Pathfinder Campaign Setting: Magnimar, City of Monuments

4.80/5 (based on 10 ratings)
Pathfinder Campaign Setting: Magnimar, City of Monuments
Show Description For:
Non-Mint

Add PDF $13.99

Print Edition Out of print

Non-Mint Unavailable

Facebook Twitter Email

Known as the City of Monuments for its jaw-dropping skyline of ancient ruins, magnificent towers, and stunning sculptures, Magnimar embodies the spirit of the frontier realm of Varisia more than any other city. But life in the City of Monuments can be an adventure all its own. With strange monsters lurking amid the city’s ancient foundations, bands of thieves battling for control over the city’s alleys, and the decadent attitudes of its oldest families, Magnimar lies at a crossroads. Will it succeed despite the obstacles thrown in its path, or is the City of Monuments doomed to crumble under the pressure of its own runaway success?

Magnimar, City of Monuments provides a detailed guide to one of the most popular cities in the Pathfinder campaign setting, the perfect base between adventures or setting of an entire urban campaign. Inside this book you’ll find:

  • An expansive gazetteer of Magnimar’s nine districts, from the marble-lined streets of the Alabaster District to the blood-drenched alleys of Underbridge.
  • Notes on the plans and plots of dozens of Magnimar’s most famous and infamous movers and shakers, from heads of government to criminal masterminds.
  • Revelations about the city’s deadliest mysteries, insights into the cults that plot amid its shadows, reports on the monsters that hunt beneath its streets, and other secrets.
  • Allies and enemies for all sorts of adventures, including healers and hell-raisers suitable for any type of campaign.
  • Stat blocks for a wide variety of Magnimar’s denizens, whether they be citizens, angelic guardians, or gigantic monsters that haunt the city’s fears and legends.
  • Dozens of connections to adventures set within Varisia, such as the Rise of the Runelords and Shattered Star Adventure Paths.

Magnimar, City of Monuments is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

By Adam Daigle and James Jacobs.

ISBN-13: 978-1-60125-446-7

Note: This product is part of the Pathfinder Lost Omens Subscription.

Product Availability

PDF:

Fulfilled immediately.

Print Edition:

Out of print

This product is out of print.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO9248


See Also:

1 to 5 of 10 << first < prev | 1 | 2 | next > last >>

Average product rating:

4.80/5 (based on 10 ratings)

Sign in to create or edit a product review.

Good overview of a natural homebase for PCs

4/5

Magnimar, City of Monuments is the first book I've picked up in Paizo's line of campaign setting books for the Pathfinder role-playing game (I'm running an adventure path in which the PCs are likely to visit). The book is out of print now, so I secured my copy from a used-book seller (PDFs can be bought from paizo.com). The first thing that stands out is the cover--fantastic! One of my favorite pieces of art from the game, and something that would make a cool poster. On the interior front cover is a map of the city, showing its division into nine different districts. The book is then divided into three main parts.

The first main part consists of sections on each of the districts and has a smaller map of just that district (which is why the main map on the inside front cover is done at a very high level of abstraction). The district sections include a separate stat block which is a nice touch and then includes capsule descriptions of a handful of prominent locations. Occasional sidebars are throughout the book, such as "Nine Famous Magnimarians" or "Thieves and Thugs of Magnimar". I frankly found the district sections a bit boring to read straight through, but I think as a reference and game preparation aid they would be quite useful. Most importantly, they detail one of the things that sets Magnimar apart from other cities in Golarion: the presence of ancient monuments (dating to the time of Thassilon) which, if the correct rituals are performed by the PCs, give them temporary mechanical bonuses. It's a great way to tie the city's history into something that your players will care about because the flavour is matched with bonus crunch. Before I get to the last two parts of the book, I'll again praise the artwork: the interior pictures of NPCs and important buildings are gorgeous. Just look at the Forever Man on p. 46 and try to suppress adventure ideas!

The second part is titled "Plots and Perils". It includes brief overviews on the hinterlands around Magnimar, the city's sewers, a villainous organization called the Midnight Dawn, and, most importantly, the Irespan--the ancient, enormous bridge whose remnants conceal secrets from thousands of years ago. For a campaign set in Magnimar, the Irespan would be a natural site of adventure and has enough to interest PCs for some time.

The third part, "Denizens", includes something I appreciate: random encounter tables, separated by day and night, for different parts of Magnimar. I do wish there'd be a guide on how often one should roll on the tables, but I guess that's left to GM discretion. Next, there are descriptions and stat blocks for monsters and NPC types: Angelic Guardians, Aspis Agents, City Guards and Captains, Mystery Cultists, Night Scale Assassins, Sczarni Thugs, Shifty Nobles, and Shoanti Gladiators, Shriezyx (the spider monsters featured on the cover), Swamp Barracudas (again, great artwork), the Vyrdrach (a gargantuan creature that can capsize large ships), and, last, a celestial called a Yamah.

Discussion by commenters on the Paizo site correctly notes that the table of contents for the book could be much improved (it only has three entries, one for each of the big parts of the book) and that the book is lacking an index. These things can be an editorial chore when deadlines loom, but they make a big difference in how useful a product is in the middle of a gaming session--no one wants to sit and wait for the GM to flip through to find that one inn they wanted to describe for the PCs.

All in all though, I was quite happy with the book. Magnimar seems like a fairly "safe" place for PCs to visit, but has enough adventure lurking right outside (or underneath, or overhead) that it could serve well as the centre of a campaign. It'll certainly help me with the adventure path as well. I'm looking forward to reading the other books detailing cities in Varisia.


Enough substance for a whole campaign setting

5/5

This material is the best city I've ever read. The history, the introduction, the various districts - all well written, full of adventure hooks and a plethora of exiting npc's.

Only thing I miss, are a bit more detailing on the map. Perhaps the zoom in on the districts could've been with street names...

This volume however, combines everything good, and supplements other stories that take place in Magnimar in a tremendous way.

I bought and read it as a suppl. to my RotR campaign - and really enjoy

Rise of the Runelords minor spoiler:

the background story of the Brotherhood of Seven, the mills on Kivers Islet history, the nursery rhyme for the clocktower etc... GOOD WORK!


5/5

I've reviewed this on RPGGeek.com.

You can read it here.


4/5


Absolutely Useful

5/5

One of the best city guides I have seen.
It sets the mark for me. I have leaned on it several times while running RothRL Anniversary Edition. Well worth it for any GM who will find their group in Magnimar for any length of time.


1 to 5 of 10 << first < prev | 1 | 2 | next > last >>
51 to 100 of 163 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Paizo Employee Creative Director

Generic Villain wrote:
RuyanVe wrote:
It's the spider-things from the Irespan - nice cover! Go Seoni!
They're called Shriezyx and were statted up in Dungeons of Golarion. Complements of a past Runelord of Wrath's fleshwarping experiments. Seoni's making an excellent choice using fire magic...

They also get a proper bestiary-style entry in this book too, which is nice.

Paizo Employee Chief Technical Officer

MerrikCale wrote:
Vic Wertz wrote:
I've updated the cover image and product description to match the finished product.
who is the artist?

Tyler Walpole.

Scarab Sages

Pathfinder Companion, Maps, Pawns Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Superscriber

What with so little out there about the Empyreal lords, those cults might make a nice preview!


Pathfinder Adventure Path, Lost Omens Subscriber

Very much looking forward to this book. Magnimar is most definitely my favorite city in Golarion, and I'm planning to run "Shattered Star" after I finish my "Rise of the Runelords" campaign.

One weird thing-- at the moment, this product isn't listed under the "Preorder" or "Unavailable" tabs of the Campaign Setting section of the site. In fact, there don't seem to be any links to it at the moment. (I found the page with a product search.)

RPG Superstar 2008 Top 32

Thanks for the heads-up. It should be in the right place now.


So how many monsters are we getting in this one?

Paizo Employee Managing Developer

Dragon78 wrote:
So how many monsters are we getting in this one?

There are 13 statblocks, though seven of those are NPCs, so—five.

Scarab Sages

Reading the comments above about the Empyreal Lords having a lot of influence in Magnimar has just increased my interest in the city several orders of magnitude. One of my biggest reservations about Golarion has always been the relative lack of particularly "GOOD" cities/nations. (Andoran was pretty much the only one I could name off hand. Feel free to point out any others. 8^)

Now I really can't wait for this book to come out! 8^)


Adam Daigle wrote:
Dragon78 wrote:
So how many monsters are we getting in this one?
There are 13 statblocks, though seven of those are NPCs, so—five.

What's the 13th, then? :)


Pathfinder Adventure Subscriber

THE IRESPAN


Pathfinder Adventure Path Subscriber
Arazyr wrote:

(Andoran was pretty much the only one I could name off hand. Feel free to point out any others. 8^)

Now I really can't wait for this book to come out! 8^)

Andoran

Kyonin
Lastwall
Mendev
Nirmathas

...based on the Campaign Setting book. :)

Paizo Employee Managing Developer

Urath DM wrote:
Adam Daigle wrote:
Dragon78 wrote:
So how many monsters are we getting in this one?
There are 13 statblocks, though seven of those are NPCs, so—five.
What's the 13th, then? :)

Like, in order?

The one with a name that starts with the letter furthest back in the alphabet. :)


Adam Daigle wrote:
Urath DM wrote:
Adam Daigle wrote:
Dragon78 wrote:
So how many monsters are we getting in this one?
There are 13 statblocks, though seven of those are NPCs, so—five.
What's the 13th, then? :)

Like, in order?

The one with a name that starts with the letter furthest back in the alphabet. :)

Sorry.. humor failed.

Where I come from, 13 - 7 = 6, not 5. Your math only accounted for 12 of the 13, so I asked "what's the 13th, then?"

Paizo Employee Managing Developer

Urath DM wrote:

Sorry.. humor failed.

Where I come from, 13 - 7 = 6, not 5. Your math only accounted for 12 of the 13, so I asked "what's the 13th, then?"

Ha! I'm the goof.

But my count was still accurate on the monster end of things, just turns out I miscounted the NPCs. (And did crummy simple math.)

Liberty's Edge

After breezing through the PDF here are a few things that jump out at me:

Love the map artowork!
Love how each district get's it's own mini stat block
Love the Angelic Guardian artwork

Paizo Employee Creative Director

I'm really eager to see how folks respond to the map of Magnimar in this book; it's a pretty different style than we usually do maps. Let us know if you love or hate it!

Shadow Lodge

Pathfinder Card Game, Companion, Lost Omens, Maps, Pawns, Rulebook Subscriber
James Jacobs wrote:
I'm really eager to see how folks respond to the map of Magnimar in this book; it's a pretty different style than we usually do maps. Let us know if you love or hate it!

Well, my first reaction was "This looks just like the map in (the new) "Rise of the Runelords" (well, not strictly true - my very first reaction was that the shape of the city was more than a little reminiscent of Waterdeep).

Looking a little closer, though, I see several differences. Not just a few differences in content - there's a big change in the overall appearance, most noticeably in the water. Of the two, I definitely prefer the look in the Campaign Setting book.

Comparing these maps to even older examples (such as the maps of Absalom found in either the Guide to Absalom, or in First Steps Part I) I find both the newer maps to be much clearer and easy to read.

So count me as in the "Love It!" camp.


Pathfinder Adventure, Adventure Path Subscriber
James Jacobs wrote:
I'm really eager to see how folks respond to the map of Magnimar in this book; it's a pretty different style than we usually do maps. Let us know if you love or hate it!

It's a pretty cool map. At first, I was surprised it wasn't drawn by the usual two cartographers (Lazzaretti or Blando), but the style blends in nicely with the usual Paizo style, and I imagine it's easier to have more than two cartographers on the roll call given the amount of stuff you are putting out. So… I like it. :)

Contributor

Is that Daigle any good? ;-)

I almost purchased this at PaizoCon, but Death's Heretic and the Runelords book won out.


Love the new map! Love how each entry has it's own mini map as well (you've done it else where, but I love it each time you do). I'm super excited to get my hands on a hardcopy of this.

Paizo Employee Creative Director

3 people marked this as a favorite.

Well... if it's one thing we've heard loud and clear, it's that folks like maps in these campaign setting books.

Grand Lodge

I just recently started reading the campaign setting books, and the number of high level NPCs in this small city of 8,000 irked me a little. I counted 5 that were 12 or higher. Is this par for the course?

The Exchange

scale is off on the irespan. the columns are described as 100 ft diameter an the bridge as 300 ft wide. so either the entries are wrong, or the columns are drawn too small, or the bridge is drawn too wide. looks closer to 500-600 ft wide on the map.

Paizo Employee Creative Director

Exocrat wrote:

I just recently started reading the campaign setting books, and the number of high level NPCs in this small city of 8,000 irked me a little. I counted 5 that were 12 or higher. Is this par for the course?

Yes... but there's more than double 8,000 people in the city of Magnimar (it's population number is in fact 16,428).

Golarion is not a low magic world. There are high level NPCs out there.

Paizo Employee Creative Director

Chernobyl wrote:

scale is off on the irespan. the columns are described as 100 ft diameter an the bridge as 300 ft wide. so either the entries are wrong, or the columns are drawn too small, or the bridge is drawn too wide. looks closer to 500-600 ft wide on the map.

Yeah... there was a scale adjustment at the last minute, but looks like one of the older scales snuck through.

The map is correct. The pilings are indeed 200 feet wide.

The Exchange

James Jacobs wrote:
Chernobyl wrote:

scale is off on the irespan. the columns are described as 100 ft diameter an the bridge as 300 ft wide. so either the entries are wrong, or the columns are drawn too small, or the bridge is drawn too wide. looks closer to 500-600 ft wide on the map.

Yeah... there was a scale adjustment at the last minute, but looks like one of the older scales snuck through.

The map is correct. The pilings are indeed 200 feet wide.

That just increases the scale discrepancy in the map image, and makes no sense. If the pilings are 200 feet wide, they would be overlapping 50 feet of each other under a 300 foot wide Irespan. If the pilings are 200 feet wide, then the Irespan itself would need to be on the order of 1000 feet wide, looking at the image.


Just wondering are monsters at the back of the book or in each chapter. Thanks

Dark Archive

LordNull wrote:

Just wondering are monsters at the back of the book or in each chapter. Thanks

They are all in the denizens section with random encounter tables for day and night for each district of the city.

Silver Crusade

1 person marked this as a favorite.

Just now got it. Haven't had time to read it through yet, but I wanted to note:

I'm really glad Lord-Mayor Groboras still looks hilarious.

Ashava is awesome. For a lot of reasons.


I found the statblocks for each city district to be interesting. The differences in modifiers give each a feel of being fairly distinct from the overall tone of the city, and from each other.

I am curious as to how they were determined, though. The GMG provides the mechanics for setting the overall values for the city, but some of the district modifiers are very different. For my own use, I had considered two approaches toward doing the same thing: one, that the city modifiers reflected the average of those of the districts, and two, that the city modifiers represented the extremes of the individual districts. Since neither of those seem to be the case here, I am curious as to the method.

Paizo Employee Managing Developer

Mikaze wrote:
Ashava is awesome. For a lot of reasons.

Ashava is my favorite too. I blame James (I think) That's why I made the mystery cultist a cleric of Ashava and linked the azata to her.

Silver Crusade

Adam Daigle wrote:
Ashava is my favorite too. I blame James (I think) That's why I made the mystery cultist a cleric of Ashava and linked the azata to her.

Heh, that entry caught my eye too in the short time I had the book in my hands before work. Really liking the idea of benign mystery cults getting some play. :)

The city-stat breakdown by district popped out too. I'm really digging that approach now.

Eager to get to sit down an actually read the book.

Paizo Employee Creative Director

Urath DM wrote:

I found the statblocks for each city district to be interesting. The differences in modifiers give each a feel of being fairly distinct from the overall tone of the city, and from each other.

I am curious as to how they were determined, though. The GMG provides the mechanics for setting the overall values for the city, but some of the district modifiers are very different. For my own use, I had considered two approaches toward doing the same thing: one, that the city modifiers reflected the average of those of the districts, and two, that the city modifiers represented the extremes of the individual districts. Since neither of those seem to be the case here, I am curious as to the method.

For the district breakdowns, I basically just swapped points around on all the values as made sense for the district. AKA: If I reduced one value by 2, I made sure to increase a different one by 2.

Paizo Employee Creative Director

3 people marked this as a favorite.
Chernobyl wrote:
James Jacobs wrote:
Chernobyl wrote:

scale is off on the irespan. the columns are described as 100 ft diameter an the bridge as 300 ft wide. so either the entries are wrong, or the columns are drawn too small, or the bridge is drawn too wide. looks closer to 500-600 ft wide on the map.

Yeah... there was a scale adjustment at the last minute, but looks like one of the older scales snuck through.

The map is correct. The pilings are indeed 200 feet wide.

That just increases the scale discrepancy in the map image, and makes no sense. If the pilings are 200 feet wide, they would be overlapping 50 feet of each other under a 300 foot wide Irespan. If the pilings are 200 feet wide, then the Irespan itself would need to be on the order of 1000 feet wide, looking at the image.

Well... you don't just increase the pilings... you increase EVERYTHING by that amount. AKA: The scale on the map is correct, and a few unfortunate measurements in the text are off.

Silver Crusade

Oh snap.

Page 40. U5, The Harpy.

1. Well that explains that long running (5 years!) gag!

2. That is one hell of a hook waiting to be exploited.

3. Scratch that, this screams huge plot just waiting to explode all over the place, especially combined with how widespread this character's footprint is by now.

:D

Spoiler:
The actual listing of the portfolio for that character's endgame scenario is intriguing as well...as if there's some planning ahead going on...

Paizo Employee Creative Director

1 person marked this as a favorite.
Mikaze wrote:

Oh snap.

Page 40. U5, The Harpy.

1. Well that explains that long running (5 years!) gag!

2. That is one hell of a hook waiting to be exploited.

3. Scratch that, this screams huge plot just waiting to explode all over the place, especially combined with how widespread this character's footprint is by now.

:D

** spoiler omitted **

"She" sort of has a cameo in an upcoming adventure...

Spoiler:
...the 2nd Shattered Star adventure, "Curse of the Lady's Light," in which she sends the PCs on a quest...

... but yeah... there's more going on with her and her sculptures that, some day, we'll explore more of.

Silver Crusade

James Jacobs wrote:


... but yeah... there's more going on with her and her sculptures that, some day, we'll explore more of.

Woo!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I'm really, really loving this book. The magic monuments are a nice touch (although I think some of the skill DC are too high). The Yama is really cool and the art is very good, but the book could have used something like the "landscape" picture in the Rise of Runelords Magnimar article.

I think I found some mistakes:

page 17 Aeryn Darvengian: rouge -> rogue
page 18 shouldn't the brothel and the No-Horn tavern be in the relaxation section?
page 23 Deadeye Lodge: this section lacks the period (i think that's how it's called...).
page 30 the Osprey Club is exclusive of the most prestigious magnimarian families, not sea captains.
page 32 Arvensoar, Commander Ismeir Odinburge: honest but inflexible, man -> honest but inflexible man.
page 43 in one place Miior Duvanti is a LE bard 13 and on another she is a NE rogue 6.

Paizo Employee Creative Director

Amaranthine Witch wrote:

I'm really, really loving this book. The magic monuments are a nice touch (although I think some of the skill DC are too high). The Yama is really cool and the art is very good, but the book could have used something like the "landscape" picture in the Rise of Runelords Magnimar article.

I think I found some mistakes:

page 17 Aeryn Darvengian: rouge -> rogue
page 18 shouldn't the brothel and the No-Horn tavern be in the relaxation section?
page 23 Deadeye Lodge: this section lacks the period (i think that's how it's called...).
page 30 the Osprey Club is exclusive of the most prestigious magnimarian families, not sea captains.
page 32 Arvensoar, Commander Ismeir Odinburge: honest but inflexible, man -> honest but inflexible man.
page 43 in one place Miior Duvanti is a LE bard 13 and on another she is a NE rogue 6.

Thanks for the comments!

The monument DCs are intentionally high—they're supposed to be things that if you get them at low levels you should be cheering in triumph, and so when you get them easier at high levels you can think back on how hard they used to be to get and now they're not an as a result you feel like you've accomplished something for betting to be high level.

There really wasn't a good place to do a landscape picture of Magnimar in the book... but there's a GREAT one coming up in the Varisia Player's Guide.

And yeah... errors creep in. Most of the ones you note are pretty obvious and non-game-impacting errors, at least. The last one is one of the only actual game errors I've found in there... she's a bard 13. As with several other bad guys in the book, she's intended to be a long-term nemesis whom the PCs finally get to tangle with once they are themselves above 10th level.


James Jacobs wrote:
Urath DM wrote:

I found the statblocks for each city district to be interesting. The differences in modifiers give each a feel of being fairly distinct from the overall tone of the city, and from each other.

I am curious as to how they were determined, though. The GMG provides the mechanics for setting the overall values for the city, but some of the district modifiers are very different. For my own use, I had considered two approaches toward doing the same thing: one, that the city modifiers reflected the average of those of the districts, and two, that the city modifiers represented the extremes of the individual districts. Since neither of those seem to be the case here, I am curious as to the method.

For the district breakdowns, I basically just swapped points around on all the values as made sense for the district. AKA: If I reduced one value by 2, I made sure to increase a different one by 2.

So a net 0-sum change within the district. Thanks!

Dark Archive

I'm going to second the notion there seemed to be a lot of higher level NPCs inhabiting the city. Though it may be because I've been in a E6 gritty mindset lately.

The ISWG does say there are only a few NPCs higher than level 10 or so per nation, so I guess it's not completely out of whack but seems like a lot. Between the major cities in Varisia and the NPCs within, one would think there is no need for adventurers.

But then, I'm also not a fan of the Pathfinder Society in-universe. Unionized adventurers strikes me as...weird. Why go on adventures? There is always a group of Pathfinders roaming around to take care of that.

Paizo Employee Creative Director

srd5090 wrote:

I'm going to second the notion there seemed to be a lot of higher level NPCs inhabiting the city. Though it may be because I've been in a E6 gritty mindset lately.

The ISWG does say there are only a few NPCs higher than level 10 or so per nation, so I guess it's not completely out of whack but seems like a lot. Between the major cities in Varisia and the NPCs within, one would think there is no need for adventurers.

But then, I'm also not a fan of the Pathfinder Society in-universe. Unionized adventurers strikes me as...weird. Why go on adventures? There is always a group of Pathfinders roaming around to take care of that.

In a city of about 15,000 people... having a handful (maybe a dozen or so—if that) of NPCs who are higher level than 10th constitutes less than a fraction of 1 percent of the total population... which to me counts as there being "only a few NPCs of higher than level 10 per nation."

The amount of high level NPCs in Magnimar are pretty much on-par... even low... compared to the amount of high level NPCs we do all the time in our Adventure Paths.

Golarion, it's important to remember, is NOT a low-magic world where there are no high level characters. The high level characters exist... usually in the form of possible NPC antagonists or to justify where higher level spellcasting comes from in a city.


srd5090 wrote:
But then, I'm also not a fan of the Pathfinder Society in-universe. Unionized adventurers strikes me as...weird. Why go on adventures? There is always a group of Pathfinders roaming around to take care of that.

For the same reason that smaller non-union companies (PC parties) exist, to get a piece of the market without having to deal with the politics/issues that you might not agree with that come with being part of large unions (Pathfinder Society). I think the main reason it could seem odd is that it plays a more visible role in both the campaign setting and product line side of things unlike what has been produced by other companies in the past.

Liberty's Edge

srd5090 wrote:

I'm going to second the notion there seemed to be a lot of higher level NPCs inhabiting the city. Though it may be because I've been in a E6 gritty mindset lately.

The ISWG does say there are only a few NPCs higher than level 10 or so per nation, so I guess it's not completely out of whack but seems like a lot. Between the major cities in Varisia and the NPCs within, one would think there is no need for adventurers.

Just because someone else is capable of doing "great" things does not mean they will. Also, while the PCs are the focus of their story does not mean that their's is the only story happening. In other words, those "high" level NPCs have better things to do. Just my opinion.

srd5090 wrote:
But then, I'm also not a fan of the Pathfinder Society in-universe. Unionized adventurers strikes me as...weird. Why go on adventures? There is always a group of Pathfinders roaming around to take care of that.

The Pathfinder Society is not a do-gooders league. They are Treasure Hunters. They steal the treasures and artifacts of other people and shove them in a giant warehouse for "safe-keeping".

A question prompted by your statements. Do your Players only adventure because if they don't do it no one else will? Because you are implying above that that is the only reason to adventure.

Dark Archive

graywulfe wrote:
The Pathfinder Society is not a do-gooders league. They are Treasure Hunters. They steal the treasures and artifacts of other people and shove them in a giant warehouse for "safe-keeping".

Like Warehouse 13, I hope they have their own Claudia. :)

Silver Crusade

Dark_Mistress wrote:
graywulfe wrote:
The Pathfinder Society is not a do-gooders league. They are Treasure Hunters. They steal the treasures and artifacts of other people and shove them in a giant warehouse for "safe-keeping".
Like Warehouse 13, I hope they have their own Claudia. :)

Considering some of the stuff floating around Golarion, it's a wonder they haven't gone full-tilt into SCP Foundation territory by now.


Pathfinder Adventure Path Subscriber

I was a bit upset there weren't any half-orc NPCs in the book, but that's okay, it's still giving me plenty of ideas for plot hooks in an upcoming adventure. I think I still preferred the layout of Guide to Korvosa though, especially with the NPC appendix in the back, and the section on history.

Silver Crusade

^^^^yeah, I just noticed that I hadn't seen any anywhere. Was hoping to see a few and how they fit into the city, since it's the most egalitarian organized city in Varisia.

Reading further, really want to use the Golemwalk Parade in a number of ways.

It has me wondering a bit at the other sorts of regulations they might have beyond ensuring safety. Like, if flesh golems made from donated cadavers aren't outlawed, would they still be forbidden from the parade on the grounds of "public decency" or at the very least PR? Not that many golemmakers would bother with it considering the other (much more marketable and aesthetically pleasing) material they have to work with in the area.

Imagine Brigh has quite a following in Magnimar...

Paizo Employee Creative Director

Mechalibur wrote:
I was a bit upset there weren't any half-orc NPCs in the book, but that's okay, it's still giving me plenty of ideas for plot hooks in an upcoming adventure. I think I still preferred the layout of Guide to Korvosa though, especially with the NPC appendix in the back, and the section on history.

That's more or less by design—half-orcs don't have a big role in Magnimar at all.

Dark Archive

Adventure Path Charter Subscriber; Pathfinder Adventure, Companion, Lost Omens, Rulebook Subscriber

Kaer Maga: ~8,000 population, 400 half-orcs (5% of total), 4 half-orc NPCs mentioned (City of Secrets)

Magnimar: ~16,000 population, 160 half-orcs (1% of total), 0 half-orc NPCs mentioned (City of Monuments)

One or two mentioned NPCs might have been appropriate, but really, James's point is supported by the numbers here.

51 to 100 of 163 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Campaign Setting: Magnimar, City of Monuments All Messageboards

Want to post a reply? Sign in.