only).   Many legal and illegal goods pass 
  through this dock area. The traffic is occasionally so huge that it is 
  impossible for the City Militia to keep guard. There are always 4d4 militia 
  on watch here, and at any one time there are always 2d4 Rhennee barges 
  tied up to one or two docks. In winter, this drops to 1d2 barges.  
   
  Warehouses.   Most of these contain goods being stored ready to be 
  shipped into (or out of) Traft City. Rumor has it that there are secret 
  underground tunnels leading from some of these warehouses, and that 
  they pass under the Gate and into buildings in Quagsijdt owned by the 
  Dark Wave.  
   
  The Quag’s Gate Watch House.   This watch house has a ground floor 
  (through which goods and people pass), and a first floor (where the 
  company of the City Militia attached to Quagsijdt reside). 30 soldiers bunk 
  here, and 5d6 of them are always either on duty at the gate checking 
  identifications and goods; or roaming around Quagsijdt in teams of 4 or 6. 
  They are fairly vigilant, and know when to step into a dispute – or when to 
  let the locals settle things for themselves. Any public disturbance in 
  Quagsijdt sees the City Militia arrive in 4d4 rounds. 
   
  Traft City Militia: Human War2; CR 1; Medium-size humanoid; HD 2d8+4; 
  hp 13; Init +5; Spd 30ft; AC 14 (touch 11, flat footed 13); Atk +4 melee 
  (1d6+2 short sword) or +5 melee (1d6+2 subdual, sap) or +3 ranged (1d6 
  light crossbow); AL LN; SV Fort +5, Ref +1, Will +1; Str 15, Dex 12, Con 
  14, Int 11, Wis 12, Cha 12. 
  Skills: Climb +3, Intimidate +6, Ride +3, Spot +3, Swim +0 
  Feats: Improved Initiative, Weapon Focus (sap) 
  Possessions: Studded leather armor, light mace, 2 daggers, bullseye 
  lantern (night patrols) 
   
   
   
  
   
   STREETS AND ALLEYWAYS 
   
  Most of the ordinary houses in this quarter are 2 story “townhouse” types 
  which are dilapedated and unsanitary. There are usually 1d4 families of up 
  to 2d4 people (each) living in these disgusting tenements. 
   
  Quagsijdt Alley.   The most notorious street in the quarter, as this is 
  where folks can enter “Gromberg’s Antiques” (see below). There are 
  always 1d4 Alley Gangs (see below) on watch somewhere in this street, 
  and there is always a Rogue (Male hu, RogAPL+2) on hand to dispatch 
  any troublemaker who comes “sniffing around”. 
   
  Sturmstaadt Alley.   Possibly the poorest street in the city. There are 
  always 2d4 Alley Gangs present here at any one time. 
   
  Bluthand Alley.   This street is controlled by the Beggermeister (see 
  below). There are always 1d4 Alley Gangs in this street at any one time. 
  There is also a heightened 35% chance of seeing the Beggermeister 
  himself if the PCs spend more than 2 hours in this street.  
   
  Neslin Street.   This street contains poor, yet better kept houses/shops. 
  There are only 1d3 Alley Gangs in this street at any one time.  
   
  The Scherz Geschlecht.  This street filled with brothels and illegal gaming 
  houses. 1d4 Alley Gangs operate here and in surrounding back alleys. 
   
  NOTABLE PLACES 
   
  1.    Gromberg’s Antiqities.   This is a large store owned and run by Zed 
  Gromberg (Male Hu, Rog9, 43hp). Gromberg is a huge, fat, slobbering, 
  bearded toad who talks loudly and annoys people by answering their 
  questions about items in painful detail. This is not a shop you go to just to 
  “browse around”. Gromberg sells only rare and unusual items here (items 
  worth between 5,000 and 15,000gps), many of which are not magical. 
  These include weapons, armor, professional items, and assorted 
  preserved heads of historical villains from Traft’s past.  
   
  Zed has a wizard called Stephan Graumantel (Male Hu, Wiz7, 26hp) 
  working for him, as well, in the shop. Stephan can Identify any items for the 
  usual price. The shop counter is attended by Gromberg’s “lady-love”, 
  Fruda (Female Hu, Mnk8, 47hp) who is extremely unattractive to say the 
  least.  
   
  2.    Temple Of Ralishaz.   This temple exists to primarily give hope to the 
  poor so that they might wish, want, and steal to get better things in life 
  when their luck runs out. This ramshackle temple is run by Diddier 
  Glucksfall (Male Hu, Clr6 Ralishaz, 42hp). He often preaches outside the 
  temple and persuades simple minds to “throw a gold piece in the well” 
  nearby so that “Lady Luck” might shine upon them. Glucksfall will only do 
  services for PC’s if they throw money in his well and publically (ie. loudly) 
  call upon Ralishaz to bless them in their time of need. He is a meddler, 
  gossiper and definitely unlucky to be around (though he thinks otherwise!).  
   
  3.     The Geheim Gasthaus.    This guesthouse/tavern is the largest (and 
  definitely seediest) in the quarter. The building has 3 levels – ground, first, 
  and second. The ground floor houses the tavern. It is large enough to seat 
  around 120 people at 16 tables – with about 25 extra seats around the bar 
  (and 12 around the fireplace). The tavern patron is Blufeld Ubertankards 
  (Male Hu, Exp6, 12hp).  He holds the drinking competition record in this 
  quarter and has done so for 5 years. He won this tavern as a bet from the 
  previous patron, a baldy, grumpy dwarf called Stint (Male Dwf, Ftr5, 42hp) 
  who left town years ago, but who has now just returned (presumably to 
  reclaim his lost tavern … at any cost).  
   
  The tavern also holds regular arm-wrestling competitions as well as tavern 
  comps of various sorts. Card playing is also popular, but the clientelle is a 
  mixture of neutral and evil types who don’t mind calling consistent winners 
  “cheats” and starting duels or bar-room brawls. Many visiting Rhenee 
  traders enjoy drinking at this tavern.  
   
  This is not a pleasant place to stay, although there are 12 rooms upstairs if 
  you want them at 1gp per night. Most of the rooms are occupied by 
  whoremongers, prostitutes, or criminals seeking shelter from the law. That 
  aside, neutral-aligned PC’s who strike up conversations with anyone in this 
  bar might garner some current rumours. If they don’t, they’ll probably 
  offend someone and end up in a fight – or dead. In this tavern, everybody 
  knows a secret or has a secret. That’s how the tavern got it’s name. It is 
  not uncommon to see underworld figures here at any one time. 
   
  4.     Madame Zera’s.  This is probably the most popular and “reputable” of 
  all the pimp-joints on The Scherz Geschlecht (“street of sexy fun”). This 
  street is lined with seedy cathouses, each with a balcony where the 
  workers stand and shout offers to passers by who stroll below. Most folks 
  who come here are “looking”, and Madame Zera’s provides. Downstairs is 
  a bar-room where hopefuls wait their turn. There is a centrestage where 
  exotic dancers entertain annebriated audiences. Nobody is attractive here, 
  and everybody is desolute, poor, and pox-ridden. Madame Zera (Female 
  Half-Orc, Rog6, 29hp) is a creature of opportunity. She is guarded by what 
  she calls her “Clever Boys” – 10 Half-Orc Bouncers (Thugs) (Male Half-
  Orcs, Ftr2, 19hp). If anyone looks like they’re causing trouble – and they’re 
  good aligned or adventuring innocents – then the “Clever Boys” will 
  grapple them, throw them out in the alley and rough ‘em up (subdual 
  damage). If the PC’s look like they’re fighting back, then the bouncers will 
  call on [x] number of Alley Gangs (see later) who lurk nearby to help 
  subdue the party. It is not uncommon to find underworld figures here at 
  any one time. Chaotic neutral-aligned PC’s who strike up conversations 
  with anyone in this place might garner a few current rumours. 
   
  5.     Beggermeister’s Guildhall.   The city’s Beggar’s Guild operation has 
  its base in this guildhall. Nobody gets past the front room unless they’re a 
  bonafide rogue of neutral or evil alignment, and then usually only if they 
  have some business considered worth discussing. The current 
  Beggermeister is Julius Krieg (Male Hu, Rog9, 43hp), a gentelman of 
  dubious morality who gathers up the city’s poorer disenfranchised youth 
  and organises them into Alley Gangs (see later) under the leadership of 
  several apprentice assassins. He also has a monoploy on the City Refuse 
  Dump which can be reached by going through the Quag’s Gate then 
  turning south down past the city walls. If PC’s are wandering in and around 
  the Quagsijdt quarter of the city, they have a 20% chance each day of 
  coming across Krieg giving orders to one of his gangs (or whipping them 
  into line). If attacked or provoked, he will call on [x] numbers of Alley 
  Gangs to subdue the attackers whilst he makes his escape. Yes, he’s a 
  coward. 
   
  6.     Boarding House.    This boarding house is run by an elderly Hussen 
  female called Hetti Niedertrop (Female Hu, Com5, 10hp). Rumor has it 
  that Hetti is involved in something way over her head … 
   
  NOTABLE PEOPLE 
   
  The Alley Gangs.   Even if PC’s don’t go anywhere else in this quarter 
  they will be badgered by the street urchins known as “The Alley Gangs” 
  while ever they walk the streets. The Alley Gangs are groups of youthful 
  (7-13 yrs old) pickpockets who individually badger strangers for small 
  amounts of money (ie. 1gp per PC level). If the PC pays up, then the 
  pickpocket goes away (for now); but if the PC does not pay up, then the 
  urchin will try to Pick Pocket and steal the PC’s best item (or money 
  pouch). Usually, if caught, the pickpocket runs away (and gets away). If the 
  offended PC attacks the urchin, then the urchin’s friends (the Alley Gang) 
  come out from their hiding positions and attack the offensive PC with no 
  fear at all. One of the new number will then try to Pick Pocket again, whilst 
  the old offender gets away. As the victim is now more pre-occupied, the 
  victim gets his/her Spot check at –4. If the new urchin succeeds, then he 
  yells “Kaszinki!” and the urchins all run away in different directions next 
  round. If caught, the urchin yells “Sharg!” and the urchins all give up next 
  round and disperse anyway.  
   
   
  
  Alley Gang Pickpockets: Human Rog1; CR 1; Medium-size humanoid; 
  HD 1d6+1; hp 4; Init +3; Spd 30 ft; AC 15 (touch 13, flat-footed 12); Atk +0 
  melee (1d4, dagger) or +3 ranged (1d4, dagger); SA Sneak Attack +1d6; 
  AL CN; SV Fort +1, Ref +5, Will +0; Str 10, Dex 16, Con 12, In 11, Wis 10, 
  Cha 13. 
  Skills: Appraise +4, Bluff +5, Disguise +5, Escape Artist +7, Gather 
  Information +5, Innuendo +4, Perform +5, Pick Pocket +9, Tumble +7 
  Feats: Alertness, Skill Focus (Pick Pocket) 
  Possessions: Leather armor, 3 daggers (belt, boot, and sleeve) 
   
  Whenever the PC’s walk down a street/alley there is always a 20% chance 
  that one of the party will be harrassed by an urchin. There is also a further 
  20% chance that they will be led by one of the wicked Apprentice 
  Assassins (Hu, Rog7, 34hp) who command them on the street. The 
  apprentices act as foils for the urchins on some occasions; whilst on others 
  they move it for strategic strikes. There is also a further 20% chance (as 
  mentioned earlier) that the Beggermeister, Krieg, will also be present to 
  whip the urchins into action. 
   
  TABLE 1  :  ALLEY GANG NUMBERS BY APL 
  APL 2    :   6                  APL 12     :     16      
  APL 4    :   8                  APL 14     :     18 
  APL 6    :   10                APL 16     :      20 
  APL 8    :   12                APL 18     :      22 
  APL 10  :   14                APL 20     :      25 
   
   
  MAP #2 : UNTERQUAGSHOFF  
  Pron. “Oonta – Kwags – Hoff” 
   
  Population :  Approx. 800 (includes those housed at the Wizard, Bard, and 
  Shool Colleges) 
  Conditions :  Fairly clean and well-to-do 
   
  This quarter of Traft City is primarily dedicated to the Wizards and Bard’s 
  College (whose lands form the western side of The Forest Walk) and The 
  Shool College (whose land forms the east side of The Forest Walk). The 
  Common Green is a shared area with a beautiful (almost tropical) forest 
  where budding wizards and clerics often stroll and practice their skills, 
  whilst still relatively close to healing and restorative opportunities. The City 
  Militia patrols this area regularly (primarily to keep out strays who wander 
  across Poor Man’s Bridge from Quagsijdt). There are 2d6 militia on duty at 
  any one time in this quarter. Whilst not off-limits to the general populace, 
  unknown faces entering from Quagsijdt are regularly questioned by the 
  Militia as to their reasons for being in this district (and they chaperone 
  legitemate visitors to their desired destinations). Any public disturbance 
  sees the City Militia arrive in 2d4 rounds. 
   
  The Forest Walk.    The Forest Walk begins in Staathoff, meanders down 
  through Quagshoff, and ends here in Unterquagshoff. It is one of Traft 
  City’s major tourist attractions, and shows off some of Perrenland’s most 
  impressive architecture (owned by some of the wealthiest Perrenders). Of 
  course, Schwartzenbruiniens have the opinion that Traftian architecture is 
  far too avant-garde and impractical, and the rivalry between “constructing 
  the new” (Traft) and “restoring the old” (Schwartzenbruin) is an ongoing 
  source of competition between the two cities. 
   
  NOTABLE PLACES 
   
  1.   Poor Man’s Bridge.    This bridge is the most direct route from 
  Quagsijdt into Unterquagshoff (and definitely safest if you don’t want to get 
  hit by a stray Flaming Sphere launched on the Common Green). The 
  bridge has City Militia on guard at either end. If one group of Militia fails to 
  hold back an unsavory intruder, then the other Militia sets off a trap which 
  effectively turns the bridge into a teleportal which sends the intruder/s 
  directly to a large prison cell in the dungeons of the Traftstaat Prison (Map 
  #8). Half-orcs and sorcerers find entrance into this district particularly 
  difficult (and in certain circumstances impossible). 
   
  2.  The Common Green and Bunkhouses.    The Common Green is a 
  forest (and series of copses) which is maintained under the joint control of 
  the Colleges of Wizards, Bards and The Shool. “The Green” can only be 
  enterred from the Unterquagshoff side of the forest, and is off limits to 
  anyone not associated with the local academies. The Bunkhouses to the 
  north of the Common Green belong to the Wizard’s College, and it is 
  where students bunk whilst they are attending this institution. Each 
  bunkhouse is two-storey, houses up to 30 students, and contains its own 
  kitchen, common lounge area and latrine.  
   
  3.   Mansions Of Notable Personages.    These mansions belong to 
  retired dignitaries who are past graduates of the three colleges. There are 
  three mansions, and it is considered an honor to be asked to reside here. 
  This person usually becomes the Patron of the particular college he/she 
  represents.   
   
  * Sternbursten Haus (Starburst House)  is owned by the Wizard’s 
  College. The current resident is Patron Father Alrin Meider (Male hu, Wiz 
  8, 30hp).   
   
  * Das Theater Haus (The Theatre House) is owned by the Bard’s College. 
  The current resident is Patron Mother Irta Basonja (Female half-elf, Brd 
  7, 34hp). 
   
  * Heligs Haus  (House Of The Holiest) is owned by the Shool College. The 
  current resident is Patron Mother Higda Frodenz (Female hu, Clr 10 
  [Pelor], 68hp). 
   
  All three mansions have complex guards and wards which attempt to 
  prevent intruders from entering – though nothing is completely ever 
  failsafe. 
   
  4.   Unterquagshoff  Well.   Exactly what it is – a place from which to 
  draw cool, fresh water. Rumor has it that if you dive down far enough into 
  the well you can find long forgotten grottoes which have not been seen 
  since Traft City was founded over 1,000 years ago. Exactly what, or who, 
  resides here is even a mystery to the mages who live directly above it. The 
  strange thing is that this well never freezes over during winter.  
   
  5.   Shool College Boarding Houses.  Pretty self explainatory. Each 
  boarding house holds 30 students. Four of the boarding houses hold 
  young students (aged 6-14). The other two hold aspirants attending 
  theology classes. These are not the only students who attend Shool 
  College. Double this number are day students who live in Traft City and 
  surrounding environs. 
   
  6.   The Shool College.    This large, three-storey college is completely 
  sponsored by The Old Kerk (The Old Church) of Perrenland. Head of the 
  college is Shoolmaster Gillius Reinger (Male hu, Clr 9 [Rao], 62hp). He 
  himself was taught and mentored by Patron Mother Higda Frodenz, and 
  they have a deep friendship based on trust, knowledge, and loyalty. The 
  Shool College serves two functions. One, is to train aspiants in the 
  theology of The Old Kerk (with a focus on the doctrine of the student’s 
  choice). Second, is to provide boarding and day service in the education of 
  young people in Traft City. 
   
  7.   The Bardic College.    This small, but colourful two-storey building is 
  home to Traft City’s school for bards. Many of the bards in this college are 
  theatrical aspirants (as opposed to musical or poetic). The bards here 
  specialise in producing ensemble (and individual) acts aimed particularly at 
  social satire and/or parody. They are brilliant wits, and thrive on developing 
  complex reparte both between themselves, and by fostering it in others. 
  They have been particularly influential in promoting the use of clever 
  reparte within the aristocracy of Traftian society. Here, the word is mightier 
  than the sword; and reputations can be smashed through clever riposte 
  and witty innuendo.  
   
  The bards of the college aim to produce one original satirical play every 2 
  months; the other month being devoted to producing traditional works 
  
  popular in lower society (but which do well at the box office). The satirical 
  plays generally ridicule the latest unpopular political venture (or lampoon 
  individuals in particular). The viewpoint favours the wealthy (who 
  understand the more literate analogies than the poorer masses). 
  Donations (from the rich) are graciously, and regularly, accepted. Those 
  who donate more money, find themselves (and their causes) less 
  lampooned than others.  
   
  Aspirants study loosely for 2-3 years under the direction of  the 
  “Hettartiste”, who is currently a big, bawdy man named Sassimus Tatz 
  (Male hu, Brd6, 29hp). Next to the college is a small boarding house (30 
  students), which doubles as a shrine to Olidammara on godsdays.  
   
   8.  The Wizard’s College.    This building is one of the most imposing 
  buildings in Traft City. It is five storeys high and has over 120 rooms (not 
  including those beneath the ground or secreted in other dimensions). It is 
  lorded over by Wizardmaster, Anton Wigner (Male hu, Wiz7, 26hp). 
  Sorcerers are generally discouraged entry, as this order of wizards views 
  sorcerers as being little more than “sharmanistic charletans”.  
   
  NOTABLE PEOPLE 
   
  Patron Father Alrin Meider.    This gentleman, aged 79 years, is very 
  popular amongst the students of the Wizard’s College as he is one of the 
  few people in Traft City who travel regularly to Greyhawk City (on business 
  which he usually keeps a secret). Alrin Meider is usually a PC’s best 
  source of any current information concerning Greyhawk and her environs. 
   
  Patron Mother Irta Basonja.    This revered bard, aged 57 years, is both 
  a great actress and a canny adventurer. She is currently the only person 
  ever to take a travelling theatre troupe into the Land Of Iuz and survive. 
  Apparently, she performed before Iuz at the Rotunda Of Skulls in Dorakka 
  and (rumor has it) brought the evil demi-god to tears with her rendition of 
  Steppenhowl’s monologue from “The Stage Of Death”.  
   
  Patron Mother Higda Frodenz.    This radiant lady, aged 82 years, is one 
  of Traft’s most generous healers. For the last 30 years she has never 
  denied free healing to anybody who comes to her for special aid. Of 
  course, recently she is confined to her mansion due to old age and only 
  requests those will pressing needs be brought before her. She is a 
  particular favorite amongst the troops of the 1
  st Auszugen (who respectfully 
  refer to her as their “Patron-Lady”). 
   
  MAP #3 :  QUAGSHOFF  
  Pron.. “Kwags-Hoff” 
   
  Population :  Approx. 800 
  Conditions :  Fairly clean and well-to-do 
   
  This quarter of Traft City is primarily dedicated to the neuveau-riche. It is 
  situated on a higher plateua of ground, and overlooks most of the city 
  below it. It’s notable features are it’s up-market boutiques, palatious 
  houses, and the famous Oostmeer Cruising Yacht Squadron complex 
  situated just outside the city walls on the shores of Lake Quag. The sector 
  also houses the headquarters of the Traft contingent of the Zee-Auszugen 
  (Navy), as well as passenger ships designed to take travellers to all parts 
  of Perrenland and the lower reaches of the Velverdyva.  
   
  The quarter is patrolled by 3d4 members of the City Militia at all times, who 
  have their offices in the blockhouse which guards the city gates (AREA A). 
  Any public disturbance sees the Militia arrive in 1d4 rounds. 
   
  NOTABLE PLACES 
   
  1.   Quagshoff Well.    This reputable Well supposedly supplies the city’s 
  cleanest and clearest spring water. It is probably just that there’s nobody in 
  this quarter who uses it as a toilet (unlike other sectors of the city). 
   
  2.    The Resting Anchor Tavern.    A well appointed bar whose owner, 
  Rolf Heiniker (Male hu, Exp9, 32hp), brews his own ale known locally as 
  “Majestic Lager”.  Folks with business in the port often stop here for a drink 
  just to partake in some up-market gossip and savoir-fare. Heiniker’s main 
  rival is Dieter Uttmann, owner of The Argolf Inn (Mittelstadt). Rolf beat 
  Dieter at the Traft Festival Brewer’s Competition in 591 CY. Dieter took the 
  defeat badly, and Rolf has been worried that Dieter might do something 
  silly in order to win at the next Festival. 
   
  3.    The Mermaid’s Touch.    This up-market Inn is run by Fraulein 
  Jesner Menegard (Female hu, Com8, 26hp). Jesner is a (still) beautiful 50 
  year old spinster who has dedicated her life to giving rest to visiting sailors 
  of good standing (mostly officers) who have nowhere to stay whilst on 
  leave in Traft City. The ruffians of Traft have tried to bring Jesner’s inn into 
  disrepute (suggesting it is little more than an expensive cathouse); but 
  Jesner is an upstanding citizen who is (rightfully) protected by her officer 
  patrons whenever her reputation is called into dispute. Jesner and her 
  guests are often good sources for rumors on what is happening at sea, as 
  well as updates on quarrels between the Vestmeers and the Oostmeers. 
   
  4.    The Sack o’ the Sea.   This general store mostly specialises in goods 
  associated with shipping and adventures at sea. It is run by Ermund 
  Cogitz (Male hu, Com6, 21hp).  
   
  5.    The Shimmering Seagull.   A grocery store which doubles as a fish-
  mart, this store specialises in selling all kinds of aquatic foods associated 
  with Lake Quag. It is run by the Burgen Family – Oostmeers who have a 
  long and rich history of aquatic mercantile businesses in the region. 
  Recently, however, their eldest son, Draken Burgen (Male hu, Ftr7, 57hp), 
  led a fishing expedition to the northern reaches of Lake Quag and never 
  returned. Rumor has it that the expedition met with a creature of 
  monstrous proportions which is in league with shamans and sorcerers 
  allied with members of the Tiger Nomads. The Burgens are currently 
  weighing their options, and seeking political support to mount a search and 
  rescue mission.. 
   
  6.    The Oostmeer Cruising Yacht Squadron.   This large, multi-storey 
  building is fortress-like in its appearance. It doubles as the headquarters 
  for the Zee-Auszugen unit of Traft, as well as being the playground of the 
  rich and famous of Traft Canton in general. The manager of the clubhouse 
  is the flamboyant Hetmeister Jegrald von Rickentropf  (Male hu, 
  Ftr8/Ari7, 78hp), a retired navy captain of the Zee-Auszugen. He mainly 
  services the “downstairs” facilities enjoyed by the wealthy elite who run 
  yacht races in Summer, and iceskimmer races during late-Autumn, Winter, 
  and early-Spring. The “upstairs” facilities are overseen by the head of the 
  Traftian Zee-Auszugen, Captain Damin Attkirg (Male hu, Ftr8, 64hp). 
  Attkirg rarely goes to sea anymore, but still maintains an iron vigilance 
  from the western tower which is high enough to see Lake Quag as far as 
  60 miles on a clear day. Generally, the yacht squadron uses the northern 
  docks, whilst the navy uses the southern docks.  
   
  There is a heavy, though unobtrusive, number of City Militia on patrol in 
  this area at all times. They work well with the Zee-Auzguzen sailors who 
  also frequent these docks, and the two groups are apt to play friendly jokes 
  on eachother to pass the boredom of long winters. 
   
  The Yacht Squadron has a downstairs bar and eatery which is open to the 
  general public, but as prices are high for non-military personell, the club is 
  sparsely patronised by the majority of Traftians. There is no doubt, 
  however, that this club is the frequent abode of many an old “sea-dog” who 
  always knows more than he lets on; and might know more should the 
  opportunity to gain recognition in his “twilight years” present itself. The bar 
  and eatery is run by the Hotelmeister, Alfrid Kutas (Male hu, Com6, 
  21hp), 
   
   7.    Barnacle Broul’s Fishing Stop And Tacklery.   This shop is pretty 
  self explanatory. It is a store which sells fishing equipment, some of which 
  looks like it’s designed to net monstrous creatures of the unknown depths. 
  It is run by Barnacle (Bresson) Broul (Male hu, Exp8, 24hp), a peglegged 
  fisherman who was a black market pirate in his younger days, but who 
  
  went straight after he served a harrowing term doing hard labor in Traft’s 
  prison. His prices are reasonable, and he knows a lot about Lake Quag 
  (whom he refers to as “His Mistress”). 
   
  8.    The Loch n’ Larger Tavern.    This tavern plays host to the fisherfolk 
  who earn a living off their mistress, The Quag. It is too rough n’ tumble for 
  the wealthy gentry who cohabit the Yacht Squadron, and so these people 
  are left to themselves, their sea shanties, and their rum. It is not, however, 
  a den of iniquity, for the fisherfolk have high moral standards in these 
  climes. The fisherfolk have their own “protectors” (known locally as the 
  “Zee-Protektors”). This group is made up of passing adventurers looking 
  for work helping the fisherfolk keep their long-haul expeditions safe (mostly 
  from creatures who live in the murky depths of the Quag). PCs looking for 
  steady work should apply within, and seek out the tavern owner, Erbert 
  Codder (Male hu, Exp7, 24hp).  
   
  9.    Desnier’s-By-The-Sea.    This is, without a doubt, Traft’s most 
  exquisite and luxurious seafood restaurant. Meals cost 15gps a piece, but 
  those who eat here feel the goodness of the food long after it has digested. 
  The restaurant is owned and run by Desnier von Frillnius (Female hu, 
  Exp8/Ari6, hp34). The restaurant is booked out during the Summer months 
  a week in advance, wherein patrons can dine out on the docks overlooking 
  the Bay Of Traft -  swallowing cuttlebrill (a Lake Quag delicassy) while 
  watching the sunset (a most prized aphrodisiac effect!). 
   
  10.   The Nereid’s Shawl.   This is Traft’s most expensive and exclusive 
  designer boutique. Many of the city’s wealthy elite buy their clothes from 
  this shop, along with performers and artisans of the Bard’s College. It is 
  owned and run by Fraulein Nanalia Thilfritt (Female hu, Exp7, 16hp). 
  Nanalia can also often be found at many of the upper society’s “functions”. 
  She is very popular, open minded, and pleasant. She is also one of the 
  most sought after “ladies” by the Traftian aristocracy. Many a young buck 
  has dueled for her hand in marriage, but she has yet to accept any offers. 
   
  11.    The Sea-Hawk’s Gable.   This is a well-to-do boarding house for 
  young gentlemen of aristocratic birth. It is regularly full to the brim, but has 
  recently gained some notoriety as being a gathering-place for fops and 
  dandies looking to dabble in the seedier aspects of Traftian society. Rumor 
  has it that there is a tunnel complex beneath the house which runs under 
  the walls of Traft City. This tunnel is used to smuggle whores into the 
  bedrooms of young men with too much money and too little personality. It 
  is run by Mistress Nalanetta von Siff (Female hu, Ari6, 14hp), who 
  herself is involved in several seedy gossip plots to undermine women in 
  Traftian society whom she despises. Somehow, the young menfolk always 
  get her invited to society functions, where she uses her Bluff, Sense 
  Motive, and Innuendo techniques to divide and conquor those on whom 
  she sets her sights. 
   
  12.     Boathouse owned and guarded by the Zee-Auszugen. 
   
  13.     Boathouse owned and guarded by the Zee-Auszugen. 
   
  Aristocratic Mansions :  All aristocratic mansions are fully fenced and 
  have private patrols of (usually) 3d4 Militia (with attack dogs). Most 
  mansions have 6d8 bedrooms (to give you some idea of size). They also 
  employ 4d6 manservants and grounds-staff. All mansions have their own 
  stables, as well as a private family chapel and a crypt. All mansions are 
  owned by Human families. 
   
  14.     Aristocratic Mansion :  Family von Nurwolf 
  15.     Aristocratic Mansion :  Family von Kuurssen 
  16.     Aristocratic Mansion :  Family von Kordanis 
  17.     Aristocratic Mansion :  Family von Roodgardt 
  18.     Aristocratic Mansion :  Fam. von Bruegellian 
  19.     Aristocratic Mansion :  Family von Malachian 
   
  20.     Aristocratic Mansion :  Family von Oostmeeren.  The 
  Oostmeeren family are one of the most prominent families in Traft City. At 
  least one member of the von Oostmeerens sits on the City Council at all 
  times. Kavorkis von Oostmeeren (now long deceased) was one of Traft 
  City’s founding fathers. It was Kavorkis who built the Traft Cruising Yacht 
  Squadron, and there is a permanent table in the club restaurant (as well as 
  a stool at the bar) permanently reserved for members of this family (some 
  of whom take advantage of the perks). 
   
  21.  Aristocratic Mansion :  Family von Vienerhauss 
  22.  Aristocratic Mansion :   Family von Fredrikkson 
   
  A NOTE ABOUT ARISTOCRATS IN TRAFT CITY 
   
  It should be noted that not all “Nobles” in Traft City are Aristocrats. 
  Aristocrats are those persons in Traft City who come from wealthy families 
  who have helped build the city and give it good governance since olden 
  times. Only in more recent years has non-aristocracy been allowed on the 
  Council Of Traft. Nobles other than Aristocrats in Traft City are labelled as 
  such because of their respected politics or reputation. It is important that 
  the DM knows the difference here, and helps players understand. A good 
  guide is that if the person’s surname has the prefix  von in front of it, then 
  he/she is from an Aristocratic family. It must also be noted that (unless 
  through play opportunities in scenarios) no Player Character can be an 
  Aristocrat. 
   
   
  MAP #4  :  STAATHOFF  
  pron. “Shtart – Hoff” 
   
  Population :  Approx. 400 
  Conditions :  Extremely clean and well-to-do 
   
  This well-to-do district is notable for its “Village Square” which regularly 
  holds market festivals during each of the major 4 festival periods of the 
  calendar year. Mostly, though, the district consists of many aristocratic 
  houses and the Botanic Gardens. Whilst life may seem quieter here, there 
  is always something afoot with Traft’s aristocracy. Their continuous 
  bickering and backstabbing is forever getting someone into trouble! The 
  quarter is patrolled by 3d4 members of the City Militia. Any public 
  disturbance sees the militia arrive in 1d3 rounds. 
   
  NOTABLE PLACES 
   
  1.   The Village Square.    Sometimes referred to as “Festival Square”. 
  This open market place becomes extra busy during the major festivals of 
  The Flanaess. The City Militia keeps a vigilant eye out for pickpockets and 
  black market operators. 
   
  2.    Fincher’s Books.    This book shop sells quality books on topics such 
  as history and politics. Several out of print copies of older works of fiction 
  may also be found in this shop. It is run by Amelia Fincher (Female hu, 
  Exp6, 26hp). Many of the city’s “intelligensia” meet here. Talk is always 
  about politics – local, national, international. Those who gather are 
  decidedly “right wing” (pro annexation of Uplands, no rights for Utlanders, 
  limited rights for demi-humans, mandatory detention of refugees, etc) on 
  the political spectrum. 
   
  3.    The Alchemetic Touch.    This is a general merchandise store 
  specialising in gardeningware and cookware. Items are expensive and of 
  not much interest to adventurers, usually. It is owned and run by Fairwyn 
  Kirkner (Female hu, Exp5, 18hp). The shop is often the focus of some 
  controversy. It is regularly picketed by druids and rangers from Northwood 
  who think that Fairwyn’s belief in using alchemy (chemicals) to help things 
  grow will do more damage to nature than good. The local Militia are getting 
  worried. Rumors have it that the druids are desperate to have their voice 
  heard … 
   
  4.    Hetty’s Hats.    A very nice hat shop run by Hetty Hillaway (Female 
  hu, Exp7, 31hp). But Hetty Hillaway has a terrible secret which she will go 
  to great lengths to keep a secret … 
   
  
  5.    Sequins And Seams.   This is, without a doubt, Traft’s most 
  expensive fashion outlet. The quality, however, is not as good as The 
  Neried’s Shawl (Map 3, #10). The owner, Frau Vollshite (Female hu, 
  Exp8, 32hp), is an aging spinster who (wrongly) believes that society has 
  turned its back on her in favor of the youthful (and very beautiful) Nanalia 
  Thillfritt. Rumor has it that Frau Vollshite has been making plans to get 
  her revenge on the lovely Nanalia – revenge that might return the old 
  seamstress to the very top of the society ladder! 
   
  6.    Freddy’s Fancy Dress.    Masquerades and balls are very popular 
  amongst the Traftian aristocracy, so Freddy has quite a bit of business all 
  year round. The shop is run by Freddy Frugilschmidt (Male hu, Exp4, 
  14hp). Freddy just loves dressing up, and is more than happy to give 
  anybody a helping hand. Freddy, however, is secretly in love with Hetty 
  Hillaway and, although she doesn’t know it, he has been spying on her in 
  her boudoir at night. 
   
  7.   Jessika’s General Store.    Owned and run by the flamboyant Mrs 
  Jessika Weathertop (Female hu, Com8, 29hp) and her ever-patient 
  husband Reginald (Male hu, Com8, 27hp). Jessika is the gossiper of 
  gossipers. Apart from running the store, she also prints a column on the 
  noticeboards outside her shop each week which details who is with whom 
  in aristocratic society. She also sees herself as the local “matchmaker” 
  and, much to her husband’s chagrin, “events organiser”. Jessika has a 
  heart of gold, but is a bit naïve. Reginald is always getting her out of strife, 
  or apologising for her over-eagerness. 
   
  8.   The Church Of Rao.   More of a hive of gossip, innuendo, adultery, 
  blackmail and bluff - than a church (which is only loosly linked to the main 
  Old Kerk Temple in Traftstaat).  It is overseen by Pater Ogilvie 
  Gussmann (Male hu, Clr9 Rao, 62hp), and his church never fails to get a 
  full house on godsdays. Gussmann loves to hear the gossip as much as 
  anyone else, and has no problem visiting his parishoners, hearing tales, 
  then telling others for the simple sake of imparting knowledge. He is also 
  interested in collecting non-magical artefacts associated with his church’s 
  history. He has an assistant, Pater Mitchelton (Male hu, Clr2 Rao, 16hp) 
  who generally gets the job of running around trying to find things 
  Gussmann might be interested in, or driving hard bargains in the city 
  marketplace. 
   
  9.   The Botanic Gardens.   Several clear, beautiful ponds dot the 
  landscape of the Botanic Gardens. This is a favorite place for new lovers 
  by day, but more recently there have been strange noises and high-
  pitched, otherworldly squeals, heard from within the gardens at night. It is 
  as if the trees themselves have learned how to gossip … 
   
  10.   Aristocratic Mansion :  Family von Stoger 
  11.   Aristocratic Mansion : Family von Cheigrich 
  12.   Aristocratic Mansion :  Family von Girnhimuus 
  13.   Aristocratic Mansion :  Family von Lolveig 
   
  14.   Aristocratic Mansion :  Family von Ayedder   This family is known 
  for having had several family members accepted into the highest teaching 
  ranks at the Shool College.  
   
  15 – 19.   Aristocratic Mansions.  The details of these have been left 
  blank at present. Their names may become known in future scenarios. 
   
   
  MAP #5  :  MITTELSTADT  
  pron. “Mittel – shtart” 
   
  Population :  Approx. 1000 
  Conditions :  Fairly clean and business-like (cobbled streets) 
   
  This quarter is patrolled by 4d6 members of the City Militia at all times. Any 
  public disturbance sees the militia arrive in 1d6 rounds. This district is the 
  central “business-hub” of Traft City. Many of the main shops here are open 
  from 6am to 10pm at night. Readers should note that on the map the 
  shops look very close together. They are, however, all separated by thin 
  alleyways which run back into the tennant houses beyond. The alleyways 
  are wide enough for small horses and carts to get through. The alleyways 
  here (as well as the streets between the tennant houses) are ripe with 
  cutthroats and pickpockets just waiting for an easy mark. 
   
  NOTABLE PLACES 
   
  1.   The Golden Pfennig.   This tavern of repute is a common resting 
  place and meeting place for merchants and other businessfolk of Traft. 
  The ale is not fantastic, but the tavern proprietor, Harrub Rangolf (Male 
  Hu, Com6, 12hp) stakes his reputation on ensuring that all businessfolk 
  get the privacy they require to discuss “deals”. There is no doubt that black 
  market “deals” are arranged from here as well, including middle business 
  which may, clandestinely, involve the Dark Wave Organisation.  
   
  2.   The Bottomless Haversack.   Possibly the best “all-round” trading 
  post in Traft City. The proprietor, Birkie Jurgen (Male Gnome, Com4, 9hp) 
  stocks just about every “general” item in the PHB and the D&D Accessory 
  Books at standard prices. He enjoys haggling, and lucky buyers can make 
  Diplomacy checks (APL 2 – DC 15; APL 4 – DC 18; APL 6 – DC 22; APL 8 
  – DC 26) in order to get Birkie to take 5% off the asking price per 
  successful attempt. He will not, however, barter below 25% off the 
  standard price. To access the cheaper prices, the PCs must role-play a 
  visit with Birkie “in game”. 
   
  3.   The Hammer And Anvil.  This shop sells Traft City’s best weapons 
  and armor. The head weaponsmith is Arkel Felsaar (Male hu,Ftr6/Exp5, 
  40hp).  He is a jovial man who enjoys hearing tales of adventure from 
  those for whom he makes weapons. If a very good tale is told, he will often 
  take 10% of the standard price for a made-to-order weapon. His offsider is 
  Karyn Hender (Female hu, Ftr4/Exp5, 32hp). She is the head armorsmith. 
  She is particularly interested in helping “local heroes” keep law and order 
  in and around Perrenland (her father was an adventuring paladin – now 
  deceased). If any one in the party proves to her that they have performed a 
  heroic deed in the name of good, she will take 10% off the standard price 
  for armor. To access the cheaper prices from Arkel and Karyn, the PCs 
  must role-play a visit with each of them “in game”. 
   
  4.   The Weed And The Brew.   This is Traft Canton’s most famous Herb 
  and Alchemetics shop. The proprietor, Egmund Uder (Male half-elf, Clr4 
  (Wee Jas) Wiz8, hp52) is renowned for his stocks of potions, salves, 
  ointments, mind altering drugs, and herbal remedies. He also has healthy 
  stocks of components needed by mages to cast spells, including (rumor 
  has it) several strange and illegal goods. Egmund is very cool, shy, and 
  business-like towards those he does not know. He has, however, recently 
  begun to use his wealth to frequent society parties; perhaps as a way to 
  expand his business and make new contacts. He is tolerated, and greeted 
  with deference. 
   
  5.   Mitchener’s Woodworking.   Fine tables, chairs, lamps all made to 
  order and for sale. 
   
  6.   The Tick O’ The Tock.   Clockmaker.  If you’ve got the time, you can 
  find interesting clocks from all over the Flaness in this shop. 
   
  7.   The Argolf Inn.   For near on three decades, this Inn was known to 
  serve the best ale in Traft City. However, recently, it has been 
  overshadowed by her rival, The Resting Anchor (in Quagshoff). The 
  proprietor, Dieter Uttmann (Male hu, Exp7, 17hp), has slowly been 
  growing into a rage - hell bent on revenging his loss at the Brew Festival in 
  591 CY. At first, those who knew Uttmann thought his rage was in jest, but 
  lately, they have seen Uttmann dealing with seedier types of people, and it 
  is feared that Uttmann might soon do something he might regret. 
   
  8.   The Bun In The Oven.   A favorite bread and bun shop. 
   
  9.   Top Of The Hops.   This is the brewery that supplies most of the 
  taverns and inns in Traft City (and The Junction), except for The Resting 
  
  Anchor and The Argolf Inn. The ale is passable, and is infinitely better than 
  the imports from Ket. 
   
  10.  Gabemar’s Grocery Store.  Fresh fruit, vegetables, salted meats, 
  sweets. 
   
  11.  Steblen’s Blacksmiths.  An open-style shop front that specialises in 
  making tools of different sorts (including shoes for horses and ponies). 
   
  12.  Cobbler And Boot.  Nice shoes made at reasonable prices. 
   
  13.  The Skin And Bridal.  Leatherworking. Specialising in leather clothing 
  which has, recently, become popular with the male aristocracy. 
   
  14.  Troll Stone Masons.  These are the premises of the finest 
  stonemasons in Traft Canton. They are responsible for building many of 
  Traft’s most prestigous public buildings over the last 200 years. The 
  business is owned by Alin Jull (Male hu, Exp10, 21hp) and his sons.  
   
  15.  The Kiln And The Pot.  Pottery for every occasion. 
   
  16.  Devis Jones : Fashion And Fragrances.  Men and women’s 
  fashions and perfumes at reasonable prices. The proprietor, Devis Jones 
  (Male hu, Bard3/Exp4, 21hp) is said to be an enamored “fan” of the great 
  iconic bard, Devis, who roams the Flanaess as an adventurer. Devis Jones 
  even studied as a bard for a time in the hope of becoming like his idol, but 
  sadly failed to make the grade. Given the chance, however, and Devis 
  Jones would gladly join an adventuring party in the hopes of once again 
  meeting his childhood hero. 
   
  17.  The Family Jewels.  This jewellery shop is owned and run by Baggis 
  Grit (Male hu, Exp4, 9hp). He buys and sells most standard jewellery, as 
  well as magic rings and miscellaneous magic associated with jewellery at 
  standard DMG prices. 
   
  18.  Church Of Zilchus.  Attended every godsday by most of the major 
  businessfolk of this quarter, the church is presided over by The Holy 
  Reverend, Ichel Inzel (Male hu, Clr8 Zilchus, 32hp). Inzel is an eccentric 
  character who, at times, appears quite mad. He has a fixation on money 
  (“Oooo! Lovely money! Money money money!”) and “pretty things” which 
  he likes to touch (even if they are still attached to somebody). He is a 
  flagrant capitalist and his sermons often admonish Orgus Bildgear for his 
  militarism – a stance which could very well affect the nice “trade routes” 
  Perrenland has acquired since her neutrality. In reality, Inzel is a cunning 
  diplomat who uses his eccentricity to fool others into doing deals they may 
  not otherwise endure. 
   
   
  MAP #6  :  DAS ARENA 
   
  Population :  Approx. 1,700 permanent residents. 
  Conditions :  Poor and dirty (but not quite as much as the Quagsijdt 
  Quarter next door). 
   
  This quarter is patrolled by 4d10 members of the City Militia at all times. 
  Any public disturbance sees the militia arrive in 2d4 rounds.  
   
  THE ARENA 
   
  The Arena is a very popular (and culturally symbolic) attraction of Traft 
  City. Even before the city herself had walls, The Arena existed. Before the 
  first public buildings had cornerstones, The Arena existed. Before the 
  aristocracy; and before the militia and the law – The Arena existed.  
   
  For centuries, The Arena was the place where feuds between clan 
  members (and between clans) were settled. It is the reason why there 
  have been so few civil wars in Perrenland. The populace would gather at 
  the site. Commoners fought hand to hand – with the winners taking the 
  heads of the losers as trophies of their righteousness. Those convicted of 
  crimes fought to prove their innocence against champions of The Land. 
   
  However, over the last 200 years, The Arena has been used less and less 
  for its original intent. During 592 CY, on Stardays, The Arena is used to 
  stage Rodeo competitions and spectacles (usually co-ordinated by 
  Rosrijers). On Sundays, The Arena is attended (mostly) by the aristocracy 
  to view (and participate in) show jumping and a variety of dressage events. 
  During the weekdays, The Arena is used as a race track, an event 
  attended eagerly by the Commoner populace at one time or another. 
  Gambling is not permitted on Stardays or Sundays; but high stakes rule at 
  the races every other day. Entrance into the arena (as audience) is 
  1gp/day. 
   
  RODEO RULES 
  Anybody with the entrance fee of 10gp/event and a Ride rank of +8 or 
  higher can enter a Rodeo competition. There are 9 events of 3 types held 
  every Starday. Talk to Steppen Holstaag, (Male hu, Exp4, 11hp) the 
  events organiser, whose office can be found just inside the eastern 
  entrance.  
   
  Type 1 Event : Horse Riding (most popular) In this event the 
  contestant must stay on a (bucking) horse for a minimum of 25 
  seconds. The DC is 25 vs. a Ride check. If a contestant makes 
  the DC, then he/she receives a cash prize of 20gps. The 
  contestant also has a chance to come first in the event (25% 
  chance) which will pay the winner an extra 20gps. A failed Ride 
  check means that the contestant falls off his/her horse and must 
  make a Reflex Save (DC 20) to avoid taking 3d4 damage. 
   
  Type 2 Event : In this event the contestant must stay on a (bucking) bull 
  for a minimum of 28 seconds. The DC is 28 vs. a Ride check. If a 
  contestant makes the DC, then he/she receives a cash prize of 25gps. The 
  contestant also has a chance to come first in the event (25% chance) 
  which will pay the winner an extra 25gps. A failed Ride check means that 
  the contestant falls off his/her horse and must make a Reflex Save (DC 23) 
  to avoid taking 5d4 damage. 
   
  Type 3 Event :  In this event the contestant must stay on a (bucking) large 
  bison for a minimum of 30 seconds. The DC is 30 vs. a Ride check. If a 
  contestant makes the DC, then he/she receives a cash prize of 30gps. The 
  contestant also has a chance to come first in the event (25% chance) 
  which will pay the winner an extra 30gps. A failed Ride check means that 
  the contestant falls off his/her horse and must make a Reflex Save (DC 25) 
  to avoid taking 7d4 damage. 
   
  A single PC may only enter one event per scenario played within the walls 
  of Traft City. Contestants who come First in a Rodeo event gain +1 to any 
  Diplomacy or Gather Info check (per win) with any Rosridjer met within the 
  boundaries of Traft Canton, Vesterberg (Sepia), or Clatspurgen. 
   
  DRESSAGE RULES 
  Anybody with the entrance fee of 20gp, a Charisma of 12+, a Ride rank of 
  6+, a Train Animal rank of 6+, and his own horse, can enter a Dressage 
  competition. There are several combined events held every Sunday. Talk 
  to Marika von Lolveig, (Female hu, Ari5/Exp4, 19hp) the events 
  organiser, whose office can be found just inside the  northern entrance. 
  Marika is the daughter of Councillor Strebby Lolveig, an aristocrat, whose 
  home can be found on Map 4, #13.. 
   
  Dressage events involve the contestant putting her horse through a series 
  of difficult and rigorous trials. These trials include jumping, weaving and 
  syncronous prancing. Points are also awarded for good animal grooming; 
  as well as the composure of the contestant during the trials.  
   
  PCs must calculate the following : 
   
  Dressage Skill check = 1d20 + Cha bonus + (Ride total + Train Animal 
  total divided by 2). 
   
  
  The DC to come First in the competition is 30+. 
  The DC to come Second is 28 or 29. 
  The DC to come Third is 26 or 27. 
   
  First Prize = 40 gps and +3 influence. 
  Second Prize = 35 gps and +2 influence. 
  Third Prize = 30 gps and +1 influence. 
   
  The inluence is with any Traft canton aristocrat whenever making 
  Diplomacy or Gather Info checks. Anybody who fails their dressage check 
  by 10 or more causes the noble audience to burst into peels of laughter 
  and jeer the contestant. Such a contestant will always, now, have –3 
  influence on checks made with Traftian aristocracy. 
   
  A single PC may only enter one dressage event per scenario played within 
  the walls of Traft City. 
   
  RACING RULES 
  On each raceday (every day except Starday or Sunday), there are 9 horse 
  races held in The Arena. There are 12 horses in each race. Before each 
  race, the DM will roll percentile dice (d100) 12 times in order to get the 
  odds for each horse in the race. Consult the table below : 
   
  01 – 30       Odds 3:1 (with 5% scratch chance) 
  31 – 50       Odds 5:1 (with 10% scratch chance) 
  51 – 65       Odds 7:1  (with 15% scratch chance) 
  66 – 80       Odds 10:1 (with 20% scratch chance) 
  81 – 85       Odds 20:1 (with 25% scratch chance) 
  86 – 90       Odds 50:1 (with 30% scratch chance) 
  91 – 96       Odds 75:1 (with 35% scratch chance) 
  97 – 00       Odds 100:1 (with 40% scratch chance) 
   
  The PCs place their bets. Bets can be for a WIN (Odds Returned); a 
  PLACE (Half-Odds Returned); or for a TRIFECTA (name 3 winners in a 
  row for 3x Odds Returned). The DM makes a note of all bets and all 
  monies are crossed off character sheets. 
   
  Then the DM rolls to see if any of the 12 horses get scratched. PCs who 
  bet on scratched horses lose their money. Then the DM runs the race. 
  DMs good at role playing and calling races might like to make up the 
  names of horses (otherwise calling numbers is just as exciting). Before the 
  race the DM should also roll for a 5% chance that the race is fixed. No PC 
  can win a fixed race.  
   
  At the half-way point, if the race is not fixed, the DM rolls 3 separate d12 
  dice. The FIRST dice indicates the WINNING horse. The SECOND dice 
  indicates 2
  nd Place; and the THIRD dice, 3
  rd Place. Numbers are noted. 
   
  The rest of the race is then called with the winning horses announced. 
  Winning PCs are paid any monies owed to them by the DM.  
   
  A single PC may only enter one horse race per scenario played within the 
  walls of Traft City. 
   
  DAS ARENA : HOUSES, STREETS AND ALLEYWAYS 
   
  The houses in this quarter are mostly of the poorer variety. Those who live 
  within are often somehow associated with working in and around The 
  Arena (except for the aristocracy, of course). There are a few notable 
  places, however : 
   
  1.   The Jolly Tavern.  A better-than-average establishment run by 
  Perseus Hoffenheim (Male hu, Com8, 21hp). This pub is popular with the 
  aristocracy before and after main events. Several expensive but good-
  natured bets can be placed here on dressage contestants before 
  competitions. 
   
  2.   The Original.  This was the very first tavern ever built in Traft canton! It 
  is at least 1000 years old and is currently owned and run by Estelle 
  Merribee (Female hu, Com9, 23hp). The pub is a favorite with adventuring 
  types who visit Traft to partake in the activities of The Arena. 
   
  3.   The Joint.   Possibly the most notorious pub in all of Traft City. Several 
  mob bosses hover around this filthy drinking hole; organising illegal bets, 
  fixing races, and taking out hits on any known swindlers or tricksters. The 
  local militia comes by The Joint every few hours, but they are often paid off 
  to “look the other way”. Exposing such illegalities in such a lawful city might 
  be the subject of future scenarios. There is no permanent “owner” of this 
  pub, and no permanent bartenders. Any past owners who interfered with 
  business can now be found as skeletons shackled to anchors at the 
  bottom of Lake Quag. Any PCs who cause trouble in The Joint can expect 
  whatever they did to be revisited upon them 5 fold at a time they least 
  expect it (DM’s call). The Joint is, by its nature, Traft’s best source of 
  underworld information. The current bartender is Klaus “Nasty” Nastasi 
  (Male half-orc, Com4/Rog7, 16hp). Rumor has it that he squeals for The 
  Dark Wave, so any PC asking him about them may be, in turn, spied upon 
  (or simply eliminated). 
   
  Street assasinations are quite common in this quarter of the city, as is pick 
  pocketing. It is, probably, the only part of Traft City where the very poor 
  regularly rub shoulders with the filthy rich.  
   
   
  MAP #7 : OBERSTAAT  
  pron. “Ober – shtaat” 
   
  Population :  Approx. 1,000 
  Conditions :  Clean. Well appointed. 
   
  This quarter is patrolled by 4d6 members of the City Militia at all times. Any 
  public disturbance sees the militia arrive in 2d4 rounds. The quarter is 
  devoted, mainly, to housing the residence of Das Hintervoormann (Premier 
  Of State), His Honoured Grace, Llart Urwiggen (see below) as well as a 
  number of city guilds and offices. The rest of the guilds and offices can be 
  found in Unterstaat (Map 9). 
   
  The Forest Walk.   This pleasant stroll, having begun in Unterquagshoff, 
  now comes to a gentle end as the path gives way to beautiful forests 
  dotted with little ponds surrounded by pretty wildlife. These are the (well 
  patrolled) grounds of Das Hintervoormann. 
   
  A.  The Residence Of Das Hintervoormann.   This is the private the 
  residence of the current Hintervoormann (or Premier Of State/Canton). 
  The esteemed gentleman is refered to as His Honoured Grace, Llart 
  Urwiggen (Male hu (Oostmeer), Nob14, 37hp).  
   
  The residence is patrolled constantly by the City Militia as well as those 
  militia privately seconded by the Hintervoormann (40 more militia). Inside 
  the residence lives the Hintervoorman and his large family – including most 
  of his direct relatives associated with his clan (about 120 in total). 
   
  A further 100 people live and work in the grounds of the residence; and 
  there is a large stable with many fine horses. 
   
  Of note, is the Grande Ballroom on the second floor of the residence. 
  Here, local Traftian aristocrats (and honoured guests) are regularly invited 
  to wonderful dinners, dances, and parties. The latest trends include a 
  series of masked balls and costume parties.  
   
  Llart Urwiggen is a vocal supporter of Hetmann Orgus Bildgear for next 
  Voormann. He believes clan differences should be pushed aside so that all 
  of Perrenland can focus on the “threat of the Old One” (Iuz) to the east. He 
  is married to lovely Infried (Roodberg, Bildgear’s sister); has 2 daughters, 
  Priscilla and Utmaji; and has one son, Dettweir who currently serves as 
  a Lieutennant in Bildgear’s Border Rangers (privately formed to prevent 
  incursions in the Sepia Uplands). Such a dangerous assignment already 
  means that Dettweir has the respect of most Traftians, including that of 
  Hetmann Orgus Bildgear, himself. 
  
   
  Urwiggen’s archilles heel is that he tends to see the world through narrow 
  eyes. He has little idea of the plots and counter-plots hatching in the dark 
  alleyways of Traft, or of the deep influence the Dark Wave organisation 
  already has on his city and his canton. 
   
  B.   Das Promenade.   This is the main throughfare which dignitaries take 
  when visiting Traft (and the Hintervoormann). It is lined with huge Oak 
  trees that are each over 800 years old. 
   
  1.   The Cartographer’s Guildhall.   The guild specialises in detailed 
  (legal) maps/information on : The Nomad Lands (Tiger & Wolf), The Sepia 
  Uplands, The Motley Wood, The Northern Clatspurs, and of course, Traft 
  Canton. Legal maps can be purchased for 10gp each. Diplomatic persons 
  (DC 25) may also purchase (illegal) maps/information on The Land Of Iuz 
  and The Vesve Forest for 50gp each. The guild is currently beginning a 
  detailed study of Lake Quag (whose entire depths or width has not yet 
  been charted). This could be a dangerous, yet rewarding, quest for 
  somebody. 
   
  2.  The Guild Of Jewelers And Gemcutters.  This guild has a particularly 
  special relationship with the few Dwarven mines remaining in operation in 
  the Northern Clatspurs. Membership of the guild is not open to player 
  characters. 
   
  3.   The Guild Of Lawyers And Scribes.  This is a very influential guild in 
  Traft City. The Guildmaster, Judge Equs Wendt (Male hu, Exp9, 18hp), is 
  a munistre on the Traft Cantonal Council. PCs looking for legal aid need to 
  come here first. Just for a lawyer to consider or investigate your case costs 
  a minimum of 30gp upwards. If your cause is good (ie. winnable), then the 
  overall fee might be smaller than if “strings” need to be “pulled”. Also, if you 
  need to get books (non-magical) scribed, then this is also the place. 
   
  4.   The Church Of Pelor.  The priest here, Father Mirram Caucasis (LG, 
  Hum, Male, Clr9 – Pelor, 62hp) is a good man who is close to the 
  Hintervoormann. On the other hand, he is also saddened by the future 
  prospect of war with Iuz. He is afraid that Pelor’s healing hand will be 
  overworked in the months and years to come. He is frantically scouring old 
  records for the whereabouts of hidden artifacts associated with Pelor which 
  might help in Perrenland’s battle against The Old One. The church is 
  aligned strongly with the Old Kerk in Traffstaat, and mostly serves as a 
  hospice for those wounded in fights or battles. 
   
  5.   The Merchants And Traders Guildhall.  This guildhall is administered 
  by the wily dwarf, Tessaris Burgenblade (Female dwarf, Exp11, 31hp). 
  Tessaris has her finger on most legal (and illegal) goods entering the city. 
   
  6.  The  Treasury Guard.   Led by the dwarf, Finnegan Rustinbeard 
  (Male dwarf, Bbr9/Exp7, 14hp), the guild is responsible for overseeing the 
  security of the Traft Treasury (across the road). Finnegan is irascible and 
  completely uncorruptable. He has no hesitation in killing anyone who 
  attempts to steal the money he’s in charge of guarding. 
   
  7.   The Traft City Treasury.   This building appears small on the outside, 
  but it actually goes down several storeys belowground (and opens out 
  wider). A permanent guard of City Militia (known as The Treasury Guard) 
  is stationed here, and consists of at least 10d4 guards at all times. The 
  guards are handpicked and are extremely lawful and loyal to the 
  Hintervoormann (who also employs a secret code system of identification 
  which changes daily). 
   
  8.   The Guildhouse Of Moneychangers and Pawnbrokers.   Permanent 
  residents of Traft City may obtain loans (or pawn goods) from this 
  guildhouse. Loans must be fully repaid within 12 months, and the interest 
  charged is 10% x 1d4% in interest. Non-residents must show two letters of 
  repute from known Traftian aristocrats or businessfolk before a loan is 
  arranged. The interest charged to non-residents is 20% x 1d6%. Players 
  involved in Living Greyhawk ™ campaigns may not use this facility.  
   
  9.   The Adventurers’ Guildhall.  This is, usually, the best place in Traft to 
  register is you are looking to hire yourself (and your party) out for 
  adventuring work (in and around Traft, the Sepia, The Nomad Lands, and 
  The Clatspurs). Registration costs only 10gp per year, and it ensures that 
  you get “the pick” of high paying (though possibly dangerous) work. Most 
  adventurers stay at The Raggletail Tavern in Traftstaat whilst ferreting out 
  rumors and awaiting employment. 
   
  10.   The Builders And Stonemason’s Guildhall.   
  Pretty much what it says. The president is Alin Jull (see Map 5, #14). 
   
  11.   The Apothecaries’ Guildhall.   This guildhall is known for purchasing 
  interesting items of, often, distasteful origins from adventurures who have 
  collected them on their journeys. Items include the body parts of animals 
  and humans; rare flowers/herbs; blood samples from interesting beasts; 
  and other icky things. The most they will pay is, say, 1sp for an animal’s 
  eye, 1gp for a human eye, 10gp for a minotaur’s eye, and 50gp for a 
  cyclop’s eye. The DM should use the scaled example to give appropriate 
  rewards to players who collect such items and “trade them in”. Remember, 
  also, that trading such goods is not a “good” act, and to do so may shift the 
  alignment of the scalper. Players involved in Living Greyhawk ™ 
  campaigns may not use this facility.  
   
  12.   The Sagehall.   This is the guildhall of the city sages and academics. 
  Most sages work out of the Public Library in Traftstaat. The guildhall is just 
  their “clubhouse” and is not open to the general public. 
   
  13.   The Joclar’s Roost.  This is the guildhall of Traft’s performing 
  artistes – or at least those not affiliated with the Bard’s College. “The 
  Roost” (as it is often colloquially called), doubles as a tavern which is 
  known to give new acts a break into showbusiness. It is also famous for 
  inspiring many people to take up careers as travelling Joclars (or Jesters). 
  These Joclar are, basically, the best stand-up comedians in The Land, and 
  they are as commonly employed at court as are Perrenland mercenaries. 
   
  14.   Die Lampeleuchter Guildhall.  A very private guild, Die 
  Lampleuchters are men and women whose responsibility it is to ensure 
  that every Traft street and alleyway is well lit by night. The guildmembers 
  know a great deal about what really goes on in Traft – but their lips are 
  sealed, as they know that should they breathe a word, their lives would be 
  cut down by an assassin in the dead of the night. 
   
  14. and 15.   Clubhouses and/or Guildhalls of no immediate importance.  
  These halls may be used in future scenario releases. They do not, as yet, 
  have designated names or facilities. 
   
  MAP #8 : TRAFTSTAAT  
  pron. “Traff – shtart” 
   
  Population :  2,000 
  Conditions :  Clean. Well appointed. 
   
  This quarter is patrolled by 4d4 members of the City Militia at all times. Any 
  public disturbance sees the militia arrive in 1d4 rounds. The quarter is 
  devoted, mainly, to housing the Traftian government, prime 
  establishments, the Mayor’s Chambers, and several businesses of 
  reknown. This is the district of Traft most often visited by passing travellers 
  and adventurers. Most never see any of Traft other than this district. Many 
  of the people who work in this district live in apartments above (or below) 
  their place of work. 
   
  A.   The Main Gates And Watchouse.  This watch house has a ground 
  floor (through which goods and people pass), and a first floor (where the 
  barracks of the City Militia and Traftstaat Militia reside). 50 militia bunk 
  here, and 6d6 of them are always either on duty at the gate checking id’s 
  and goods coming into Traft City, or roaming around Traftstaat in teams of 
  4 or 6. Gate Tax for visitors (non-residents of Traft City) is 1gp. This fee 
  must be paid every time a visitor enters through these gates. In Living 
  Greyhawk, this tax is taken care of through the PC’s Upkeep. Recently, the 
  
  guards on this gate have become a bit relaxed. They are bored, and 
  nothing much exciting has happened in or around Traft for many years. 
  They do not always check every wagon, and they tend to let pretty girls go 
  through with nothing more than a wink and a nod. Unfortunately, demons 
  can Alter Self, along with many others who can disguise themselves very 
  well (such as the rogues of the Dark Wave organisation). 
   
  B.   The Hanging Tree And Holding Stockades.  Major criminals tried 
  and found guilty of treason, murder, or despoiling the head of an ancestor; 
  are brought here and held in the stocks for 7 days. After that (at sunset on 
  the the 7
  th day) they are publically exectuted by hanging. The 
  Hintervoormann stands with the Watch Detective, the City Constable, and 
  a respected member of the Cantonal Council on the balcony of the Council 
  Chambers (#7) and gives the order for the execution. Every criminal may 
  be pardoned at the last minute through new evidence, or through the pity 
  of the Hintervoormann’s wife, Infried. Those whom she pardons are exiled 
  from Traft Canton forever. Most past exiles go and live in the villages of 
  The Sepia. If Perrenland annexes the Sepia in the future …will these past-
  criminals resurface? Will there be trouble? Are there, already, evil forces at 
  work using these exiles to gain specific insider information about Traft, the 
  Auszug, or even of the families of the Hintervoormann himself? 
   
  C.   Traft City Open Markets.  These markets operate only on Stardays 
  and Sundays. They sell standard items from the PHB, as well as low level 
  magic items. Stallkeepers are prepared to haggle the price versus either a 
  Diplomacy or Bluff check (but not both). There is, however, a 10% chance 
  (rolled secretly by the DM) that the goods bought are inferior and break 
  within 2d6 hours after purchase. 
  5% off standard PHB price                        DC 15 
  10% off standard PHB price                      DC 20 
  15% off standard PHB price                      DC 25 
  20% off standard PHB price                      DC 30 
   
  If you are playing in a scenario and you are unsure what day of the week it 
  is, roll percentile dice : 
  01 – 14      Starday   (Work) 
  15 – 28      Sunday   (Work) 
  29 – 43      Moonday   (Work) 
  44 – 57      Godsday   (Worship – no work) 
  58 – 71      Waterday   (Work) 
  72 – 85      Earthday  (Work) 
  86 – 00 
      Freeday  (Rest – no work) 
   
  This table is also good for determining what is happening in the Arena, as 
  well as the Theatre. 
  D.   Das Promenade.  Detailed in Map 7. 
   
  E.   The Undercastle Entryway.  The Council Chambers are on the first 
  and second storeys of building #7. The ground floor is a 
  carriageway/walkway for people to get through to Mittelstaat or other areas 
  of the city. Iron gates can also be dragged down should the Main Gates be 
  beseiged. Iron Gates also spring up from between buildings #4 and #5; as 
  well as between building #13 and the city walls. This effectively turns 
  Traftstaat into an easily defendible keep of sorts. There are also secret 
  parapets on top of all the buildings in this district. 
   
  F.   Crossroads Entry Into Mittelstaat.  No further explanation really 
  necessary. See Map 5. 
   
  1.   The Raggletail Tavern.   This tavern is probably the most visited 
  tavern in all of Traft Canton (outside of The Junction just 5 miles West of 
  Traft City). It is certainly well known as “The Adventurer’s Watering Hole”, 
  and doubles as a place to hire on parties of varying levels; as well as 
  henchmen and hirelings. The tavern is owned and run by a Lawful Neutral 
  half-orc called Balthoc (Male half-orc, Ftr7,Exp4, 40hp). The tavern is 
  large, has a bar area and a dining area, as well as 2 storeys above ground 
  for sleeping quarters. There is an effective sewrage system in the building, 
  along with stables to the side. An overnight stay with evening meal and 
  breakfast costs 4 gp single room per night; 3 gp for a 2 beds; 2 gp for 3 
  beds; and 1 gp for 4 beds to a room. There are also a few suites for 
  couples (double beds) as well priced at 3gp per night. Balthoc, whilst 
  having no taste or decorating inclination, is served well by his 10 human 
  staff members who enjoy working at the tavern so they can pick up on 
  gossip.  
   
  Two notable tavernfolk include a barmaid called Priss (Female hu, Rog8, 
  24hp) and a frequent drinker, Rex Rillander (Male hu, Bard9, 43hp). Rex 
  is a “ladies’ man” who can also often be found at The Playhouse.  
   
  2.  The Cage.  The Cage is basically a large open room with tiered seating 
  around the walls over-looking a square-ringed pit which is used for various 
  forms of fighting. In the daytime, there are cock fights, dog fights and bear 
  baiting; whilst at night there are duels between different adventuring 
  classes. These are not just duels between fighter-types, but also involve 
  magic duels, rougues’ challenges, and bardic contests. None of these are 
  sanctioned by local or national guilds – in fact, those who participate are 
  often sneered at or frowned upon by the upper etchelons. The organiser of 
  The Cage is Werner Trout (Male hu, Rog4/Ftr5, 40hp).  
   
  3.  The Peacock’s Plumage.  This establishment is, more or less, an up-
  market house of ill-repute. It is owned and run by Drago Haruund (Male 
  hu, Com5, 15hp). 
   
  TRADE’S END 
   
  4.  Melphick’s Abundent Inventory.   This shop is open Moondays to 
  Freedays from Cockcrow to Twilight. The shop sells standard items from 
  the PHB, Builder Books (if allowed). No haggling is allowed, and all items 
  are of good quality (no DM check required). The proprietor is Alfess 
  Melphick (Male hu, Exp8, 24hp). 
   
  5.  The Magick Hand.  This shop is open Moondays to Freedays from 
  Cockcrow to Twilight. It sells low to medium level arcane magic items 
  (including scrolls, spellbooks, and other tomes of note). The shop also 
  buys items of any level from adventurers at half DMG/Builder Book prices. 
  The proprietor is Miss Heidi Fetchler (Female hu, Wiz8/Exp4, 21hp). Heidi 
  is a comely young lady of only 28. She has beautiful golden wavy blonde 
  hair and porceline skin. She is the most eligible young lady in this district 
  and is constantly being “wooed” by one adventurer of another. She is kind 
  hearted and is polite – rather enjoying the attention lavished upon her.  
   
  6.   The Grande Kerk Of The Shool.   This imposing building is one of the 
  oldest and most respected in not only Traft, but all of Perrenland. Within 
  this church can be found shrines dedicated to every Shool god, along with 
  a cleric of between 7
  th and 12
  th level representing each denomination. A 
  Common Service is held every Godsday morning at half-past cockcrow 
  (half way between dawn and midday); whilst the rest of Godsday is 
  dedicated to services which encompass singular aspects of a particular 
  deity. Upstairs on the second and third storeys are the offices and living 
  quarters of the various Shool clergy (along with their leaders) who operate 
  the church. It is from these offices that quests pertaining to the One 
  Church or Singular Deities are given to prospective oathtakers. It is here 
  that PCs can purchase potions and scrolls of a clerical nature (up to Level 
  12 enchantment); along with a few other divine items such as holy crosses, 
  mistletoe, blessed water/wine, and other things. The current patrician of 
  The Grande Kerk (as it is usually called) is Hetshoolmann Niles Bucholt 
  (Male hu, Clr12, 81hp). Bucholt is a strong supporter of Orgus Bildgear, 
  and has made regular funds available to the Pelor hospice in Oberstaat 
  (Map 7) in preparation for any hostilities with Iuz. 
   
  7.  The Cantonal Council Chambers Of Traft.   This building houses the 
  Traft Council and is used for meetings and deal-making at all levels of 
  politics. As Perrenders enjoy politics, these meetings are usually extremely 
  lively and include jibes and fruit thowing from the public galleries (which 
  are often full to brimming over depending on what is being discussed). The 
  council is presided over by the Hintervoorman (see Map 7) who is able to 
  be elected by any permanent resident living in Traft Canton. The 
  Hintervoorman does not vote except to break ties.  
   
  
  The other members of the council (30 of them) are mostly Hettmanns 
  (Mayors) from other Traftian towns (though some are elected on a yearly 
  basis. The current Staat Munistre (Head Minister) is Councillor Ceseraea 
  Aaronfar (Female hu, Pal9, 63hp). 
   
  8.  The Hallowed Halls.   These are the law chambers of Traft. This is 
  where you will be tried if you break the law. The court is presided over by 
  Rechter T. T. Branwyn (Female hu Oostmeer, Exp12, 30hp).  
   
  9/10. Prison Fortress.   Traftians are proud of their excellent record 
  regarding law and order. The criminals housed here are (mostly) petty 
  theives, cutthroat pirates, and purgerers. Traitors to the State and 
  murderers of aristocracy or businessfolk are displayed publically in the 
  stocks, and then executed via the Hanging Tree. Every day, prisoners are 
  marched through the town square and out the City Gates to do hard labor 
  in a variety of ways : constructing roads, building public shrines, cleaning 
  up after monster skirmishes, and burning the bodies of plague victims 
  (which occurs every 20 years or so). 
   
  11.   Offices Of The Watch Detective and the City Constable.   These 
  are the offices of the Watch Detective, Gurner Trocklespit (Male hu, 
  Rgr11 and the City Constable, Boone (Male hu, Ftr16, 140hp).  
   
  Trocklespit is a cunning detective, and he is highly skilled in the work he 
  thoroughly enjoys doing. It is through him that many of Traft’s most 
  notorious criminals have been brought to justice. It is, however, 
  unfortunate that just recently Trocklespit has not been as sharp as usual 
  (mostly due to resting on his laurels a bit), and Trocklespit has failed to 
  make links between the current slew of crimes in the city and the Dark 
  Wave organisation.  
   
  Boone (or Lord Boone) is not from Traft, or Perrenland. He is a traveller 
  from another land beyond The Flanaess called The Khartoumian Spheros. 
  Many doubt that this land even exists on Oerth, but nobody is prepared to 
  upset Boone to ask him. Boone lives wholly to uphold the law – any way 
  he sees fit. He is solidly built and speaks (mostly) via grunts, slurs, and 
  witty quips. Even the locals step aside when Boone shows up; and he is 
  rarely invited to aristocratic parties unless a point of law and order wishes 
  to be made. Boone is not married, and has no time for petty affairs. He and 
  Trocklespit work well together and this has kept Boone constable of Traft 
  for nearly two years - the longest he has ever stayed in one single place.  
   
  12.   Rumbledoom’s Jewels, Gems And Pretty Things.  Owned by 
  August Rumbledoom (Male dwarf, Exp9, 32hp), this is the place most 
  adventurers will “cash in” any made or fashioned items of a non-magical 
  variety. Rumbledoom is a hard bargainer, so be warned! Snuggled in 
  between the Constabulary and the Militia, Rumbledoom feels very secure 
  in his place of business. 
   
  13.   First Auszugen Cantonal Headquarters.  This is the logistical 
  “home” of the 1
  st Auszugen, possibly Perrenland’s most prestigious ground 
  force fighting troops. Every member knows that he or she will be on the 
  front-line in the upcoming (inevitable) war against Iuz.  
   
  The Supreme Commander of the 1
  st Auszugen is Merissa Hortesburg 
  (Female hu, Ftr14, 125hp). Merissa is not only beautiful, but knows it as 
  well. She spends a full 3 hours every morning ensuring that her hair, her 
  cloak, her armor and her sword appears immaculate. Her brilliant shining 
  causes every head to turn as she leads her troops mostly, of late, into 
  swareys into the Sepia Uplands – looking for the Iuzian threat (which is, 
  ironically, working underhandely back in Traft City). Merissa took over the 
  1
  st Auszugen when Orgus Bildgear was injured five years ago. Both as 
  egotistical as eachother, Merissa was his preferred successor. Merissa 
  enjoys flirting with her male officers, but never has sexual relations with 
  them. Ironically, she has had her eye on Lord Boone, the City Constable, 
  but he probably doesn’t know she even exists. Her bravery in battle is 
  never a question, and she knows as many dangerous feats as those of any 
  nation’s army. Many an evil adversary has crossed her, seen her beauty, 
  been fooled, then died by her sword which she named Argonass (+3 
  Flaming Bastard Sword).   
   
  Player characters dealing with important people in the 1
  st Auszugen are 
  more likely to come across Merissa’s first officer, Haus Karpathian (Male 
  hu, Ftr12, 78hp). Karpathian is a brave, but good natured man who is 
  secretly (and desperately) in love with his superior, Merissa Hortesburg. 
  Recently, he fought alongside of her during a skirmish with an bugbear 
  brigand in the Sepia Uplands. At one point, a poisoned crossbow bolt 
  lodged in his upper thigh. Merissa surgically removed the bolt and sucked 
  the poison clean from the wound – thus saving her officer’s life. Since then, 
  Karpathian has sworn to protect Hortesburg, though he truly believes that 
  Merissa might secretly love him as well. Marriages and partnerships 
  between military officers is encouraged in Perrenland, and military 
  weddings are the seen as prestigious events attended by many 
  government ministers and local aristocracy. 
   
  The barracks here in Traft City holds about 583 troops in total, but most 
  are out on patrol nearly all the time. If an assault on Traft came from within 
  the city herself, the city would be hard pressed to defend herself. 
   
  MAP #9 : UNTERSTAAT  
  pron. “Oonter – shtart” 
   
  1.  The Playhouse.   This well-worn edifice is one of the oldest buildings in 
  Traft City. The Playhouse is mostly run by graduates of the Bardic College 
  (Map 2, #7), and the entertainment focusses mainly on producing plays 
  which satirise local issues and opinions. The serious works are generally 
  historical epics which detail the formation of the concatenated cantons, the 
  founding of Traft City, and the overcoming of northern “savages” (ie. the 
  Nomads) to secure Perrenland’s borders. The playhouse is managed by 
  Drenniger Stoumpf  (Male hu, Brd7, 32hp). Stoumpf has regular 
  arguments with the writers, directors and actors of the theatre over the 
  validity of artistic merit. It costs 1gp to gain a seat at The Playhouse, and 
  5sp to stand in the stalls. Local aristocracy actually get to sit on the stage 
  during a play (and pay 5gp for the privellege). The most prolific tragedian 
  in Traft is the half-elf Erodar Eannen (Male half-elf, Brd9, 29hp). Erodar is 
  haughty and proud, and is a bit of a “prima-donna”. He can often be found 
  in local taverns talking about himself (his favorite topic) and/or shamelessly 
  plugging his latest performance. 
   
  2.  The Baker’s Guildhall.   This bakery is involved in friendly competition 
  with Schwartzenbruin. Every Needfest, the guildmembers meet in either 
  Traft or Schwartzenbruin (rotated annually) to have “The Great Bake-Off”. 
  Judges come from as far as Greyhawk City, Onwahl, Keoland and Tusmit 
  to taste the beautiful breads, cakes, and pastries served up during this 
  renowned competition. The winner of the competition has the merchant 
  rites to supplying all outbound shipping vessels going down the Velverdyva 
  for one whole year. At present, Schwartzenbruin in green with envy 
  because Traft has won this competition three years in a row. 
   
  3.  The League Of Barbers And Dentists.   About 50 males and females 
  (of differing races) belong to this guild, and doing so gives them the right to 
  set up streetside stalls from which they ply their trade. There are no actual 
  Barber Shops in Traft since a man from the Village Of Ironbark (just north 
  of Traft City) was “accidentally” cut with a razor – leading to the man 
  slaying the barber, his six assistants, and ten customers waiting in line for 
  a trim. The “Barberside Stalls” now offer the same service – along with 
  multiple escape routes and patrolling militia! Barbers are excellent sources 
  from whom to gather information; but people should be warned that a few 
  of them (10% actually) are stooges for criminal organisations. 
   
  4.  The Butcher’s Guildhouse.   Traftians love their meat. Yep. They 
  really LOVE their MEAT. To belong to the Butucher’s Guildhouse you’ve 
  got to be invited, and you have to know how to cut, prepare, and present 
  pork, lamb, beef, veal, venison and poultry in 101 different mouth-watering 
  ways. Of particular note is the production of 173 different kinds of 
  sausages (called “wursters”), and aristocrats pride themselves on having 
  “personal” butchers who spend days and weeks designing 
  “Commemorative Wursters” which say something about the aristocrat who 
  commissioned it. One year, a master butcher called Stiffy Spitz (Male hu 
  
  Castrati, Exp6, 13hp) thought he was catering for a child’s birthday party, 
  so he made many delicious, but small, “winzigwursts” – only to discover, 
  too late, that he was actually catering for Ritter Ausucht’s 50
  th Birthday 
  Celebration. When the wursts were revealed, the humiliation was so 
  intense that the Ritter leapt forward and cut off the butcher’s “manly tackle” 
  with his ceremonial sword! Ouch. 
   
  5.  The Shippers And Boxers Guildhall.   This guildhall is responsible for 
  ensuring that goods in containers get shipped safely from Traft to the four 
  courners of the Flanaess (via Lake Quag and the Velverdyva); and arrive 
  in Traft (and stored securely until needed). They appear extremely 
  efficient, and this pleases the Cantonal Council, as such efficiency has led 
  to some lucrative merchant contracts coming to Traft and bypassing other 
  centres. This business, in turn, gives the shippers and boxers more 
  avenues through which to dabble in less than legal activities. Guildhall 
  organisers dress immaculately, though present themselves in a style more 
  bordering on “shabby genteel”. The leader is Igor Horst (Male hu, 
  Exp4/Rog5, 30hp). He has, at all times, a bodyguard contingent of 4d6 
  rogues and 4d6 fighters (of 3d3 levels each) around him at all times. The 
  bodyguards “double” as clerks and shipping consultants – but have names 
  like “Blade”, “Spewbucket”, “Gluespleen” and “Drool”. Horst and his boys 
  can be found at the guildhall only 30% of the time. The rest of the time they 
  are visiting various warehouses around the city (1-2), at The Quagsijdt 
  Docks (3-4) or at their homes (5-6).  
   
  6.  The Refuse Worker’s Guildhall.   Traftians pride themselves on the 
  sort of “cleanliness” so often seen in smaller “tidy towns”. Within the guild 
  there is a group of 40-50 “anal retentives” known as the “Kleen-Politzei” 
  (the Clean Police) – who divide into small groups to patrol the districts to 
  ensure that people are not littering or damaging public property.  
   
  7.  Traft Cemetery And Mausoleum.   Traftians do not place much 
  emphasis on burying their dead. Commoner’s corpses are taken either out 
  to sea, or to the High Forest, to be laid to rest. This cemetery and 
  mausoleum is for aristocrats and elected government officers only. It is a 
  “who’s who” of Traftian society and politics over the last 300 years. Also 
  buried here are a number of Traft Canton’s most nortorious nemeses.  
   
  8.  Nomad City.   This large area of the district is populated mostly by 
  nomads (Tiger and Wolf) who have either fled their homelands, or who are 
  visiting those who have. It is a very dangerous district where even the City 
  Militia fear to patrol. As the nomads rarely venture anywhere else in the 
  city, nobody really cares if they kill themselves in there or not. There is, 
  however, no doubt that the Dark Wave organisation recruits some of its 
  most brutal lackeys from the darkest allyways of Nomad City. The self 
  professed “leaders” of the Nomads are Swiftclaw Whitetiger (Male hu 
  Tiger Nomad, Bar8, 45hp) and Silvermane Gnashjaw (Male hu, Wolf 
  Nomad, Bar8, 43hp). The Tigers are more aggressive than the Wolves – 
  but both are more aggressive than most Perrenders. They are true 
  “barbarians”, and are extremely superstitious and engage in bizarre 
  ceremonies which garner strange looks from the local Traftians. The one 
  good thing is that both camps trust Iuz less than anyone else. Recently, 
  the Wolf Nomads have signed peace agreements with Traft Canton (and 
  Perrenland in general). In the future, this will lead to greater co-operation 
  between the two nations, and an allied pact that suggests an attack (by 
  Iuz) on the Wolf Nomads will be considered a direct attack on Perrenland. 
   
  9.  The Gnome Garden.   This little corner of Traft is a sheer delight 
  (particularly as it shares the same district as the Nomads). About 400 
  gnomes and halflings make their permanent home here, and their buildings 
  are typical of those found in Kottsmort and other gnome-friendly towns of 
  the Sepia Uplands. The elected “mayor” of The Garden is Bobbinsbod 
  Bigginsbooth (Male gnome, Nob6, 19hp). The gnomes pretty much live 
  here unharassed, and they enjoy lively participation in the political affairs of 
  wider Traftian society. It is not uncommon to find small groups of gnomes 
  heckling from the gods during sessions of the Cantonal Council. Many 
  gnomes and halflings share close relationships with friends and relatives in 
  the Uplands. Future events may or may not lead The Garden gnomes to 
  have an uneasy relationship with Traftian authorities. 
   
  10.  The Cut Snake.   This large tavern (and its surrounding houses) is the 
  place where you can find most “foreigners” who have arrived in Traft City. 
  There are people from all over Oerth in this place, and all of them are 
  trying to get their piece of the growing Perrenland economy and the future 
  possible conflict with Iuz. To say that this tavern is worse than sleezy is an 
  understatement, and it is the only tavern in the entire city that will serve 
  visiting humanoids who have been passed for entry at the City Gates. 
  Unless you’re stout of heart and good with a blade, prepare to defend 
  yourself here, as “fight picking” is just one of the many “nice pastimes” 
  tavern goers participate in. Just think of the “Mos Eisley” cantina from Star 
  Wars ™ and you’ve got The Cut Snake in one. The tavern owner here is a 
  male Lizardfolk called Grutius Spumeflow (Male lizardfolk, 7HD, 28hp). 
  He speaks Common along with 7 other languages. Tiger Nomads come 
  regularly to this tavern on what they refer to as “bug hunts”. Use your 
  imagination … 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Traft City Maps 
   
   
   
  Traft City : Wider Region Viewpoint (including The Junction) 
   
  
   
   
   
  Traft City : District Overview And Guide To The Maps 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Traft City : Map # 1 : Quagsijdt District 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Traft City : Map # 2 : Unterquagshoff District 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  Traft City : Map # 3 : Quagshoff District 
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Traft City : Map # 4 : Staathoff District 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Traft City : Map # 5 : Mittelstadt District 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Traft City : Map # 6 : Das Arena 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Traft City : Map # 7 : Oberstaat District 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
  Traft City : Map # 8 : Traftstaat District 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
   
   
   
  Traft City : Map # 9 : Unterstaat District 
   
   
   
   
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Perrenland/Traft City Visitor's Guide.pdf