magnificent city. Today, that city is known as Magnimar the City of Monuments. Built in the shadow of megaliths, Magnimar endlessly endeavors to surpass the. PZO Magnimar, City of terney.info - Download as PDF File .pdf), Text File .txt) or read online. Pathfinder Campaign Setting: Magnimar, City Of Monuments by James Jacobs. Read and Download Online Unlimited eBooks, PDF Book, Audio Book or Epub.
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Magnimar, City of Monuments is intended for use with the Pathfinder PDF: Fulfilled immediately. Print Edition: Out of print. This product is out of print. Non- Mint. Magnimar: City of Monuments · Pathfinder Roleplaying Game · Pathfinder System . Nickname. PDF Version. Version Electronic (PDF, DOC, eBook, HTML, etc.). PDF: $ Magnimar, City of Monuments, a Pathfinder Campaign Setting Blood on the StreetKnown as the City of Monuments for its.
Vert ignored his people's scorn, and his skill at boating and knowledge of the sea quickly made him an invaluable addition to the city's navy. In time, his knowledge of Outcast's Cove and his uncanny ability to memorize ship schedules and names brought him to the attention of the Council of Ushers , who quickly moved to have hi m replace the city's previous harbormaster, a foul-tempered drunkard named Odie Phexen CN male human Chelaxian expert 3.
Odie's bitter anger at having been replaced, as well as his connections with the Sczarni gang known as Washside Wringer, periodically causes problems for Harbormaster Aigerd, but the man is well loved by all those who use the harbor for trade and travel, and to date that support has more than served to protect him from any of Phexen's increasingly desperate attempts to gain back his "stolen job. Jaiarko Castle: The term "castle" may appear to be something of a misnomer when applied to this collection of shanties and tenements, yet this block works very much as a single defensive structure-all of the buildings are interconnected by secret tunnels and hidden doors.
Jaijarko owns nearly ofthe shacks and lots spread throughout Rag's End, quadruple the next largest block owned by a single slumlord. He employs dozens of thugs whom he utilizes to collect rent from his tenants, while he rarely leaves the safety ofhis castle. He is loathed by many in Rag's End, and with good reason, for while Jaijarko Castle may seem a shambles from outside, within he lives amid secure and hidden luxuries that rival those of many aristocrats.
Whispers abound that Jaijarko's power comes not from family or personal strength, but from a sinister contract with a diabolic patron. Jaijarko certainly encourages these whispers by decorating his castle with all manner ofhellish decor, down to dres sing his harem of all-female bodyguards as erinyes devils.
Those who have had dealings with the slumlord before know full well that Jaijarko could never honor a contract-were he to have actually signed a deal with a devil, he would have been taken away to Hell long ago.
In fact, the slumlord owes his power entirely to luck: he won a ship in a game of cards a decade ago, only to discover a hidden compartment in the ship's hold flled with gems and jewels that gave him all the funds he needed to establish his empire. Certainly, the city has been plagued by smuggling, extortion, petty thef, and burglaries from the Night Scales as long as the city's had walls Regardless of their history, the Night Scales see themselves as the rightful masters of the city's criminal underworld though in fact, they themselves serve an even greater cult dedicated to Norgorber-see page With operations focused along the Shore, especially in Beacon Point and Rag's End, the thieves' guild-under the command of its even-tempered, one-armed leader, Therhyn Raccas LE halfelf rogue 9 -operates out of a series of run- down and mostly abandoned-looking shops and shacks in Rag's End, connected to each other underground by a large, three level complex with passages leading into the city sewers.
Washers' Row: This tangle of open-air washhouses, launderers , and Varisian wagons and tents uses large vats of potent chemicals to clean ships' sails and perform other high-volume work, and also offers bleaching and dying services for fags, banners, and the like.
Smaller launderers along the row focus more on clothing. The combination of the chemicals and soaps used give the entire street an unmistakable cloying reek.
Yet the scent in the air isn't all that' s questionable about Washer's Row, for it's a poorly held secret that all of these businesses are actually run by the Washside Wringers , one ofMagnimar's larger Sczarni gangs. Those in the know can arrange for the delivery of illegal cargo through a complex series of codes that, to the uninitiated listener or someone who fails to interpret the code with a Sense Motive check , sound like nothing more than dull haggling over the cost ofbleaching a set of new sails.
The Pig: Many taverns and other eateries can be found in the tangle of Rag's End, although referring to some ofthese rat dens as "eateries" is a charity.
The Pig is an excellent example of a Rag's End drinking establishment. Built in a condemned building that started life as a slaughterhouse, the building's copious leaks and drafy walls do little to help ameliorate the stink of decades of butchery. The smell is bolstered by the Pig's customers, the vast majority of whom are themselves abattoir workers in wretched nearby slaughterhouses.
The most impressive sight here is the Shadow Clock, a rickety feet tall clock tower with an angel perched at the top. The clock face is frozen at 3 o'clock, it's reputed to be a den to all manner of monsters, and the tower seems about ready to collapse, but it's still quite an impressive building nonetheless.
After these nine detailed districts, we get eight pages titled "Plots and Perils", which is basically a collection of adventuring hooks that are slightly more intricate, and can possibly provide material for entire campaigns.
The Magnimar Hinterlands are inhabited by bandit groups that are supported by a secret society, a group of nomadic goblins, and—possibly the greatest threat in the Hinterlands—a tribe of boggards whose stronghold is built around the hulk of a decaying Chelish warship hidden within a grove. The Magnimar sewers are home to a cult of Norgorber worshippers that's as old as the city itself with quite a bit of history, and to various bands of sewer goblins. Probably the most gruesome and sinister campaign hook presented here is the intellect devourer wizard that has infiltrated one of the most infuential families in Magnimar, and has been building his own secret society for the past several years.
Lastly, the bridge of the Irespan is an adventure in and of itself, since the entire structure is actually hollowed out and houses many hidden chambers, secrets, and dangers. The last fourteen pages give us some Magnimar denizens, which is presented in the form of a bestiary. First we get some random encounter tables, with day and night tables for the summit and the shore parts of the town, as well as a seperate one for the Underbridge district. The bestiary entries themselves give us the Angelic Guardian—a new brass winged construct, manufactured in Magnimar itself—and various NPCs; the Aspis agent, a city guard and city watch captain, a mystery cultist, Night Scale assassin, Sczarni thug, shifty noble, and Shoanti gladiator.
The more exotic entries are for the shriezyx, a man-sized spiderlike monster that's also featured on the cover.
The swamp barracuda is a carnivorous fish the Sczarni use as a means of coercion. The vydrarch is a Gargantuan aquatic poison spiked monster with the ability to create a fog bank and which plays a part in Magnimar's history.
Lastly, the yamah is a good outsider that can steal magic buffs and use them to shoot bolts of force. The verdict When I first read this product, my initial feeling was that my review would be on the negative side.
The material is quite dense, and it took me some time to get through the whole thing, as I kept putting it aside to read other things in the meantime. Apart from the bestiary in the back, the book is nearly all fluff. However, I've used it during my last face-to-face game the players just having arrived in Magnimar during the course of our Rise of the Runelords campaign , and this book proved itself invaluable.
Using it, I had an easy time bringing this large city to life, and the players actually spent at least an hour during the session just wandering the city, visiting all the various monuments when they had a few days of downtime in-game.
A product of this kind is offcourse aimed at GMs, and—unless they're extremely interested in the subject material—all but useless for players. Even then, I would only recommend this book to GMs in good conscience if their game takes them to the city of Magnimar, or if they're interested in a collection of adventure hooks or need inspiration for their homebrew game. That said, if you like city sourcebooks or if your campaign spends any sort of significant amount of time in Magnimar, this will be a very good download, and you'll certainly not be dissapointed with it.
Note: Iron Reviewer - Entry The Council of Ushers serves as the legislature of Magnimar and currently contains members. Of these, many are nobles whose families have held seats for generations, back to the time when the Council was but fifteen members large. With many more seats now that there are noble families, dozens of seats are filled with scheming merchants and greedy power-seekers, as well as a frustrated number of genuinely altruistic activists and honest merchants all vying to have their personal causes many of which are entirely self-serving heard and passed into law.
In theory restricted by the council of Ushers the Lord-Mayor is by far the most powerful person in Magnimar. This immense power normally results in corruption and the current Lord-Mayor Haldmeer Grobaras is no exception.
Many of Magnimar's political matters are determined not by who is right or at least most persuasive but who brings the Lord-Mayor the most lavish and impressive gift bribe. While in theory the Lord-Mayor must uphold the mandates of the Council of Ushers Grobaras has frequently ignored them when they have not been to his liking.
When legal arbitration is needed above and beyond what the city guard themselves can handle, the legal system of Magnimar calls upon the Justice Court. This body of thirteen Justices is the highest court in the city state and rules on disagreements as well as the guilt or innocent of those accused of particularly heinous crimes.
The Court meets in the Pediment Building which also serves as a prison for the city's most hardened criminals, located in a dungeon deep beneath the building called " the Hells. Magnimar is a very new city by the standards of the Inner Sea region , having only been founded by disillusioned Korvosan settlers in AR.
Several monuments in the city, including The Guardians , Eyes of the Hawk monument , and Grand Arch district, commemorate this event.
Ethnic Varisians tend to encounter less prejudice in this majority Chelaxian city, although they do tend to be segregated to certain neighborhoods. Compared to its sister city Korvosa, Magnimar tends to put few restrictions on trade and traders. It openly encourages the formation of trade guilds, and generally is a place where almost anyone given good connections and a healthy amount of luck can make something of him or herself.
Because of these attitudes, even though Magnimar is still smaller than Korvosa in terms of both population and trade, it may soon grow to outstrip its neighbor. Some Empyreal lords are worshiped, but not in formal temples.
Main article: Council of Ushers. Office of the Lord-Mayor.