Strasbourg

Strasbourg: a fortified commercial city on the Ill, connected to the wider Rhine corridor and dominated by its immense cathedral spire.

Free Imperial City • Upper Rhine • 1454

Strasbourg is wealthy, fortified and fiercely independent. Guild politics, river commerce, civic privilege, old rivalries, scholarship and the movement of information matter as much as swords. Humans form the majority, but dwarves, halflings, gnomes and other travellers are familiar sights in its workshops, markets and quays. Outside the walls, the rivers, forests, mines and mountain roads belong to a much less predictable world.

What Is Happening Right Now?

A company entering Strasbourg does not need to wait for somebody to hand it a quest. Several problems are already developing. Ignoring one simply gives it time to become worse.

1

The Printer

Anonymous broadsheets condemning unlawful tolls, predatory princes, corrupt officials and mercenary violence are circulating through Strasbourg and other Imperial towns.

Someone is paying well for the identity of the printer. The trail points toward Johannes Mentelin, but proving that connection could endanger far more people than one craftsman.

2

The Road

Carters arriving at the gates report armed men collecting an unauthorised toll on a commercially important road.

The city considers the demand illegal but cannot answer every provocation with troops. Somebody needs to determine whether the collectors are thieves, noble retainers, mercenaries or bait in a larger political trap.

3

The Customs House

A porter at the old customs house disappeared after opening a sealed consignment. The crate remains in storage and its manifest looks entirely ordinary.

The people who actually own it are suddenly very interested in getting it back.

4

The False Broadsheet

A pamphlet uses the language of Mentelin’s clandestine circle but urges open violence against a neighbouring lord.

Mentelin denies printing it. Sebastian Brant denies writing it. Gutenberg believes the type was cut somewhere else.

5

The Cellar Wall

Renovation beneath a merchant property has exposed dressed stone behind a cellar wall.

A narrow opening descends beyond the known foundations into masonry that belongs to an older Strasbourg.

Strasbourg at a Glance

Campaign Baseline 1454 CE
Political Status Free Imperial City within the Holy Roman Empire .
Region Alsace and the Upper Rhine, within Europe .
Government Magistrate and council, with powerful guild participation in civic government, defence and public order.
Population Human-majority, with established dwarven and halfling residents, smaller numbers of gnomes and other peoples, and constant movement of merchants, craftsmen, envoys, mercenaries and travellers.
Character Fortified commercial republic; guild city; road and river crossroads; centre of manuscript production, higher learning and emerging printing.
Defences Walls, gates, towers, organised watches and guild obligations for civic defence.
Key Landmark The great cathedral and its immense single spire, completed in 1439 and still remembered as a recent transformation of the city skyline.
Trade Cloth, wine, grain, metalwork, manuscripts, river cargo, imported goods, animals, tools, specialist craft, alchemical preparations and magical materials.
Decapolis Strasbourg is not one of the ten Decapolis cities. It is a larger independent Free Imperial City with extensive commercial and political dealings with them.

Arriving in Strasbourg

Strasbourg is accustomed to strangers. Merchants, craftsmen, boat crews, couriers, mercenaries and travellers pass through its gates every day. Familiarity with outsiders is not the same thing as trust.

An adventuring company is especially noticeable. Three strangers carrying armour, military weapons, unusual equipment and obvious magic look less like ordinary travellers and more like people capable of either solving serious problems or causing them.

Gate guards may ask where the company has come from, where it intends to lodge and what business brings it to Strasbourg. Expensive cargo, suspicious trophies, exotic animals and visibly supernatural companions attract more attention. A known merchant, guild member or citizen willing to vouch for newcomers changes the tone considerably.

Coin buys ordinary hospitality. Inns accept paying guests, merchants sell goods and craftsmen take sensible commissions. Trust is harder to purchase. Guild officers do not expose internal disputes to strangers. Civic officials do not casually reveal records. Smugglers, political conspirators and clandestine printers survive precisely because they do not confide in every competent-looking traveller.

No one at the gate calls them heroes. A new adventuring company begins as armed outsiders with money. What Strasbourg thinks of them a week later depends on what they actually do.

Citizenship, guild membership, family connections, wealth, profession and ancestry all matter. A respected dwarven smith with Strasbourg clients may command far more trust than an unknown human mercenary. A settled halfling innkeeper may be considered thoroughly local while an itinerant halfling caravan is watched for smuggling. Gnome specialists are sought after for their craft but may still find doors to civic authority closed. An elf attracts attention simply because elves are uncommon here.

Goblins and kobolds usually receive the hardest scrutiny. Violent warrens and raiding bands are real, so suspicion has a history behind it; that does not make every individual guilty. A kobold traveller may be searched more thoroughly than a human merchant and may find some landlords unwilling to offer a bed. Reputation can overcome such assumptions, but rarely overnight.

Strasbourg in the Campaign Age

Strasbourg has possessed effective civic independence since its victory at Hausbergen in 1262. That freedom is maintained through law, money, walls, political alliances and generations of citizens accustomed to defending civic privilege.

The government operates through the city’s Magistrate, council and civic offices. Organised trades are political powers rather than merely economic associations. Guilds also contribute to defence, public order and the practical functioning of the city.

Craftsmen can therefore possess genuine civic influence. Merchants depend upon roads and waterways remaining open. Magistrates must balance old families, guild interests, external lords, Imperial politics and the constant danger that a small commercial dispute may become an armed one.

Strasbourg is strong enough that ordinary brigands cannot bully it, yet politically constrained enough that dangerous problems are often better resolved quietly before open civic action becomes necessary.

Notable Quarters, Streets and Places

Medieval Strasbourg does not divide itself into neat fantasy districts. Trades, waterways, markets, walls and old neighbourhood identities overlap. These are the parts of the city most useful during play.

The Civic Centre and Pfalz

The Pfalz anchors municipal government. Petitions, contracts, tax disputes, diplomatic visitors and questions of civic privilege eventually lead into this part of Strasbourg.

The surrounding streets are busier by day than by night: clerks, messengers, merchants, petitioners and people waiting for somebody more important than themselves.

The Cathedral Precinct

The great spire dominates the city and is useful as a landmark from almost anywhere inside the walls.

The surrounding streets contain craftsmen, merchants, scribes, visitors and substantial houses. The fifteenth-century inn Zur alten Pfalz stands nearby.

Krutenau

Krutenau occupies the southeastern side of medieval Strasbourg, closest to the strategic approaches toward the Rhine. The city extended its walls around this area during its final great medieval expansion.

It is a mixed landscape of houses, gardens, workshops, waterways and traffic heading toward the eastern approaches.

Finkwiller

Finkwiller lies toward the southern and southwestern working parts of the city. Gardens, craftsmen, labouring households and water-linked activity give it a different rhythm from the formal civic centre.

It is useful for inexpensive lodging, local labour, cartage, storage and information that has not yet reached the council chambers.

The Hospital Quarter

Strasbourg’s civic hospital complex already belongs to the medieval city. The institution cares for the sick and injured, maintains stores and possesses its own working infrastructure.

Badly injured strangers may be taken here, unusual wounds become rumours, and healers sometimes notice that an apparently ordinary death is not ordinary at all.

The Tanners’ and Millers’ Waterways

The western channels are a world of moving water, hides, workshops, mills, drying lofts, narrow bridges and strong smells. The picturesque name Petite France belongs to a later age; the working quarter itself is already very real.

The waterways provide discreet movement and several exits from meetings that respectable citizens might prefer not to admit attending.

The Fish Market and Butchers’ Streets

Fishmongers, butchers, carriers, cooks, tavern servants and customers create a crowded commercial zone where food arrives early and gossip travels quickly.

If a company wants to know which caravan came in before dawn or who bought enough meat to feed twenty armed men, this is often better than the Magistrate.

The Old Customs House

The Ancienne Douane sits at the centre of valuable river commerce.

Manifests, customs seals, missing cargo, bribed porters and disputed ownership make it one of Strasbourg’s most useful adventure locations.

The Boatmen’s Quays

Boatmasters, bargemen, dock workers, carters and travelling merchants fill the quays.

Information moves with cargo. A boatman may know that a merchant left yesterday, where he went and who quietly joined his vessel without appearing on any manifest.

The Guild Houses

Guild halls combine business, politics, feasting, discipline, information and mutual obligation.

An adventurer who earns guild support acquires more than employment: witnesses become easier to find and reputable citizens may be willing to vouch for the company.

The Studium and Learned Schools

Strasbourg possesses a serious scholarly life long before its later university. Masters and advanced pupils study logic, languages, mathematics, medicine, astronomy, law, natural philosophy and the observable workings of magic.

There is no single “school of wizardry.” Magical theory sits beside medicine, alchemy, astronomy and philosophy because magic is part of the natural and supernatural world scholars are trying to understand.

The Gates and Walls

Gates are places of inspection, toll disputes, waiting wagons, armed guards, messengers and rumours from outside.

A gate sergeant may know about a dangerous road hours before anybody at the Pfalz receives a formal report.

Mentelin’s Public Workshop

Johannes Mentelin is publicly an accomplished citizen, calligrapher, notary and craftsman.

His respectable premises are exactly why his clandestine printing operation should not simply sit behind an obvious secret door in the same room.

Inns, Taverns and Lodging

Strasbourg contains far more drinking houses and guest rooms than are worth listing individually. Inns differ greatly in clientele: a wealthy merchant wants secure storage and stabling, while a boatman may only need food, wine and somewhere dry to sleep.

Zur alten Pfalz — At the Old Palace

A fifteenth-century Strasbourg inn near the cathedral.

Its position makes it a natural meeting place for merchants, clerks, craftsmen, travellers and people conducting business near the centre of the city.

It is respectable enough that a newly arrived adventuring company can lodge there if it can pay, but obvious violence, unpaid debts or loudly discussed criminal plans will not be tolerated.

Good for: first lodging, political conversation, merchant patrons, respectable work and being noticed by people who matter.

Zum Horn — At the Horn

An old Strasbourg hostelry known generations before the campaign age.

It works best as an established inn familiar to carters, wine merchants and regional travellers rather than as an adventurers’ tavern filled with mysterious quest-givers.

Good for: road news, caravan work, rural contacts, transport and learning which routes are currently avoided.

The Old River Hostelry

A hostelry has occupied the riverside site later famous as the Cour du Corbeau since the early fourteenth century.

The later name Zum Raben is not treated as securely fixed in 1454. Its clientele includes merchants, boat crews, messengers and people arriving too late to push deeper into the city.

Good for: river rumours, discreet arrivals, missing travellers, smuggling stories and people who know which boats actually went where.

Guild Hospitality

A visiting craftsman with the correct affiliations may find better lodging through professional contacts than through a public inn.

The same is true for dwarven smiths, merchant factors, journeymen and specialists whose reputation travels ahead of them.

Good for: introductions, employment, technical information and discovering how differently two strangers can be treated.

Who Holds Power?

The Magistrate

Wants: civic independence, public order and freedom to manoeuvre.

Has: law, officials, records, money and the watch.

Weakness: Strasbourg’s ruling interests do not always agree.

The Guild Leadership

Wants: political influence, profitable trades and protected privileges.

Has: craftsmen, civic legitimacy, militia obligations and local information.

Weakness: one guild’s interests may directly oppose another’s.

The Merchant Houses

Wants: safe roads, predictable tolls and profitable commerce.

Has: capital, warehouses, agents, transport and distant contacts.

Weakness: their wealth relies upon roads and rivers they do not completely control.

Mentelin’s Circle

Wants: to keep the press hidden while spreading arguments for civic liberty and lawful urban privilege.

Has: literacy, movable type, couriers and sympathetic contacts.

Weakness: one frightened courier can expose several others.

External Toll Interests

Wants: revenue and political leverage over Strasbourg.

Has: armed retainers and power beyond the walls.

Weakness: their authority becomes much less impressive once inside the city.

The River Underworld

Wants: profitable movement of goods and information beyond official scrutiny.

Has: boats, hidden storage, bribed workers and intimate knowledge of the waterways.

Weakness: smugglers compete with and betray one another.

Guilds, Trade and the Rhine

Strasbourg converts geography into power through warehouses, craft production, markets, customs duties and organised civic institutions.

The Ill runs through the city while the Rhine corridor connects it to a much larger commercial world. Goods may change owners several times before reaching Strasbourg, so a merchant can know who sold him a crate without knowing where its contents truly originated.

Cargo seals, guild marks, contracts, letters, manifests and bills of sale can therefore matter as much to an investigation as footprints or blood.

Armourers, smiths, clothworkers, leatherworkers, food sellers, animal handlers, scribes, apothecaries, boatmen and carters are easy to find.

For broader settlement guidance, see Settlements.

Peoples of Strasbourg

Strasbourg’s trade routes and crafts bring several non-human peoples into daily city life, but this is not a generic cosmopolitan fantasy capital where every people maintains a separate quarter.

Dwarves

Dwarves form the strongest established non-human presence. Vosges mining connections bring ore merchants, assayers, metalworkers, armourers and engineers into Strasbourg.

Some families are long-established citizens or guild-connected residents. Others arrive from mines, holds and itinerant family networks.

A master smith may be highly respected while a newly arrived mountain dwarf is still watched until somebody knows his name.

Halflings

Halflings are found among boat families, carriers, gardeners, innkeepers, market traders and travelling households.

Settled families can be thoroughly local. Itinerant groups are more often treated as outsiders and blamed quickly when goods vanish or customs officers suspect smuggling.

Gnomes

Gnomes are fewer but valued among precision craftsmen, metalworkers, alchemists, instrument makers and experimenters.

Printing gives technically skilled gnomes obvious opportunities in casting, engraving and repeatable mechanical work.

Elves

Elves are uncommon visitors rather than a native Strasbourg population.

Merchants, scholars, envoys and travellers from northern and western lands occasionally pass through the Rhine network. Their rarity attracts both curiosity and suspicion.

Goblins and Kobolds

Individual goblins and kobolds may enter Strasbourg as traders, servants, guides or specialists, but established communities are more plausible around forests, ruins, caves and mines beyond the walls.

Gate officials are much less likely to give them the benefit of the doubt.

Rare Travellers

Long-distance trade occasionally brings stranger visitors.

Rarity matters. An unusual traveller ought to be noticed rather than proving that every entry in the World Bestiary has somehow become a Strasbourg citizen.

Learning Magic in Strasbourg

There is no later University of Strasbourg in the campaign-age city, but there is serious higher learning. Masters, schools and learned circles teach subjects that overlap naturally with magic because magical effects are observable facts of the world.

The Studium and Learned Schools

Advanced pupils study logic, language, mathematics, medicine, astronomy, law and natural philosophy.

Magical theory enters the same intellectual world: spell notation, alchemy, supernatural anatomy, planar phenomena, magical plants, enchanted minerals, curses and the repeatable behaviour of spells can all be subjects of serious inquiry.

Not every master who understands magical theory can cast spells. A scholar may recognise exactly what an enchantment is doing without possessing the training or power required to reproduce it.

Private Masters

Practical wizardry is often learned through a master, household, professional circle or individual scholar rather than through a single institution.

A prospective wizard may study mathematics with one teacher, magical notation with another and spend years copying formulae before being trusted with difficult workings.

Guild and Workshop Training

Some magical knowledge belongs to craft rather than scholarship. Alchemists, apothecaries, smiths, engravers, jewellers, instrument makers and specialist artisans preserve techniques through apprenticeship and professional secrecy.

A gnome engraver or dwarven metallurgist may understand a practical magical problem better than a celebrated philosopher.

Imperial Universities

A scholar seeking a larger formal university establishment can travel deeper into the Empire. Heidelberg is already a major centre of higher learning.

Books, letters and scholars move between cities, so Strasbourg’s learned world is connected to a much wider Imperial conversation.

Buying Magic

Strasbourg has a substantial magical economy, but there is no single emporium where every enchanted object sits on a shelf. Different trades handle different kinds of magical goods.

Apothecaries

Apothecaries sell medicinal preparations, antidotes, alchemical substances, rare herbs, mineral reagents and spell components.

Common potions can be bought or commissioned through reputable practitioners. Dangerous poisons and unusual substances attract civic regulation and may require the seller to know who is asking.

Scribes, Booksellers and Copyists

Parchment, prepared inks, blank spellbooks, diagrams, translations, copying and specialist writing materials are part of a literate city.

Some scrolls circulate commercially, but rare spells are usually found through introductions. A bookseller may not possess the spell a wizard wants, but may know which scholar does.

Guild Craftsmen

Arcane foci, engraved components, ritual implements, specialist locks, magical instruments and commissioned enchantments begin with skilled craft.

A warrior seeking an enchanted blade is more likely to begin with a master smith than with a merchant displaying swords already labelled by bonus.

Brokers of Rare Goods

Permanent enchanted items, recovered relics, unusual manuscripts and valuable monster materials move through private brokers, merchant houses, collectors and estates.

The best goods are rarely displayed publicly. Knowing that an object exists is often easier than persuading its owner to sell it.

What Characters Want How Strasbourg Usually Provides It
Ordinary spell components Easy to obtain through established trades.
Alchemical ingredients Easy through apothecaries and specialist merchants.
Blank spellbook and prepared inks Easy through scribes and specialist suppliers.
Common healing preparation Readily obtainable.
Common potion Usually available or quickly commissioned.
Scroll of an ordinary spell Available with enquiries, copying or introduction.
Specialist magical focus Commission from a suitable craftsman.
Enchanted weapon or armour Commission, private sale or specialist broker.
Rare wand or wondrous object Private market; availability varies sharply.
Powerful permanent item Exceptional transaction requiring contacts and money.
Artifact Not ordinary merchandise.

A search for a magic item can itself become an adventure. A broker may know that no suitable blade is currently for sale in Strasbourg, but that a merchant family in another Imperial city owns one and has recently acquired serious debts.

Magical Traditions in Strasbourg

Magic is one part of reality, but people do not reach it in the same way. The differences matter to scholars, civic authorities and ordinary citizens.

Arcane Magic

Wizardry is the form most comfortable to Strasbourg’s learned culture. It can be written, taught, argued over, repeated and refined through study.

Wizards appear as scholars, tutors, physicians, alchemists, advisers, engineers and magical craftsmen. Their methods are understandable to institutions even when particular wizards are not trusted.

Divine and Clerical Magic

Clerical power rests upon relationship with a deity, divine principle or sacred authority rather than technical knowledge alone.

A scholar can observe a divine effect, measure it and compare it with other magic. That does not mean the scholar can reproduce it without the relationship or authority that made the effect possible.

Clerics therefore possess a kind of legitimacy that can be powerful but also politically complicated when divine obligations conflict with civic ones.

Witch Magic

Witchcraft occupies an uncomfortable middle ground. It can include learned arcane technique, inherited ritual, coven practice, charms, spirits and power granted through a Patron.

Some witches are trusted healers, herbalists or diviners. Others are treated cautiously because outsiders cannot easily determine what their Patron wants or where their obligations lie.

The tradition itself is not evidence of evil. Reputation, Patron, practice and behaviour matter.

Druidic and Primal Magic

Druids draw power through living systems, natural cycles, places and relationships that urban scholars can study but do not necessarily control.

They are uncommon in Strasbourg itself but valued when the problem concerns forests, animals, water, strange weather, fey or the Vosges.

Sorcery

Sorcerous power is innate. It may arise through bloodline, supernatural inheritance, transformation or another internal source.

That fascinates scholars because the sorcerer can perform feats another person might require years of formal training to reproduce.

A disciplined sorcerer from a respected household may enjoy considerable status. Someone whose uncontrolled magic has just destroyed a room is first treated as a danger.

How the Traditions Regard One Another

They are rivals, collaborators and subjects of one another’s study rather than separate worlds.

A wizard may think a witch fails to control her variables. The witch may reply that some of the variables are living beings. A cleric may agree with a wizard’s description of an effect while rejecting the claim that understanding it grants the authority to call it forth.

When a supernatural crisis threatens Strasbourg, practical people care less about philosophical differences and more about who can actually solve it.

Magic and Civic Authority

Strasbourg does not outlaw spellcasters merely for being spellcasters. The Magistrate and guilds care about consequences, dangerous trades and public order.

  • A merchant using magic to protect a legitimate strongroom attracts little interest until somebody is injured by it.
  • A practitioner selling poison or dangerous alchemical material can expect closer regulation than someone selling ordinary herbs.
  • Magically coercing contracts, witnesses or civic officials is treated as a serious abuse even if the exact legal vocabulary differs from one case to another.
  • Summoning a dangerous creature within the walls creates a public safety problem regardless of the caster’s tradition.
  • Guilds may claim professional authority over magical crafts just as they do over difficult mundane trades.
  • A respected practitioner with clients and sponsors is treated differently from an unknown stranger performing alarming magic in the street.

Useful references include Detect Magic, Comprehend Languages, Identify and Arcane Lock when those effects genuinely matter.

Johannes Mentelin and the Secret Press

Johannes Mentelin is a Strasbourg citizen, skilled calligrapher, scribe and notary. His clandestine movable-type operation works beneath the city’s respectable commercial surface.

Mentelin’s press produces anonymous broadsheets defending Free Imperial City privileges and urban autonomy. They condemn predatory princes, unlawful tolls, mercenary depredations and civic corruption, and copies travel through trusted hands well beyond Strasbourg.

Strasbourg itself is not a member of the Alsatian Decapolis. It is a larger independent Free Imperial City capable of influencing and assisting smaller allied cities while remaining outside their league.

Mentelin has strong connections with Sélestat . Trusted carriers move letters, proofs, paper, type and dangerous political material between the cities.

Johannes Gutenberg possesses technical experience few people can equal, while Sebastian Brant understands how satire and memorable language can turn a local dispute into a public argument. Neither has to belong formally to Mentelin’s circle to become entangled with it.

What the Press Produces

  • Anonymous political broadsheets.
  • Copies of civic arguments and proclamations.
  • Warnings about unlawful tolls and dangerous roads.
  • Accounts of mercenary depredations.
  • Counter-arguments to hostile propaganda.
  • Documents somebody else has forged in Mentelin’s style.

Five Active Situations

Ink Without a Printer

A violent proclamation appears in several taverns using phrases associated with Mentelin’s circle.

Escalation: copies reach neighbouring authorities and are offered as proof that Strasbourg sponsors revolt.

The Unlawful Toll

Armed collectors occupy a road used by Strasbourg merchants. One carter refused payment and has disappeared.

Escalation: traffic begins rerouting and prices rise.

The Broken Seal

A customs porter opened a suspicious crate and disappeared before reporting what he saw.

Escalation: the real owner sends people to recover the consignment.

The Missing Courier

A trusted carrier travelling between Strasbourg and Sélestat fails to arrive.

Escalation: the courier carried information capable of exposing several members of Mentelin’s network.

Under the Merchant’s House

Workmen discover Roman stone behind a cellar wall. One squeezes through the opening, returns frightened and refuses to explain what he saw.

Escalation: somebody else enters the sealed space first.

Notable Residents

Johannes Mentelin

Citizen, calligrapher, notary and clandestine printer.

Mentelin understands that printed words can travel farther than an armed company and create consequences long after the printer has disappeared.

Use in play: patron, information broker, endangered conspirator or apparent source of something he never printed.

Johannes Gutenberg

Blacksmith, goldsmith, inventor, printer and publisher.

Gutenberg is one of the most formidable technical minds associated with Strasbourg’s printing story.

His relationship with Mentelin may be cooperative, competitive or both.

Use in play: master craftsman, technical expert and authority on suspicious type, presses and metalwork.

Sebastian Brant

Humanist, legal scholar and satirist.

Brant can turn elite political arguments into language people repeat in workshops and taverns.

Use in play: legal mind, public critic, writer whose work has been altered or victim of deliberate misattribution.

Joachim Meyer

Fencer, cutler and martial teacher.

His school attracts craftsmen, guards, mercenaries and ambitious citizens, which makes it both a place to learn and a useful source of information about professional fighters.

Use in play: trainer, weapons expert and neutral arbiter in martial disputes.

Bishop Wilhelm von Hohnstein

Bishop and major political figure.

Strasbourg’s civic independence does not eliminate episcopal and territorial interests surrounding the city.

Wilhelm may be rival, mediator, employer or temporary ally depending upon the issue.

Professor Johann Tetzel

Lecturer and controversial public orator.

Tetzel understands crowds, persuasion and the speed with which public certainty can become public disorder.

Use in play: speaker, political catalyst or unwilling centre of a pamphlet war.

People Adventurers Actually Deal With

A Guild Warden

Knows which masters are feuding and which apprentices suddenly possess more money than they should.

A Customs Clerk

Knows manifests, seals and which merchant repeatedly receives cargo that never appears in the official warehouse.

A Gate Sergeant

Knows who came in after dark and which road has suddenly become dangerous.

An Innkeeper

Knows who paid for a week but vanished after one night, who is pretending not to know another guest and who arrived carrying far too much coin.

A Merchant Factor

Knows prices, shortages and which distant dispute is about to become Strasbourg’s problem.

A Boatmaster

Knows the waterways, hidden landings and which vessel recently began travelling under a different name.

An Apothecary

Knows who is buying unusual quantities of reagents, which illness does not behave naturally and which ingredient nobody in Strasbourg should possess in bulk.

A Scholar of the Studium

Knows old texts, arguments, obscure magical phenomena and which learned master is best avoided unless the problem is genuinely difficult.

A Broker of Rare Goods

Knows who owns unusual objects, who urgently needs money and which item is technically not for sale until the correct offer is made.

Street Talk and Rumours

d12 Rumour
1 A merchant paid the illegal road toll twice and received two receipts bearing different seals.
2 Someone is buying large quantities of paper through several unconnected intermediaries.
3 The missing customs porter was seen walking toward a river landing after he supposedly vanished.
4 A cellar wall in Finkwiller remains cold even with a brazier pressed against it.
5 A violent broadsheet supposedly printed in Strasbourg uses a spelling habit local printers do not recognise.
6 A wagon bound for Obernai was found abandoned on the wrong road.
7 A halfling boat family refuses to use one particular channel after sunset because somebody has begun singing from the water.
8 A frightened woodcutter claims one of the Giants of Nideck moved an ancient boundary stone during the night.
9 A stranger at Zur alten Pfalz has been paying servants to remember which travellers ask questions about printing.
10 A merchant checked out of a riverside hostelry before dawn, but his horse is still in the stable.
11 A scholar at the Studium claims a supposedly divine miracle followed a pattern identical to an arcane effect described in an old manuscript.
12 A broker is quietly looking for buyers for an enchanted blade whose previous owner has not yet been officially declared dead.

Getting Into Trouble

Strasbourg is not a lawless adventuring town. Violence inside the walls, public magical coercion, burglary and interference with commerce draw institutional attention.

Who receives the benefit of the doubt is not always fair. A known guild member, wealthy merchant or respected citizen has advantages an itinerant stranger does not. Non-human outsiders can find themselves questioned more quickly, particularly when local fears already point in their direction.

0Unknown
1Remembered
2Questioned
3Watched
4Pursued

Raise Attention after conspicuous violence, repeated trespass, threats against officials, obvious magical manipulation or a failed crime witnessed by credible citizens.

Attention should usually create consequences before combat: questions, searches, restricted access, angry guilds, suspicious innkeepers and damaged reputations.

Beneath Strasbourg

The medieval city stands over the remains of Roman Argentoratum. That genuine historical layering provides the foundation for underground adventure.

The First Layer

Cellars, wells, storage rooms, drains and medieval foundations.

The Second Layer

Reused Roman masonry, buried foundations, old channels and blocked passages forgotten as the city changed above them.

The Third Layer

Rare spaces that somebody deliberately closed, avoided or built over.

Kobolds exist in the wider region, particularly around mines and old workings, but Roman Strasbourg deserves mysteries belonging to its own past rather than a convenient kobold colony beneath every street.

Beyond the Walls

Sélestat

South through Alsace lies Sélestat , one of the Decapolis cities and a major connection in Mentelin’s correspondence network.

Go there for: couriers, political correspondence and missing shipments.

Obernai

Obernai provides a nearby route into Decapolis politics.

Go there for: road disputes and civic alliances.

Haguenau

Haguenau connects Strasbourg to northern Imperial Alsace.

Go there for: administration, merchants and northern routes.

Colmar

Colmar extends the sandbox farther south.

Go there for: commerce and Imperial-city politics.

Turckheim

Turckheim connects the city toward western Alsace.

Go there for: regional defence and routes toward the uplands.

The Vosges

Westward roads lead into forests, mines, isolated settlements, old castles and territories where Strasbourg’s civic authority quickly becomes theoretical.

Go there for: dwarven mining networks, kobold workings, werewolves and the Giants of Nideck.

The Rhine Corridor

River routes connect Strasbourg to trade, smuggling and distant parts of the Empire.

Go there for: barges, customs disputes, escorts, vanished cargo and dangerous water spirits.

Creatures of the Strasbourg Region

The surrounding countryside is not populated by random results from a monster table. Creatures appear where local geography, folklore and the World Bestiary give them a reason to belong.

Where Creature Place in the Region
Ill channels, millponds and drowned crossings Wassernixe Territorial freshwater predators associated with particular pools, channels and crossings.
Vosges mines and old workings Kobolds Hidden warrens, trapped galleries, disputed workings and old subterranean routes.
Nideck and the wooded heights Mountain Giants The legendary Giants of Nideck: an old family and territorial power rather than routine raiders.
Deep forests and isolated roads Werewolves Cursed individuals and dangerous packs able to hide behind ordinary settlements and wilderness rumours.
Remote roads, hills and ruined strongholds Ogres Some reports of a violent “giant” concern ogres rather than the older giant households.

The Giants of Nideck

In the wooded heights west of Strasbourg lives an old family of Mountain Giants . The people of the valleys know them simply as the Giants of Nideck.

They are not a separate monster species and are not transplanted Scandinavian Jotuns. Mountain Giant is the existing World Bestiary creature used for their mechanics; Nideck is their local identity.

The household generally leaves farms and settlements alone while old boundaries are respected. Local people likewise understand that provoking neighbours capable of moving trees and boulders is exceptionally foolish.

The Boundary Stone

An ancient stone between human logging ground and giant country has moved.

Nobody knows which side moved it—or whether somebody wants both sides to blame each other.

The Giant’s Child

A young giant carries something belonging to a human settlement home as an interesting curiosity.

The valley below interprets the event rather less calmly.

The False Giant

A large humanoid is attacking isolated farms and witnesses blame Nideck.

Tracks and behaviour instead suggest an ogre or somebody deliberately exploiting fear of the giants.

The Mine

A promising mineral working expands toward land the giants claim. Human investors, dwarven miners and the Nideck household all believe their rights are obvious.

For a 5th-level company, Nideck is primarily a diplomatic, investigative or survival problem. Starting a fight with an established Mountain Giant household is a decision, not a routine encounter.

Regional Adventure Hooks

The Silent Barge

A halfling family’s cargo boat drifts into Strasbourg empty. Food remains on the table and its mooring ropes have been cleanly cut.

Boatmen mention a Wassernixe at an upstream crossing.

The Assayer’s Ore

A dwarven assayer insists that ore supposedly brought from a familiar Vosges mine cannot possibly have come from that mine.

The Closed Working

Miners reopen an abandoned gallery and encounter kobold traps beyond a boundary neither side remembers establishing.

Wolf Road

Travellers vanish on the same forest road. Suspicion falls on an itinerant group camped nearby, but the evidence points farther into the woods.

A werewolf may be relying on local suspicion to hide its own hunting.

The Nideck Demand

A Mountain Giant leaves an enormous broken tool beside a road close to human settlement.

Nobody knows whether it is a demand, request for repair or warning.

The Wrong Monster

Witnesses swear that a giant destroyed a toll post. Officials immediately look toward Nideck.

The evidence instead suggests an ogre .

Strasbourg in Play

Strasbourg is a setting rather than a giant stat block. The panels below provide enough mechanical guidance to run city scenes without turning the historical material into three parallel articles.

5.5e — Urban Challenges

Difficulty Suggested DC Example
Routine 10 Find a guild house, inn, main gate or ordinary commercial service.
Guarded 15 Follow a courier, learn which clerk handled a manifest or obtain minor information people do not give every stranger.
Difficult 20 Trace forged printing material, enter a watched warehouse or identify the real organiser behind an unlawful toll.
Exceptional 25 Penetrate a carefully compartmentalised clandestine network or recover information hidden by several cooperating interests.

Failure

A failed urban check should not routinely stop the adventure. Information may instead cost time, money, an obligation, increased Attention or a favour owed to somebody unpleasant.

Social Circumstances

Do not apply a universal ancestry penalty. Reputation, clothing, citizenship, guild affiliation, known associates and the attitudes of the specific NPC determine whether somebody is welcomed, ignored or treated suspiciously.

PF1e — Urban Challenges

Difficulty Suggested DC Useful Skills
Routine local information 10 Diplomacy, Knowledge (local), Profession
Guarded information 15 Diplomacy, Bluff, Sense Motive, Perception
Protected information 20 Knowledge (local), Perception, Disable Device, Bluff
Carefully hidden network 25+ Multiple skills, evidence, contacts and legwork

Quick SpiralWorlds NPC Baselines

Settlement Commerce

Do not assume that every item below a theoretical purchase limit sits in a shop. Unusual goods require the correct merchant, craftsman, broker or private owner.

3.5e — Urban Challenges

Task Suggested DC Useful Skills
Common local knowledge 10 Gather Information, Knowledge (local)
Notice suspicious activity 15 Spot, Listen, Sense Motive
Search records or evidence 15–20 Search, Decipher Script, Appraise, relevant Profession
Penetrate a guarded network 20–25+ Gather Information, Bluff, Diplomacy, Disguise, Hide, Move Silently

Social Position

Ancestry alone should not create one universal modifier. A respected local dwarf and an unknown human mercenary are not socially interchangeable merely because one is human and one is not.

How Strasbourg Changes Around the Characters

Reputation is more important than an abstract “adventurer” status. The city gradually learns who the characters are.

Friends of the Guilds

Workshops share information, apprentices carry messages and masters become willing to vouch for the company.

Trusted by the Magistrate

Officials offer discreet work and controlled access to records, while political enemies increasingly regard the characters as city agents.

Mentelin’s People

The company gains access to a clandestine information network and inherits the dangers attached to it.

Known Smugglers

The river underworld becomes easier to navigate while officials and respectable merchants become less cooperative.

People the Watch Remembers

Gate guards recognise faces and future mistakes attract attention much faster.

Known to Keep Their Word

Merchants, guilds, boat families, dwarven networks, halfling travellers and even communities outside normal civic authority begin to repeat the same thing: these people honour an agreement.

Historical and Mythic Context

Strasbourg’s strength rests upon genuine medieval foundations: civic independence, guild power, fortifications, waterways, commerce and a skyline transformed by the completion of its great spire.

The city’s neighbourhoods likewise grow from real geography. Krutenau faces the Rhine approaches; Finkwiller and the southern areas contain gardens and working households; craftsmen cluster where water and their trades require them; the customs house, markets and quays exist because goods actually have to move through the city.

The later name Petite France is not imposed upon the campaign-age tanners’ and millers’ waterways. Likewise, later buildings and institutions are not silently pulled backward simply because modern Strasbourg remembers them.

Strasbourg’s magical culture follows the same principle. Learned schools study magic because magic exists; apothecaries and craftsmen sell the things their professions naturally produce; rare enchanted objects move through brokers and private owners rather than a modern-looking magical department store.

The fantastic population also follows geography rather than generic fantasy convention. Dwarves make particular sense where mines, metalwork and the Vosges connect them to the city. Halflings follow waterways, roads and markets. Kobolds are more plausible around mines and hidden workings than conveniently under every city street. Wassernixen belong to dangerous water. Mountain Giants belong in the wooded highlands around Nideck.

Strasbourg also gathers several of its most consequential printers, scholars, craftsmen, political figures and martial teachers into the same living generation. Johannes Mentelin and Johannes Gutenberg stand at the centre of its developing printing culture; Sebastian Brant gives its arguments a sharper literary voice; Joachim Meyer embodies its martial craft; while Wilhelm von Hohnstein and Johann Tetzel add further political and intellectual tensions.

Myth is real. A tale about something singing in a millpond is not automatically superstition, nor does the existence of real monsters mean that every frightened witness has identified the correct creature.

This Strasbourg belongs to the wider Age of Severed Crowns , where civic republics, princes, guilds, scholars, magical traditions, peoples and supernatural powers compete within the same world.

Continue Through SpiralWorlds

Holy Roman Empire

Return to the wider Imperial sandbox of cities, territories and competing jurisdictions.

Sélestat

Follow Mentelin’s connections and Decapolis politics south through Alsace.

Haguenau

Continue north into Imperial Alsace and the Decapolis network.

Obernai

Explore nearby civic alliances and road disputes.

Colmar

Push farther south through the Upper Rhine network.

World Bestiary

Explore established creatures already available for the wider campaign world.

Sources and Compatibility

Historical, geographical and setting sources

The historical framework uses Strasbourg’s medieval civic government, walls, guilds, commercial infrastructure, neighbourhood development, hospital, heraldry, printing history, higher learning and documented medieval inns.

  • Ville et Eurométropole de Strasbourg — Strasbourg: Free City of the Holy Roman Empire . Used for Strasbourg’s civic independence, medieval government, fortifications and development.
  • 5e Lieu / Ville de Strasbourg — Strasbourg guilds and corporations . Used for the political and civic importance of the trades and guilds.
  • Ville et Eurométropole de Strasbourg — The Old Civil Hospital . The original Strasbourg civil hospital was established in 1398.
  • Université de Strasbourg — 500 years of history . Used for the medieval scholarly background: important schools, including a studium generale, were already established in Strasbourg during the fourteenth century. The later Gymnasium, Academy and formal University are not backdated into the campaign age.
  • Strasbourg Tourist Office — The Petite France quarter . Used for the historical tanners’, millers’ and fishermen’s waterways. The later name Petite France is not applied as the campaign-age district name.
  • Musées de Strasbourg — Blason de la ville de Strasbourg . Used for Strasbourg’s historic civic arms: Argent, a bend Gules.
  • Deutsche Biographie — Johannes Mentelin . Used for Mentelin’s historical Strasbourg identity and printing career.
  • Chouette Balade — Strasbourg Cathedral district . Records a fifteenth-century inn named Zur alten Pfalz on the site later occupied by the building at 11 Rue du Maroquin.
  • SigiAl / Institut de recherche et d’histoire des textes — Strasbourg archival act, 1390 . The act identifies Greda, widow of Fritsch de Reichstett, as an innkeeper at Zum Horn in Strasbourg in 1390.
  • Musée du Patrimoine de France — Hôtel du Corbeau . Used for the early-fourteenth-century hostelry on the later Cour du Corbeau site and for the distinction between the older lodging place and the later Zum Rabe name.
  • SpiralWorlds World Bestiary — established creature catalogue used for regional placement rather than inventing redundant monsters.

The campaign uses 1454 as its principal material and political baseline. Important historical personalities may coexist in a useful narrative prime where doing so preserves a compelling living character while their real identity, occupation and historical associations remain intact.

The riverside hostelry later famous as the Cour du Corbeau is therefore treated as an old lodging place, while the later Zum Rabe name is not falsely presented as securely current in 1454.

The Giants of Nideck use the existing Mountain Giant rather than forming a new species. Ogre remains a valid identification for other regional “giant” reports where its established profile better matches the evidence.

The coat-of-arms image on this page is a SpiralWorlds rendering of the historic Strasbourg civic shield: Argent, a bend Gules.

Game-system compatibility and licensing

The Strasbourg setting material, adventure situations, Attention system, local DC recommendations, social guidance, regional placements and magic economy on this page are original material written for this reference. The edition tabs identify familiar rules terminology so the same city can be used with 5.5e, Pathfinder First Edition and 3.5e games.

5.5e / SRD 5.2.1

This page uses terminology from the System Reference Document 5.2.1 published by Wizards of the Coast LLC. SRD 5.2.1 is made available under the Creative Commons Attribution 4.0 International License (CC BY 4.0).

The suggested Strasbourg DCs, encounters, social consequences and adventure applications are original to this page rather than copied rules text from the SRD.

PF1e and 3.5e Compatibility

The PF1e and 3.5e panels provide original city-facing guidance using familiar skill names and edition terminology. This page does not reproduce Pathfinder rulebook text, Paizo artwork, logos, setting Product Identity, complete stat blocks or other protected descriptive material.

No Open Game Content from a Pathfinder First Edition or 3.5e source is being republished or designated on this Strasbourg page, so no separate OGL 1.0a declaration is asserted here. Where a linked SpiralWorlds creature, spell or NPC entry reproduces or adapts licensed rules material, the licensing and attribution applicable to that material belong on that linked entry.

For current information concerning Pathfinder licensing, see Paizo’s licensing information .

Trademarks

Dungeons & Dragons, D&D and associated trademarks are owned by Wizards of the Coast LLC. Pathfinder and associated trademarks are owned by Paizo Inc. Their names are used here only to identify game-system compatibility. SpiralWorlds is not affiliated with, endorsed by or sponsored by Wizards of the Coast or Paizo Inc.

Scroll to Top