CITY OF THREE LAWS Located at the juncture of three very different nations, the city of Tredroy has evolved an identity all its own. It’s a place of sophistication, trade, diplomatic intrigue . . . and sometimes knives in the night. It’s a place where everyday behavior on the West Bank can be a serious offense on the East, and your only hope for freedom might be a dash across the hundred-yard bridge! From brawling docksides to Council chambers, from wizards’ workrooms to wealthy Guildhalls, here is a complete city that will add spice to any fantasy campaign. Tredroy includes places to visit, people to meet, customs, economics, politics, and a short adventure. Tredroy was designed for use with the GURPS Basic Set. Nothing else is required, but since Tredroy is set in the world of Yrth, it fits seamless- ly with GURPS Fantasy, GURPS Magic, and GURPS Grimoire. Or it can easily be adapted to any fantasy background and roleplaying system. Welcome to the City of Three Laws. Be careful . . .

This PDF is a scanned copy of the last print- ed edition of GURPS Fantasy: Tredroy. No changes or updates from that edition were made, but we have appended all known errata to the end of the document.

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Stock #82-0121 Version 1.0 January 26, 2006 , . SON GAlv~rs THE ClTY OF THREE WS Located at the juncture of three very different nations, the city of Tredroy has evolved an identity all its own. It is a place of sophistication, trade, diplomatic intrigue . . . and sometimes knives in the night. It's a place where everyday behavior on the West Bank can be a serious offense on the East, and your only hope for freedom might be a dash across the hundred-yard bridge!

From brawling docksides to Council chambers, from wizards' workrooms to wealthy Guildhalls, here is a complete clty that will add spice to any fantasy campaign. Tredroy includes places to visit, people to meet, customs, economics, politics, and a short adventure. Tredroy was des~gnedfor use with the CURPS Basic Set. Nothing else is required, but since Tredroy is set in the world of Yrth, it fits seamlessly with CURPS Fantasy. and CURPS Magic.- Or it can easily be adapted to any fantasy background and roleplaying system.

Welcome to the City of Three Laws. Be careful . . . I

TTRhl 1-CCI 2U-137 STEVE JACKSON GAMES BURPS Fantasy TREDROY A Fantasy City for Roleplaying Adventure by Alexander von Thorn ~ditedby Creede Lambard Front cover and back cover art by Guy Burchak Interior art by Guy Burchak and Larry McDougall . Ken Trobaugh. Managing Editor Page Design and ~y~ogra~h~by Melinda Spray Production and Maps by Linda Ervin. Suzan Karninga. M . E . Roorne and Charlie Wiedman Special assistance with maps: Mike Naylor . Advice and support: Merle von Thorn. Cheryl Freedman and Caroline Julian. Playtesters: The Bozeman Game Association (Brian Dugan. Bruce Evans. Cisco Lopez.Fresquet. Robin Hickman. Brandon Kaya. Mark Soderberg. Christopher J . Stoddard). Nick Christiaosoo. Geof Dale. Lucinda Gainey. David R . Jackson. Scott Paul Maykrantz. Ken Millas. Walter Milliken. Janet Naylor. David S. Raley. Brett Slocum. Adam Stein. The Wrecking Crew (Eric Jerome. Dean Kemdy. David Ladyman. Dan Ormiston. Larry Stohr. Mike Vragel. Bill Williams).

GURPS is a registered vadsmark of Steve Iaekson Oames Inmrponted . GURPS Tndmy copyri* @ I989 Stew IacbOamcs Incorporated. All rights ressd. Ridin iho Unifsd States .

12345678910 ISBN 1-55634-137-7 1.INTRODUCTION ...... 2 Haprs'Guild ...... 23 An Overview of Tredroy ...... 2 7hc(lirc(eSarg ...... 23 Player Characters in r Tredmy Campaign ...... 3 5 .PEOPLE IN TREDROY ...... 24 About the Author. Using Tredroy in a Non-Yrth Selting ...... 3 Christianity ...... 24 Guildsmen. Nobles and Clerics ...... 3 ChurchLnds ...... 24 Lan~unesin Tredm 24 2 .HISTORY OF TREDROY 4 " ~-~~~ ...... 7hr hco. 7hr AgmSImlm . HoUdoyr in Trcdrdroy ...... 25 3 .LAW AND POLITICS ...... 6 Tk Knighrs of1. Chrimpher. The Huguenots ...... 26 TheChaner ...... 6 Ihc (Xrimphcrilr Oath . Krcping 'IUm in Tredroy ...... 26 The Governors. The Council ...... 6 Islam ...... 27 Who's Impnrmr in Trcdroy. Yrfh ...... 6 Islamic Religiaus Organization ...... 27 Ororin8 on Tmcr. Bovnly HwVrs ...... 7 I~bnicOrders ofChivaby . 7hr Som ofthe Lksert ...... 27 LawandCuaoms ...... 8 Islam in Nonh Tredmy ...... 28 Citywide ...... 8 Agnostics ...... 28 IheSccphcofTredroy ...... 8 OlhcrGmups ...... 28 WestTrdroy ...... 9 Jud'issm ...... 28 TreamMt of CMW'M ...... 9 other Clristirm Rrb'gious Orders ...... 28 Fmkrage. Paid t%npdomh@ in Wcdt Trcdroy ...... 10 Cbas ...... 29 NonhTndroy ...... I1 lbc 0.usodc~ ...... 29 Trial by Armin North Tredroy ...... 11 Smllcr Grrups ...... 30 East Trdroy ...... 12 Nonhu ...... 30 ReligiausLaw ...... I3 IabsadIneanc ...... I4 6. PLACES OF INTEREST ...... 31 Council Island .North Tredmy ...... 31 4 .ECONOMICS IN TREDROY ...... 15 MnpofTredmy ...... 34 Guild Strucmre. Compny of Merchants ...... I5 Waa Ead. lswish Quarter ...... 40 Livery Canponies ofTredroy ...... 15 St. Mark's Parish, Dockside ...... 41 Cmpnyorganization ...... 16 EawEd ...... 42 @Us and Slam. Guild Dues and Services ...... 16 WestTredroy ...... 43 Mercenaries' Guild ...... 17 Downtourn ...... 43 Merahrmt Hours and Merdumf Marb ...... 17 South Eod. New Quarter ...... 44 ~aaieals...... 18 EastTredmy ...... 45 M-inTmdr oy ...... I8 Davnlown ...... 45 Magcs' Guild ...... I9 Chinawn ...... 46 Guild Organization, Guild Factbm ...... 19 Luman ...... 47 &gin ofthe Mages' Guikf. Heroldry of Trcdroy ...... I9 Darilis ...... 48 College of Am,Thieves' Guild ...... 20 GenericFighvrs ...... 20 7 .CITIZENS OF TREDROY ...... 49 Assassins'Guild ...... 22 8. TRAIL OF THE SERPENT ...... 56 Guild Organization ...... 22 Asaasaim' Guild Hislory ...... 22 INDEX ...... 64 STEVE JACKSON GAMES Tredroy: the Jewel of the South, largest city outside the Empire, the city of bulging purses, daggers in the dark, and a million intrigues. Traveling across town to sell one's wares is an international journey. A misdemeanor - or even an accepted custom - can be a serious offense on the other side of the bridge. About GURPS This book is a campaign sourcebook for the city of Tredroy. It is designed Steve Jackson Games is commiaed to for use with the Yrth game world of GURPS Famkzy and GURPS Magic, al- full support of the GURPS system. Our ad- dress is SJ Games. Box 18957, Austin, TX though it can easily be adapted to any fantasy campaign where three countries (or 78760. Please include a self-addressed. cultures) meet. It includes descriptions of the residents, geography, politics, stamped envelope (SASE) my lime you religion, economics and culture of the city. There is also an adventure set in wrileus! ~esouriesnow avail&~cinc~"dc: Roleployer. This bimcmthly newsletter Tredroy, usable with almost any group of player characters. includes new rules, variants,~new races, beasts, in for ma ti^ on uwming releases, scenano ideas and more. Ask gamc An Overview of Tredroy rerailer, or wrile for subscription infom- Tredroy is a large commercial and industrial center in the south of Ytarria, tion. New supplemenrs and adventures. at the junction of the Blueshoal and Lorian rivers. It overlaps into three countries We're always working on new material, - al-Wazif, Cardiel, and al-Haz - but is distinctly one community. Hence the and we'U be happy to let you know what's name, from ires droits, "three laws" (it is pronounced tredd'-roy in Anglish and available. A current catalog is available for an SASE. trayd'-nunh in the local patois). Errolo. Uplmiate errata sheets for all No single person or group is "in charge." The three Governors, chosen by GURPS releases, including this book, are their national rulers or by hereditary title, maintain order, administer justice, always available from SJ Games; be sure provide for the city's defense, and represent their national governments within to include an SASE with your request. Q&A. We do our best to answer any the city. There is a City Council with a wide range of municipal powers, includ- game question accompanied by an SASE. ing taxation. The largest landholder and religious group is the Archdiocese of Gmer input. We value your com- Tredroy, directly owning more than a fifth of all land within the city. The power- ments. We will consider them, not only for new products, but also when we update ful Company of Merchants controls all banking and commerce. this book on later printings! The population of Tredroy is approximately 550,000, of these, about 45% BBS. For those of you who have home are Christian, 35% are Moslem and the rest belong to other faiths (such as computers, SJ Games operates a BBS with discussion areas for several eames. includ- ing GURPS. Much of the i)l&test feedback for new nroducts comes from the BBS. UD 24 ho&per day at 512-447-4449,at 3C6, 12M) or 2400 baud. Give us a call! Page References Rules and statistics in this book are specifically for the GURPS Basic Sel (Third Edition). Any page reference that begins with a B refers to a page in the Basic Set- e.g., p. B102 means p. 102 of the Basic Sel, Third Edition. Speus This book is designed so that it can be used with the Basic SeI, even without any other worldbooks or the GUMS Magic sourcebook. Most of the magic spells men- tioned here are listed on pp. 8155-164. Those that are not in the Basic Sor are listed in GURPS Magic; they are marked here with a dagger i.In the few cases where understanding a spell from GURPS Magu is necessary to the adventure, an ex- planation has been included.

Introduction Judaism) or are agnostic. Most citizens live in Moslem-ruled areas. Religious tolerance is legally required throughout the city, and as a result, Tredroy has be- About the Author come a haven for many small religious and ethnic minorities. Tredroy has a live- Alexander von Thorn was born in East ly artistic and cultural community, from itinerant performers beside the Grand Berlin and raised in New Yo&. He now Bazaar to the world-renowned al-Pradin Theater. lives in Toronto. Ontario. where he manages a game store. He began roleplay- Tredroy's climate is quite warm, with average lows in the high 30s to low ine in 1975: he bas ~lavtcstcdfor Viclorv 40s in February and in the high 80s to the 100s from late May to mid-October. G& and Steve ~kksbnGames and b& The city averages 22 inches of rain per year. Snow, while not unknown, is rather been published in The Dragon. uncommon; it snows in Tredroy about once every three years. When it snows the The author is also an assistant sysop for the RPGAMES Forum on CompuServe. City Council generally calls a holiday, since travel becomes so hazardous. Those interested in Tredroy (or GURPS), can contact him either via CompuServe (7041 1.35 1) or paper mail (c/o The Worldhouse, 650 Spadina Avenue, Toron- to, Ontario hl5S 2H7, Canada).

Using lkedtoy in a Non-Yrth Se&g Tredroy is adaptable to any situation where three distinct cultms meet. Yon will have to change the nama and settings to fit your game world, of me.Here are two examples of how to do this. GURPS Spuce Tredroy is a spaceport at the juxtaposi- tion of three races: humans, znovii and bereaks. Living in daIjvcly close quanen has forced the residents of Trcdroy lo band .together and ignore racial differences among themselves. Tredroy was a refuel- ing and staging area during several wars, which has reinforced this. The vlovii are an inswtoid race with an intricate religion based on ancestor wor- ship; all mosqnes in West Tredroy become worship houses. The bereaks must take a mud-bath daily to keep their skin from Player Characters in a Tredroy Campaign dryiig out and cracking; most of the chur- PCs not based in Tredroy may not begin a campaign with Area Knowledge: ches and mosques in North Tredroy be- Tredroy or the Patois language skill unless they also take the Unusual Back- come. commnnal baUu at which members of other races are welcome.. The chmhes ground advantage (e.g., "My mother was from Tredroy"). They do not need to and mosques in East Tredroy remain, or follow any of the guild restrictions on what skills they must know to practice can be convened to other human uses. their trades. Such characters are generated according to the standard rules for Other minor changes need to be made GURPS: average starting wealth is $1,000, and Literacy is a 10-point advantage. as well. For instance. for obvious reasons there are three distinct divisions in the Characters from Tredroy must have at least 1 point in the Streetwise skill. Conrtesans' Guild. Detect Lies, Fast-Talk, Forgery, Law, Shadowing and Stealth are all common GURPS Espionage skills; Tredroyan characters may take any of them regardless of their social class Tredroy sits on the borders of France, or background. Merchants, mercenaries, nobles and ostlers may learn the Riding ltalv and Switzerland. The cultural dif- skill. Any Tredroyan may learn the following combat skills: Brawling, Knife, fc-es here are not quite as pronounced as in Y~'sTredrov. but there is st3 som Knife hio ow in^, Sling and Staff. ~ercenariecmen-at-arms, knights and nobles tension between tk'catholics and Rotex- may learn any combat skill (although mercenaries may not carry bows, tanb. There are no rivers here, and there- crossbows or polearms within the city). Weapons beyond TL3 are not available. fore no bridges; Council Hall is in the the center of the c&, in an area outside the Outside of Mercenaries', Thieves' and Assassins' Guilds, no guildsman three national jurisdictions. may have social disadvantages whose reaction modifiers total -2 or less. Tredroy is an Alpine. resort, favored for irs proximity to some of the best skiing in Europe, its fabulous tourist bargains, and Guildsmen, Nobles, and Clerics the ready access to national and industrial Characters from Tredroy, or those who come to the city and wish to fit into secrets enjoyed by some of those who tie- a guild or other social organization, must meet the requirements of the organh- quent the city. The guilds are called "wade unions" here, and the guards are more tion they wish to join. These requirements are described in following chapters. IiLely to cany Uzis than pikes, but much of the rest of the city is similar.

Introduction 1180 Market and fishing village of Paradin is al-Pradii and seizes the northern half of retake the city. Pasha lavad is restored to founded at the fork of the Blueshoal aud !he city. power (again). Lorian riven. June Legion VII tab the southeastern Aug. Mohammed abd-al-Wazifis named 1200 The population of the Christian village of quarter of the city. Atabeg and given wmmaud of a "ten Paradin is 600 people. Sepr. Prince Ivor's men attack the porary force to restore order." Over 500 1205 The first Church of St. Christopher is Legion. years later. this force is still on the north built. Oct. Church of St. Christopher burned to bank under the Emir's command. 1259 Vitor le Perdu fmds a merchant com- the ground by Prince Ivor's crusaders. 1461 Construction begins on the Cathedral of pany in Paradin, using local Moslem Nov. An informal truce is declared St. Christopher. tribesmen as caravan guards. among the three armies. 1462 The Grand Crusade begius concen@ating 1289 Raimbaut Sapiens is named the first 1446 Feb. Plague shikes al-Pradi. The sur- on conquering d--. Bishop of Paradin. vivon of the Legion and Prince Ivor's 1470 Most of al-l

History of Tredroy Aftermath If al-Yidawarala is defeated, the survivors will be able not tell the Caliph.) He will pay the survivors $5,000 each to take any of the magic items except the Staff of al- for the location of Umgazur - and he may even hire them Muneer (its Loyal Sword enchantment returns it to the to help clear it of magical influences and return the Staff of vault; the door will open just wide enough to let it through al-Muneer. and close immediately). The magic items may be sold for The PCs have also earned the enmity of the Abu some fraction of the listed "retail value," depending on Haneish cult, while learning very little about it. The cul- PC cleverness and GM generosity. tists are likely to strike again! With the GM's permission, The Caliph of al-Wazif is very interested in Umgazur; PCs may acquire the cult as an Enemy, and one of the he considers its contents the property of al-Wazif. (If the Tredroy nobles as a Patron, with balancing costs. Butthat, party removed anything from the pyramid, they had best as they say, is another story. +&Jt INDEX is9p3 Abolitimists, 12,48. Dwarves, 30; Iron Weel, 40. Mullahs. charecter requirements far, 28. Agm Sccubrm. 25. East Tredroy, 12-13,4548. Nefrmncy, 13. Agwslics, 28. Economics, 15. Nobility, 12. sl-Haz, 2.4-5, 10; see also Wcsl Tndmy. Elves, 30. Nonhumans, 30. al-Radin. 4; see also Pardin. Emirlamr, 5,49. NonhZR. Tredroy, 11-12, 31-33,36,38-43; hhin, al-Wazif, 2, 4-5, I I; see also North Trcdroy. Empire, see Megahs. Alati district, 36. Excommunication, 13. Allan Micardew, see Baron Bowrey. French, 24. Orders of Chivalry Anglirh, 24. Gadgelcers, SVeet of, 47. Paradin, 4. Apprentices, IS. Goblins. 30. Pasha Khalid, 5,49. Anbic, 24. Goldcn Sunset, Palace of the, 43. Patois. 24. Archbishop Victor Aillard, 45. Governors, 2, 6. ~atoir'languagoskill. 3. Archdioccse of Tredroy. 2; orgm*otim, 25. Great Fire, 5. Rgssus, Order ofthe, 27,4243. Arena, 11, 38-39. Ouards, governors'. 7. Physicians' Guildhall, 46. Arms, Collc* of, 20. Guilds, 68, IS; and Smhu, 16; dues and services, Player Characters, 3 Armsmen, 17. 16. Raeticals, 18. Asassins' Guild. 3.22. Halflings, 30; Sohudcsee 37-38. Prince Ivor's Day, 26. Baron hmy,5,49; residence, 45. Harpers' Guild, 23,48,52. Rolestant, 5. Bazaar, tha Grand, 33. Hebrew, 24. Pumivants, 20. Blasphemy, 13. Heraldry, 19. Quill, Warriors of lhe, 27, 38. Bwnly Hunters, 7. Heresy, 13. Religion, 24. Calendar. 26. History, 4-5. Religious law. in East Tredmy, 13; ace ohSharla. Cardiel, 2.5; see also Earr Tredroy. Holidays, 25. Reptile men, 30; mospuc, 45. Chinese, 29, 30, 46, 51; hgwage (spoken), are Holy Trinity, Cathedral of the, 45. Richard Swifilongue, Mayor. 50. Maimuiyu; hnguage (winen). 24. Imperial Embassy, 37. Sceptre ofTredmy, 4,s. Christianity, 24-25. Infidels. 10. Secretariat of the Roteslant Congregations, 26, 39. Circle Song, 23. Internal lariff, in Nonh Tredroy, 1 I. Sergeants, 17. City Charler, 5-6. Islam, 27. Shakespeare, William, 37. City Council, 2,s-7,51-52. Islamic School of al-Radin, 33. Sharia, 9. 11. City Walch, 7. IIaIian, 24. Silent Master, 22. Clerics, Chrinian, 25. lvor Romulus, Rincc, 4.29-30. Singer's Green, 23.48. Climata, 3. Jews, ace Judaism. Slavers, Company of. Guildhall, 39. Coins. 18. lobs and Income, 14. Slavcy in East Tredmy, 13; in NorUl Tmlrooy, 12. Commercial dispulcs, in West Tredroy. 10. Journeymen, 15. Social Stigma disadvantage, 30. Company of Adventurers, 4. ludaism. 28-29,40. Sons of the Desert, 27,40. Company of Merchaw, 2. 4. 9, 15-17, 33, 37; Knights Templar, 28, 45. St. Christopher, Cathedral of, 4, 31; QIvrch of. 4; "A.wod&."9. 16; guildhall, 32; guikfnwler. Ladino, 24. Knighu of: 4.26, 38. 50; org~dm,16. Languages, 24. St. Mark's Parish, 5,24,41. Company of Scriveners, and laxes, 8. Latin, 24. Starling wealth, 3. Company of Solicitors, and laxos, 8. Laws and Customs, 8. Streetwire skill, 3. ConSUrnti~an~,28.46. Le Perdu, Mereham Houw of, 17.33.50. Taxation, 7, 8. Conlacls. 18. Letter of patent, 9. Temple Slreet, 39. cmlband, 9. Lcwd display, 10. Thieves' Guild, 3,4,9,20-22.41.54-55. Convicts. 9. Literacy, 3. Thomasilcs, 28, 31, 38. Council Hall, 31. Livery Companies, IS. Tredmy, origin of name, 2,4; Uniwrsily of, 5.36. Council Island. 8, 31. Lorian river, 2. Trial by Arena, 11. Caurtcums' Guild. 10. lumsn. 4'7: Vumuntof. 6.49. Unusual Backwound- advantane.- 3. Crescent Mmn, order offhe, 27,45; Palow6flhr. ~ages'Guki, 5, 19, <3; guildhall. 36. Usury, 10. 31-32. Mages' War, 5. Weapons, 3,9. cmsadZ, 29-30, Maimaiyu. 24. West Tredroy, 10,4345. Curia, 25. Maslers, 15. Who's Impiaru, 6. Disorderly conduct, 8. Megslos, 4-5.29-30,31,52,53. Witchraft, 10. Disrespecl, LO. Mercenaries' Guild. 3. 4. 9. 17-18. 47; ~uikhll. Wirds, 19,s. Docks.. 42.4446. . ~ Women, and guilds, 9. ~ercLntiiouses. 17. Money, 18. Trail of the Serpent - 64 - STUCK FOR AN ADVENTURE? NO PROBLEM.

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