(Settlement) Imperial City of Colmar

Lawful Neutral Large City (merchant republic; fortified canal city)
Population 22,000 (primarily humans, with minorities of halflings, dwarves, and gnomes)
Government Republic (Free Imperial City governed by guild council)
Alignment LN
Ruler The High Magistrate (elected from among leading patrician families)
Notable Districts Old Canal Quarter, Wine Market Square, Merchant Guildhall District, Imperial Tower Ward
Settlement Modifiers
- Corruption +2
- Crime +1
- Economy +4
- Law +2
- Lore +3
- Society +2
- Danger +1
Qualities
- Guild Governance (city run by powerful merchant and artisan guilds)
- Major Trade Hub (wine, cloth, river commerce)
- Canal City (extensive waterways; boosts trade and smuggling alike)
- Artisan Centre (glassblowing, carving, illumination, and alchemy-adjacent crafts)
- Fortified Walls (medieval bastions guarding key approaches)
- Cultural Crossroads (Germanic law + French artistic influence)
Demographics
- Humans 85%
- Halflings 5%
- Dwarves 4%
- Gnomes 3%
- Elves & Half-elves 2%
- Others 1%
Military
Standing Watch: 450 city guards (well-trained; guild-sponsored)
Militia: 1,500 mustered from guilds and citizenry
Special Forces:
- Canal Wardens (expert swimmers, ambushers, and night-watch specialists)
- Imperial Tower Guard (elite ceremonial unit doubling as crisis responders)
Defense Bonus: +7 (strong walls, towers, and canal chokepoints)
Commerce
Base Value: 20,000 gp
Purchase Limit: 150,000 gp
Magic Items for Sale:
- Minor 3d4
- Medium 1d4
- Major 0–1 (rare; usually artisan-crafted items)
Primary Exports
- Alsatian wines (especially white vintages)
- Decorative glass and stained glass panels
- Illuminated manuscripts
- Fine textiles and cloth
- Milling and canal-derived goods
Primary Imports
- Metals and refined weapons
- Exotic dyes and pigments
- Silk and luxury cloth
- Magical components and rare inks
Notable Locations
- Old Canal Quarter – Lantern-lit bridges, hidden tunnels, smugglers’ routes.
- Merchant Guildhall – Political heart of Colmar; fortress-like civic palace.
- Wine Market Square – Bustling trade hub, packed with merchants year-round.
- St. Martin’s Collegiate Church – Massive Gothic cathedral with arcane-reinforced stained glass.
- Imperial Tower – Military lookout and symbol of Colmar’s autonomy.
- Craftsmen’s Row – Famous for alchemical inks, carved woodwork, and enchanted glass.
Adventure Hooks
- Guild War Brewing – Two major guilds secretly hire adventurers for sabotage or espionage.
- The Canal Shade – A shapeshifting creature stalks the undercanal passages.
- Wine of Prophecy – A lost vintage said to grant visions resurfaces at auction.
- Foreign Agents – Rival states plant spies in Colmar’s merchant houses.
- Imperial Audit – An Imperial envoy disappears hours after arriving at Colmar’s gates.
- The Broken Window Mystery – Magical stained glass in St. Martin’s is cracking from inside.
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