
F. Wesley Schneider Contributor |

So! This week I'm going to be working on developing Magnimar, the City of Monuments, and the largest city in western Varisia. Beyond things like the city's huge Thassilonian remnant bridge, the Irespan, a communal mausoleum, aquarium, and lots of monuments (duh), is there anything you've always wanted to see in a big city but never seem to get? Ideas for cool monuments would be neat too. We'll try to work in all the cool suggestions we get (but don't expect an author's credit, sorry ~_~)! Thanks!
[Doh, posted this on the wrong board... I'll have to get this moved later]

Aureus |

I always wanted the city gates of my metropolis to be flanked by giants made of stone. Perhaps the statues watching over the gates of Magnimar are in fact stone giants turned to stone by sin magic, relics of ancient Thassilon. Brought to the city of Monuments by a former lord mayor, a mad archmage or something! :)
Then there could be seven silver towers in which arcane magic is taught. The buildings are all over inscribed with protective runes to ward off the evil of sin magic.
Since Magnimar is in Varisia there has to be an "open" district, where Varisians can spend the winter. A place for their wagons! The district is not protected by the city walls as it has to stay flexible in size.
There need to be great fires to burn the fog coming from the Mushfens. Perhaps on the roof of Saranraes temple or a series of shrines in the southern part of the city.

F. Wesley Schneider Contributor |

I always wanted the city gates of my metropolis to be flanked by giants made of stone. Perhaps the statues watching over the gates of Magnimar are in fact stone giants turned to stone by sin magic, relics of ancient Thassilon. Brought to the city of Monuments by a former lord mayor, a mad archmage or something! :)
Then there could be seven silver towers in which arcane magic is taught. The buildings are all over inscribed with protective runes to ward off the evil of sin magic.
Since Magnimar is in Varisia there has to be an "open" district, where Varisians can spend the winter. A place for their wagons! The district is not protected by the city walls as it has to stay flexible in size.
There need to be great fires to burn the fog coming from the Mushfens. Perhaps on the roof of Saranraes temple or a series of shrines in the southern part of the city.
Hah, neat! We've already got a huge tower the protects the city above and below the cliff it spans, as well as like six seperate "ghettos" for Varisian travellers. The giants are a really cool idea too. Keep 'em coming!

ericthecleric |
Two ideas:
1. With all those monuments, I initially thought statues, then thought about that recent Doctor Who episode, Blink. (I won't say more here to avoid spoilers). Along the statue line, it'd be interesting if medusas were somehow involved, perhaps some sort of organization of them. Perhaps some of their minions have a slight class variation that makes them immune to petrification or something?
2. Perhaps some of the monuments are magical, something like the rune circles from Races of Stone (look them up for more inspiration). Alternatively, or in addition to the rune circle idea, perhaps some of the monuments act as a transportation network (ie. via teleportation), whether for members of the watch, for members of the public in general, or for some other special group(s).

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I had a dream about a month ago - been toying with it ever since and would like it included as part of a cityscape.
A large exotic water garden filled with beautiful iridescent fish - the fish get up to 2 1/2 - 3 feet in length. Imagine Betta Fish, but giant sized, in an array of colors. Their gills extrude a phosporescent chemical that glows(the fish have poor eyesight, and use this to see by.) When the chemical is extruded, it's like a warm jet of water coming out of the gills that causes the water surrounding the fish to bubble/boil slightly.
The fish are very slow moving and very beautiful, thus they are kept as pets and meticulously maintained and looked after, often a source of pride for their owners. However, like bettas, they can be very aggressive.
I'm thinking of something that essentially works like a moat, but is disguised (to the uninitiated) as a water garden. The fish (I call them Fire Gills, because no matter their color, their gills glow an iridescent orange/red and shimmer like fire underwater, the fish being able to increase the phosphorescent output for short periods to make a brighter light) basically will swarm and eat anything that falls near them, if hungry or provoked. I can imagine a mass of them eating a body in a frenzy, with the water a bright glowing red and boiling from their collective agitation.
A few local criminals could use the Fire Gills much like giant sows are used - occasional bodies (sometimes alive, sometimes dead) are flung to the fish to be devoured so that no evidence remains.
The moat/water garden is commonly referred to as "The Kettle" - referring to the tendency of the fish to make the water boil/glow from time to time.

The Winner is You |

Random and sometimes downright silly ideas:
Ships made of stone, a life-sized recreation of a famous sea battle—but they "float" on something unexpected, perhaps there's underground lava piped in through stone chutes so the ships appear to float on fire, or are mired in a natural tar pit—in any case some environment you wouldn't expect a sea battle to take place in. This, also, could lead to a story about two sea captains with such hatred for each other that they piloted their ships into an environment that led to their doom.
A life-sized intestine of a monster so massive that you can walk through it. Inside, it shows the epic journey of the only person known to have been swallowed whole by this kind of monster and lived. Each segment is a different chapter in his grand story of surviving off of the supplies left by previous victims. If there's a sherpa guild in Magnimar, this is their favorite.
A chest with gold coins that pour out of it forever is how it's billed. Actually just a statue of a chest with coins pouring out of it, but the clinking sound of cascading coins comes from crystal wind chimes. Built to commemorate Magnimar reaching a significant trade deal early in its history.
A massive weather vane so heavy that it only reacts to the strongest winds—which are seasonal changes. If it turns early or late, it's the issue of the day, especially among area farmers. Might also be used a lot as a colloquial turn of phrase and reference inside Magnimar.
A land-bound lighthouse inside the city of especially curious design built by a wealthy wizard for her husband. What makes it different is that there's no lamp at the top. Instead, it's rumored to be a lighthouse that acts somehow astrally, casting an invisible beacon through the ether for her long-lost husband to find his way back to Magnimar who disappeared during a magical experiment or battle in the astral plane. The lady has since long died, but it's believed the lighthouse will be "on" forever. As to the fate of her husband, no one knows...
A series of towers that look unremarkable, but combined their shadows form shapes that change as the day progresses, perhaps chronicling a battle or other significant event.

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As for a monument -
The Monument is "The Hounds of Eyras" - 3 large hunting dogs on a lonely, small hill, the base of the hill is lined in broken clay brick forming a circular, paved walkway. The monument is more than 90 years old.
The central hound is the largest - approximately 12 feet in height, and is peering down at the base of the hill, at the walkway. The other 2 dogs are baying at the sky, approximately 10 feet in height.
The interesting feature about "the Hounds" as they are commonly called, is that the monument and hill base are made entirely of magnetic ore. The eyes of all three hounds are free floating spherical lodestones, contained in eye sockets of magnetic ore, so they float perfectly in the middle - eerily unconnected to anything. Anyone standing within 30 feet of the hounds wearing or carrying any metal whatsoever attracts the eyes. Since they are free floating, they turn slowly towards any source of metal brought near them, thus the old Magnimarian maxim "the hounds are always watching, and waiting."
Lord Eyras was a noble of some repute, and a rabid fan of the hunt. He hunted right up into his old age, when he and his beloved hounds disappeared one night, reportedly chasing a white stag under a full moon. Before his disappearance, he had a giant monument built to commemorate his hunting dogs. It is unknown where the ore came from, or how the hounds were ever constructed. The monument is a foreboding and lonely place - and few go there purposefully. The eerie hounds set most folk on edge. And, if that weren't enough, the hounds magnetic composition causes them to occasionally shift ever so slightly under normal atmospheric conditions, with a low creak of metal scraping against metal, as if they were partially alive.
Uses for the monument:
1) "Meet me at the Hounds" is a popular challenge thrown down by Magnimarian nobles. The out of the way nature of the monument makes it a perfect site for dueling. Debts of honor are often settled at the base of the Hounds. More so, dishonorable Magnimarian Nobles like to take advantage of visitors who don't know of the Hounds' magnetic quality. Many a duel has been lost because someone's blade has been ripped right from their hands to fly into the mouth of one of the hounds. Also, it is a little known trick that positioning your enemy in front of the monument and letting go of your blade can impale them as the blade is drawn towards the structure. Anyone weilding a metal blade within 30 feet of the Hounds faces an opposing grapple check of +15 to be stripped of their blade. This increases by +2 every 5 feet nearer to the hill you get. Those wearing metal armor face a similar check to avoid being dragged and pinned against the structure, rendered immobile.
2) As a hazing ritual or cruel joke of sorts, people (usually travelers or those unaware of the Hounds' nature) are told a ghost story about Old Lord Eyras. They say he comes back under a full moon, ready for the hunt, and he returns for his hounds. These unwary souls are given an old suit of armor, and as a test of bravery, must wait by the Hounds under a full moon to wait for Lord Eyras, and ask if he needs aid in his hunt. Several times a year, the city watch must cut some poor young chap free of the Hounds by physically cutting him out of an old rusty suit of armor, as the poor soul is pinned to the side of one of these massive hounds. But is the tale of Lord Eyras really just a cruel joke? Or does he return on some nights?

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LittlePark.
LittlePark began as a model, an acre of ground to plot the construction of a grand playground for the city's children. The gnome mage spearheading the project quickly ran short of the funds necessary to complete the ambitious design, however, so a change was made. The entire acre was enclosed by a dome, and the model slides, toys, and other attractions were made functional. The dome now creates a Shrink Person effect on those inside. The park has become widely popular and recently offers a child-sitting service in the afternoons at a rich hourly rate.

Kyr |

The Ampitheatre of Rhylfayne:
A large ampitheater of polished marble inlaid with scrolling runes of silver, lit at night with dancing lignts spells that play arounf the columns that frame the seating area. Dedicated to the Bard who wrote so many of the plays and concerts performed there.
Live perfromance are performed only at night.
During the day it open to the public and the ghostly images of prior performances play across the stage - sometimes with music, sometimes not, sometimes full plays some times, particularly excellent monologues or songs...it is said the stones remember only the best perfromances.
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The Fountain of Torrents:
A beautiful fountain of alien blue stone that appears to ripple in the light a gift from the merfolk the fountain is both home and stage to a water elemental that dance in and above the fountain. The fountain dance to the sound of leaves in the surrounding trees, but has really spectacular responses to music (its is particularly "fond" of music that emphasizes percussion and strings).
Water taken for the fountain is purported to have a mildly intoxicating effect.
The water of of the fountain will also respond pleasantly to children brave enough to touch her or laugh in her presence.
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The Brazier of RaShao:
This monument is basically a large bowl formed from 5 matching bronze shields, intricately ornamented with, gold, and copper and supported by five statues of giant efreet's carved from balsalt and "dressed" and "armored" in bronze. Above this statue a massive fire elemental is bound - and dances - however it does not dance in response to music, but rather to the level of activity in the market place below - the more activity to complex and intense the "dance".
This phenomena has become part of the local jargon and an especially good market day is said, "to make the fire dance".

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A nice "easter egg" for some of us loyal Paizo fans might be to include some NPCs with avatar names from this website, eg. Fatespinner, Heathansson, Saern, Sebastian, the White Toymaker etc, and of course a cleric called Eric!
... maybe for those willing to do a Pathfinder Super Extra Ultimate Charter Subscription? :p
Greetings,
Günther

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There have been some really good ideas in this thread - if they don't make it into Magnimar or the Pathfinder setting, I'll probably incorporate some of them into my homebrew games. I really like the weathervane, lighthouse, and fountain of torrents ideas.
There are some really creative minds on these boards - I can't wait to see what the "Lords O' the Boards" can come up with here.
I'm just surprised there hasn't been a flood of ideas - we have the opportunity to directly (in a very small fashion) contribute to "our world."

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I always wanted the city gates of my metropolis to be flanked by giants made of stone.
Wait a minute! Magnimar is coastal. What if the Giants are arising from the water? They could be cut from/connected to the giant cliffs that you have to pass between to arrive in Magnimar's Port. Say Magnimar has 2 chief deities - what if the statues are giant portrayals of them?
Somehow, they could be used as lighthouses as well. Either their eyes are giant fires that guide ships in - or each figure holds an item that incorporates a giant torch/lighthouse element to it. For example, one holds a scepter upraised (like the Statue of Liberty) and the other holds a longsword in one hand, blade downturned, and the end of the hilt is a blazing fire.

The-Last-Rogue |

This has been done to some extent in Sharn, but I, for some reason, would like to see taxis. The idea of competing taxis amuses me to no end for some unplaceable reason.
As for architecture, I would love to see a subterranean level of a city that is actually inhabitied and useable by the citizens.
Just a few quickies, I will post more after some actual thought on the matter.

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This has been done to some extent in Sharn, but I, for some reason, would like to see taxis. The idea of competing taxis amuses me to no end for some unplaceable reason.
As for architecture, I would love to see a subterranean level of a city that is actually inhabitied and useable by the citizens.
Just a few quickies, I will post more after some actual thought on the matter.
I like the idea of taxis - what if the sea came into Magnimar in channels - and they used gondolas actively (like Venice)? The small channels also might be a nice place for my Fire Gills to live....

Kyr |

This has been done to some extent in Sharn, but I, for some reason, would like to see taxis. The idea of competing taxis amuses me to no end for some unplaceable reason.
As for architecture, I would love to see a subterranean level of a city that is actually inhabitied and useable by the citizens.
Just a few quickies, I will post more after some actual thought on the matter.
What about richshaw drivers - they try to make thier rickshaws as colorful as possible, wear funny hats, goofy clothes, masks, feathers in their - juggling, singing, tumbling - whatever to attract attention and win fares plus:
They could form rival gangs fighting for control of regions of the city
- They could be set up as a working class elite
- OR as almost beggers - maybe a sort of begger elite
Work with rogues and intelligance agencies (due to almost universal access)
They could also have a dark side - stimulants, addicted to magical buffs to stay fast, and strong.
Could be a good origin for PCs.
AND to the original post - the rickshaws themselves could be sort of mobile monuments - part of the flavor of the city.
AND constrasted to the more sophisticated taxi type services of the channels "gondoliers" and "shuttle boats" each of which are liveried and regulated by the city (maybe even operated by the city as a source of revenue). Elegant vessels

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I actually like the rickshaw idea better than Gondolas. It would add quite a bit of flavor to the city. I really like the idea of a bustling, "always alive" feel to a city.
What if, while the rickshaws run the streets, overhead there is a an active message service in operation? I'm thinking of something called "the Aerie", which would be a large central hub for messenger birds (we could use small storm rocs, razorcrows, or some other type of bird - I'm especially fond of the bird symbol for Shelyn on the blog page, so whatever bird that might be would work too.)
This would give the city a very frenetic identity. People are always going from one place to the next via rickshaw, and messages are always being sent overhead.
The message service would be very cheap - 2 silvers to send a message via bird. The birds are trained from birth to drop off messages at a wide array of locations in town (and in town only, messages are limited to one page). Perhaps they use/recognize some form of banded color coding on various buildings, matched to the band fastened to their talon, and they make the delivery accordingly.
The Aerie itself would be a large monument in town - a large copper plated building (that has turned green with age) dotted throughout with holes to allow birds entry to and exit from the structure.

Kyr |

What sucks is that all of these suggestions are really generic - I don't have access to any Pathfinder stuff - over here in the exotric middle they are pretty light on gaming material.
anyway
____________________
The Throne of Danyan (Danyan's Folly)
Danyan (a human/efreet warlock/fighter) began his career as an officer in the service of the Sultan AlakNa. Danyan rose quickly through the ranks, he was a natural warrior and leader who excelled as both a fighter and a warlock (and benefitted greatly from both the realtionships and mystic power of his ancestry. Once he gained enough support Danyan staged a coup and took over his master's Sultanate. And that pwer base set about conquering the lands around him, building an empire. In 50 years Danyan (his efreet blood effectively gave Danyan elflike aging) had forged a fledgling empire and began looking to legitimize his conquests, by building alliances and establishing embassies in far away lands.
One target city for such an embassy was Magnimar (6 other comperable projects were launched in other cities).
Danyan sent a delegation and negotiated purchased a large plot of land in the city. As there was no estate "suitable" for Danyan the Magnificent" he decided to bless Magnimar (already a great trading city) with an example of "Culture and Enlightenment". 1000s of artists, craftsman, wizards, engineers, priests, workers and support staff (ALL of which were technically slaves) from Danyan's realm were sent to build Danyan's Magnimar residence - along with the gold to hire 1000s more locals to help.
The project was massive the palace itself was designed to span 20 acres.
For 24 years 1000s of men, supported by hosts of acrance and divine spell casters labored to build Danyan seat in Magnimar. (This adventure in architecture was a huge boon to the city's economy and helped fund the amazing level of infrastructure the city enjoys today)
However in the 24th year the people (with many of the empire most potent spell casters away working on Danyan construction projects) the people rebelled, Daynan himself was killed and all support for his projects evaporated over night.
In most locations save for a few completed buildings these projects were torn down and destroyed in response to the end Danyan tyranny. In Magnimar however the merchant lords saw the opportunity to turn Danyan's partially completed palace into something special for the city. There was nothing in Magnimar approaching the resources necessary to complete the palace - but the genius Mythra KanRahg coverted the design and created one of the worlds most amazing public spaces.
20 of the designs original towers were completed, and a few of the larger rooms were adapted to be be finished building but in essence the whole structure is a collection of interconnected walkways, gardens, terraces, reflect pools, alcoves, and gazebos. The whole network is crafted from a rose marble (windows screened with lace like stoke carving inlaid with silver ivy and glass flowers, calligraphy inlay, and large mosiacs in colored marble are some of te characteris tics of the style), and though completed my locals on a heavily modified design retains the efreet architectural style. There are restaurants, tea houses, public baths, spas (all enhanced by Danyans spell casters - running water, fountains, lighting, among other things). There are 5 large spaces (probably originally designed as dining halls) that have been coverted to theaters and concert areas.
However the pinnacle of the project is Danyan's throne room. Housed in massive dome of stained glass and lacey stone (never completed) is Danyan's Throne. The throne appears to be a large ornate chair supported on the back of 8 stylized griffonlike creatures (save than in addition to the normal griffon characteristics these statues bear exagerrated bull like horns each with a tablet between his paws describing Danyan's history. The whole things seems to be made from gold, and ornameted in colored enamal - but attempts to take the gold, or mar it have proved the material to be stronger than adamant (and heavier). Danyan was a horrific ruler but the thone is more than a monument it is one of the most singularly beautiful art objects EVER created - and appears to be indestructable. Legions of Magnimar's people and tourists have had their turn sitting on the throne and remembering the days of the tyrants adventure in engineering. Today the tyrant's folly is one of Magnimar most popular public parks, a venue for artists of all types from all over the world. And a shiny example of how Magnimar takes what it is given and makes it something new and wonderful.
Oddly this monument is one of VERY traces of Danyans reign to survive the people in his own lands took great care to eliminate all traces of the "Golden Tyrant" and other cities made no effort to preserve evidence of Danyan's arrogant forays into thier lands.
Lots of detail could be added - I see a sort of modern arabic style network of gardens - a Magnimar version of the hanging garden of Babylon - made even more wonderous by the use of magic in the engineering and construct.
Certain areas could have magical properties left over or incomplete - interactive map rooms, dance floors were you literally walk on air, rooms so cold they are always iced, gazebos that look out on jungles 1000s of miles away, etc.
If I had a greenligh and a word count I could happily flesh it out.

Isuru |

A city with statues and monuments needs pigeons, preferably a magical beast variant or dire, feral, or fiendish proportions or some other equally nasty equivalent. They would be a menace to historical sites. There could be a guild (perhaps practicing falconry) that tries to eliminate or at least control the problem. Perhaps there is a sacrificial statues that draws the critters to it, allowing those site to take the brunt of the defacement, which may be of use in a byproduct industry (spell components, cosmetics, herbal supplements, narcotics, dyes, etc.)

Deimodius |

Okay, eyebite and Kyr have amazing ideas. Here's my first one, it's a little rough because I'm writing it quickly while at work.
The Stone Beggar Boy
Magnimar gives, and Magnimar takes away. For all it’s wealth and prosperity, there are many who fall into poverty and despair. One of these was Chelim, only a boy, whose parents had died when he was four. For a while he lived in an orphanage so cruel and foul he ran away to the streets which seemed much safer, and he eked out a meager life begging and thieving, doing his best to avoid the law, and the slavers.
In his Eighth year Chelim became ill, and his legs wouldn’t work like they used to. He found a street corner to make his own, where he sat cross-legged, wrapped in a blanket, and begged for alms. At first he received some help from passers-by, but as the neighbourhood prospered, and those who lived there became greedier and greedier, the passers-by simply looked away, some out of guilt, some out of complacency, and some out of selfishness. Chelim became invisible and forgotten, and one day he was simply dead.
No one is quite sure when he died, in fact, not many people today believe the story is true, for no corpse was found. Instead, where Chelim sat, there is a stone statue of a crippled, cross-legged boy wrapped in a blanket, eyes up-turned pleadingly, one hand held palm open, hoping for help. No one knows from where it came, but many believe that the gods turned the boy into a statue as a reminder to the people. For a while members of the neighbourhood tried to remove the statue, but nothing, not even magic seems capable of budging it.
It is said that those who pass by the Stone Beggar Boy without offering something will come to financial ruin, while those who leave a coin in his palm may find fortune, or at least stave off the cold hand of poverty. Though anything left behind is gone by morning, no one who has tried has ever seen where it goes. They do know, however, that anyone who dares steal from the statue will meet his end shortly thereafter.

Neil Spicer Contributor, RPG Superstar 2009, RPG Superstar Judgernaut |

So! This week I'm going to be working on developing Magnimar, the City of Monuments, and the largest city in western Varisia. Beyond things like the city's huge Thassilonian remnant bridge, the Irespan, a communal mausoleum, aquarium, and lots of monuments (duh), is there anything you've always wanted to see in a big city but never seem to get? Ideas for cool monuments would be neat too. We'll try to work in all the cool suggestions we get (but don't expect an author's credit, sorry ~_~)! Thanks!
I'd like to see a monument that's both a statue and a building. Something along the lines of the Statue of Liberty, in a way. You can walk inside it. It has a few rooms, stairs, an observation deck...and so on. It would also represent a tourist attraction. Maybe the statue has a religious significance and worshipper's make pilgrimmages to see it and walk inside. Could also be attached to a local temple who controls access to it. Or maybe it simply belongs to the city and provides a tax revenue?
Also, it might be a little Eberron-esque, but how about two monuments that are magical archways tied to one another. Maybe they belong to the priesthood of Desna or Abadar and provide transportation (i.e., teleportation) between them. Or maybe they belong to the priesthood of Shelyn and provide an easier means of communication (i.e., via message or whispering wind or sending) for lovers to talk from one side of the city to another. Or maybe they simply provide an artistic crystal ball type of affect to provide the view from each archway to the other. So the imagery viewed through the arch is simply an illusionary portrayal or clairvoyance effect of the scene from its twin.
How about a pool dedicated to Gozreh that rises and falls with the tides, bringing in all manner of crustaceans and shellfish for the priests to collect before distributing it to the poor?
How about a series of spires, statues, or frescoes through which various stars can align and be read by Desna's followers to provide greater auguries and such?
How about an incredibly detailed and complex marketplace dedicated to Abadar that rivals any modern-day mall or seaport shopping plaza with multiple levels and tiers?
My two-cents,
--Neil

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Some roads in Magnimar are made of red stone. Why some are this way is something lost in history now. When viewed from high above the selected roads look like the greed symbol of sin magic. What many also do not know is that these stones are actually worth a lot since they have a magical ability, they can store magical spells if enough blood is spent on them. The gem part of the greed symbol in the road is now empty and replaced with worthless coblestone. After the fall of the wizard kings the natives destroyed this real blood ruby as this was the release valve of this stored magic.
Off course they are now empty, but people said that when someone was killed on one of these roads the stones where his blood dripped on shined brighter the next day.

Deimodius |

My second attempt at monument making.
The Key Stones of Shadow-Mar
Early one morning in the month of Riverflow, long ago in the 7th year of Desna Rising, a pearl diver named Borwick Gemm discovered a strange stone sunken in the blue waters of the coast of Magnimar. It stood about 3' tall, and tapered to a rounded point, as it poked up out of the silt. It was covered in ancient runes and carvings depicting tentacled alien creatures cavorting with humans. Borwick felt drawn to the stone, and returned day after day for a week to run his fingers along the grooves of the runes, and the shapes of the monsters. One day, he simply did not return home. His family enlisted the help of the other pearl divers, but he was no where to be found, though his boat was discovered anchored next to the stone.
Decades later, Massa Vin inherited a small fortune from her parents, and decided it was time to realize her dream and open a pub and inn. She purchased a plot of empty land in the busy Festival Alley area of Magnimar, and began building. While excavating the land, another stone was discovered buried deep in the ground. Once the basement had been completely dug, the stone stood right in the middle, peaking up out of the earth about 3' tall, and covered in runes and images of strange beasts and humans. She ordered the workmen to remove it, but it was impossible. No matter how deeply they dug around it, it seemed to go on much deeper. Finally Massa decided to leave just the top bit and finish her inn. The disappearances began not long after the building was complete. First the workmen who tried to move it could not be found anywhere. It was thought they'd left town to find more work. Then the odd servant would go missing. Finally, Massa herself disappeared one day after descending into the cellar. The inn is under new ownership now, and the stone is kept behind an iron cage so that it can not be touched. Visitors to the pub can visit the cellar to see it for the cost of 1 cp, and the inn enjoys a brisk business despite the tales of it's being haunted.
Recently a young scholar has been studying the two stones, and has put forward an incredible theory. He believes the stones are key stones that can draw those who touch them into another dimension, one of darkness, torment, and mind-numbing madness. he has also theorized that the two stones are actually two points in a triangulated area, and if his calculation are correct, the third stone should be somewhere in the catacombs beneath the temple of Pharasma. Unfortunately the catacombs are considered sacred, and the temple priests refuse to allow the scholar access to find the third stone (a stone they claim does not exist).
Some believe that if he is right, and the third stone can be found, it may be possible to use them to rescue all the poor souls who have been pulled into the maddening dark place beyond. However, it is equally possible that if it is found, the stones may act together either to suck all of Magnimar into the shadowy realm, or to release it upon all of Golarion.

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I was also thinking about a large plaza in the center of the city. This serves as a daily "farmer's market" or bazaar. Local artists would gather here as well - everything from glassblowers to painters to sculptors to bards. The only rule of the plaza is that nothing can be bought - all must be bartered for.
My "Trader's Square" would have one large central feature - a very large sundial that serves as the central timepiece for the entire city. All appointments are set by this sundial. The sundial would be inlaid entirely in abalone shell (as an homage to Magnimar's coastal location), with the outside frame ringed in worked purple quartz.
The plaza would also have several fountains and an extensive amount of cobblestone.
Trader's Square is the central hub for gossip and windowshopping in Magnimar. The true markets of Magnimar spill forth from Trader's Square on adjoining avenues, where goods can be purchased.
Trader's Square is a holdover from centuries before when, after the fall of the Thassilonian empire, people tried to eke out a life in Magnimar. Since money was in short supply and inflation was obscene after the fall of the empire, bartering became a necessity. This ages old tradition is still kept alive and well, and much beloved by the populace, in Trader's Square.

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The Stone Beggar Boy
My previous post was eaten. But VERY nice. I love this and hope it gets included.
I love the curse/luck aspect of the statue. Maybe it's the work of Abadar - as a warning against greed? Maybe even Shelyn, who noted the boy's suffering and made him a work of art?
Might even be a minor pilgrammage point for the faithful of that god.

Deimodius |

Thanks, eyebite. It's weird. I saw your previous post literally a minute after you posted it. I hit refresh after reading it, and POOF it was gone!
NEway... I will see what else I can come up with to compete with all the awesomeness you and others have posted. I was actually getting ready to submit a module to dungeon when the announcement was made, so this is at least a step closer to getting my foot in the door. ;-)

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The Stone Beggar Boy also plays off of something I had thought about - some curse where the actual people of Magnimar are turned into Monuments.
IF we make the Stone Beggar Boy the work of Abadar. (Who, while the god of merchants, could have a marked distaste for greed. This is all speculation as I don't know much of Abadar beyond the bare bones info. posted on the blog.)
Every once in a great while, Abadar acts in Magnimar to punish Greed. (The Stone Beggar Boy was to serve as a warning to others.)
I'm imagining a variant linnorm or basilisk (which is a mythical monster, so it can be used here in OGL material) that lives beneath the city. Only the highest priests/merchant lords of the city know of its existence. The beast would be an advanced creature of its type (maximum Hit Dice). It would be a centuries old ally of Abadar that came to the city after the fall of Thassilon to watch and wait for the return of Greed. When called upon, the beast crawls/slithers forth at night to turn the Greedy party marked by Abadar to stone - becoming a monument of the city.
The basilisk lives in a rune covered cave, deep beneath the city, only accessible through forgotten sewer paths. Again, the creature is only known to a select few. These select few revere and worship the beast (treating/respecting it roughly as Catholics view Saints). They know when the beast walks the night, and that the guilty are to be punished - and they aid the beast on these extremely rare occasions.
Otherwise, the beast sleeps, and waits.

Deimodius |

Perhaps the ghost of the beggar boy is occasionally seen with the creature? Or his ghost/spirit guards the creature's cave. _or_ those who failed to give something to the statue may be visited by a vision of the boy, thus marking them for stonification by the creature. These people who know of the legend, and try to run from it. Imagine the PCs walking down the street and they see on the corner a fat man in fine clothes and jewels groveling and wailing on the ground before the statue begging for forgiveness and offering _anything_ in return for a respite from his fate.
Or is that going too far. ;-) sometimes the simplest things are more tragic, and the Stone Beggar Boy should be tragic.
NEway... here is idea number three.
Rassek's Great Tome of Eternal Knowledge.
Lord Rassek Marzember was not only a trusted member of the city counsel, and good husband and father, and a patriot, but long a patron of education and free knowledge for all. With his own money he built the first great library of Magnimar, and filled it with books and tomes from all over Golarion. On his deathbed he called to him his best friend, the High Druka of the temple of Irori and asked him to help commune with their beloved god of knowledge. Out of this communion was born a wonderous artifact known as the Great Tome of Eternal Knowledge. The tome is not actually a book, but part of a statue of Marzember that stands proudly at the center of his library.
Irori granted Marzember his final wish in return for his lifetime of service to the god of knowledge. The marble "Tome" is imbued with a magical gift from Irori. Into it was placed all of the knowledge Marzember accumulated in life, as well as that of every book in the library. Anyone may visit the statue, and once a day (per person) may touch the tome and ask any question, the answer to which is _not_ a secret. (if someone discovers a secret however, and imparts it to the tome, it is no longer a secret).
The tome will grant this knowledge, but at a price. The person asking the question must give up some bit of knowledge in exchange, roughly equal in value to the knowledge sought (at the DM's discretion). This knowledge is lost to the person until it is discovered again. (Visitors can not try to "trade" knowledge that is already held in the tome's memory, it mist be something new). If the visitor does not have some new bit of knowledge to leave behind, he or she can choose to give up the knowledge of some skill or ability (Skill ranks or a Feat. Any ranks/feats lost in this way must be earned back as usual, when levelling up).
Sages and adventurers from all over Varisia seek out new bits of interesting knowledge to trade with the Tome to learn answers to important questions.
Once a year, during Irori's day of celebration, anyone may ask one question for free, without having to trade. On this day there are long lines at the library, so you must come early!

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I like the idea of the beggar's ghost being a harbinger of things to come. Maybe the ghost even places a mark upon the forehead of the person. Any merchant or priest of Abadar who sees the mark reacts very negatively and refuses to deal with or aid that person. The person has "2 settings of the sun" (48 hours) to atone for his ways, else the beast awakens, and comes for him. Thereafter, Magnimar is forever off limits to that person. If they ever reenter the gates, the beast comes for them that night. The beast slays any that actively oppose it or protect the person, but reserves stonification for the marked one.
This would be reserved for only the most heinous of people. It should be so rare that most people don't know about it and won't recognize the mark - seeing it as nothing more than some weird looking scab and thinking that the person is crazy.
The beast is known among the faithful as the Godservant Wyrm.
I like the idea of a variant linnorm that breaths a cloud of petrification - essentially a flesh to stone spell (as cast by a very high level mage).

Deimodius |

My favourites so far (not including the ones I posted) in no particular order:
- A large exotic water garden filled with beautiful iridescent fish
- A chest with gold coins that pour out of it forever
- A land-bound lighthouse inside the city
- "The Hounds of Eyras"
- The Fountain of Torrents
- Giants are arising from the water
- richshaw drivers
- The Aerie

GreenGrunt |

How about an immense celestial clock, with statues that represent personifications of constellations, and these monuments actually move to mark the passage of time?
Let's say one statue is a constellation that resembles a chimera, another statue is constellation that resembles a nymph from the realm of Fey, etc. These statues are huge, at least gargantuan size (relating to monster sizes based on PH and MM) perhaps even going to colossal.
During a specific time of the year, one of the statues is activated in a bizarre phenomenon of mystical energies (for example, the nymph statue has a plants that grow around her feet when spring arrives, but the plants die off as soon as summer comes).
Nobody really knows who made the clock, could predate the Runelords..
Since this clock has been around for thousands of years, Magnimar has been a lodestone for civilized peoples, within the city are ruins upon ruins.. (Opening up a possiblity for dungeons beneath Magnimar)..
To go off on a tangent, perhaps the nymph statue's mystical property is that it bestows fields of bountiful crops within a certain radius around the city (instead of the spring/summer gig), which explains why the land around Magnimar isn't considered being over-farmed despite the rise and fall of civilizations and peoples over the passage of time.
Where did this idea spring from- inspired by Steven Erikson and his Malazan series, particularly the half-Jhag Icarium.
Well- my inspiration is gone.. : (
Nice contributions by everybody by the way.
Cheers-
GG

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I like the idea of exotic street lighting down the major avenues of Magnimar. How about large Brass braziers at regular intervals? The braziers come with a heavy brass lid and lock. They could even be suspended above the avenues on heavy chains, connected from building to building.
These braziers are regulated by the city's "Candlewalk Guild". A group of experts (npc class) that each carry a large ring of keys on them. At dusk, the Candlewalkers (as they are known) walk their specific routes (like mailmen) and unlock the braziers along their route, lighting the fires. At dawn, the Candlewalkers return to shut and lock the braziers.
Each key on their ring would act as a skeleton key for all the braziers on that avenue.
Or, this could just be the "monument" for a single avenue (The main route in Magnimar) - "Candlewalk Way"
If the braziers are suspended, the Candlewalkers have a pole that each key attaches to. They unlock the braziers from the bottom and the lid flips open. They similarly carry a large candle/lantern that attaches to the pole to ignite the braziers overhead.

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Well if it's a port city, I'd like to see a wall, with Magnimar in the centre, and the rest of the 'world' mapped around it. Thing is the maps come from stories from famous travelers. So you could have things on it that are completely wrong, like Prester John's Kingdom in the middle ages.
How about a miniature of the city, perfect in every detail, including as the city changes. It's normally unhabited, but every so often little stone people appear in the city (when nobody's looking of course)

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Running water (non-magical) for the upper and middle class (and some public buildings)--if it worked for Rome and Carthage, why not? A postal service (again, good enough for Rome) that cover both inter- and intra-city deliveries. I also like the taxi-service and messenger-bird service the others have suggested.

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Alright - loved the Styes adventures in Dungeon. Let me know what you guys think of this entry - it would be a good place to have a Styes-esque area.
"Coalwell"
Originally referring to the debtor's prison run here, Coalwell now refers to the neighborhood slum that surrounds the area. By far the poorest and most downtrodden section of the City of Monuments, despair rules in Coalwell.
Debtor's who are judgment proof - in that they owe more than they can possibly ever pay, are sent here. Coalwell is a large well that goes deep beneath Magnimar. Steps with interceding platforms lead down to the depths of Coalwell, lit by sconces along the way. Debtors are sent here to work off one day for every gold piece owed that they cannot pay. Those that can't work, refuse to work, or are being punished are suspended high above the Coalwell in man sized birdcages, made of wrought iron and filthy with soot, operated by large chains and pulleys. The sentence in the cage is the same, one day for each gold piece owed - or for each gold piece of a fine assessed for a transgression in the mine. "String 'im up the coal lines" is an oft quoted phrase here - and pity the man placed in a cell that is slightly smaller than he is, as he's suspended over the filthy coalwell.
The well itself leads down to a very large coalmine. Debtors toil away here, excavating the rock, for "debtor's coal", a popular and cheap source of fuel in town.
Coalwell is a desperate, disease ridden slum. Very similar to a crime laden industrial section of a large city. Coalwell is effectively ruled over by Manias Sull, an evil and twisted moneylender/usurer (I'm thinking LE priest of Abadar, maybe Asmodeus.) He also happens to run the mine. Manias is effectively the mayor of coalwell, some might even say dictator. He deviously takes advantage of those in debt - offering them loans at rates they can never pay, thus assuring that they will be bound to work in the Coalwell. This is in effect slavery - but Manias has never even been questioned, since he's greased all the right palms. Manias is a powerbroker and stringpuller, master manipulator and devious to the core.
The slum would be ripe with blacklung from all the coal soot, creating a diseased and dirty atmosphere reminiscent of the Styes.
Heck, I'm even seeing miners using large fireflys (the size of rats) to see in the mine, and to smell out deadly fumes.
There is hope in Coalwell though, every so often, a diamond is found among the coal, changing lives forever . . .

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Coalwell could also open up the possibility of dungeon delving adventures beneath Magnimar.
I'm also seeing Manias flanked by thugs - his "Dogmen." The Dogmen are all skilled trackers - useful for finding debtor's hiding in the mine. I imagine the Dogmen being very similar to the Pinkerton's - violent thugs for hire, used to break up mineworkers and the occasional attempt at unionization. They are also responsible for Manias' dirty work.
The Dogmen are called such for both their willingness to track people down at the whim of their master, and for the cheap dog hair coats they wear, to stave off the cold wind whipping off the coast.

Warmage 101 |

I don't know what the politics of Magnimar are going to be like but here goes:
The Palatinate
This gigantic round structure reaches hundreds of feet into the sky. Glinting golden in the sunlight this titanic structure is home to the palatine council. This ruling body of Magnimar is formed of memebers of each of the noble/merchant/etc. families of magnimar who convene once every 7 days and in emergencys to discuss matters of state. The High Palatine of Magnimar is elected from their number and holds the position until death.
As well as the palatine council, the ordinary people of the city have representation through the council of representors, elected by the people, for the people. This body by ancient magical decree has the power to overthrow and instate and new high palatine if the current one becomes tyrannical and ignores the statutes of the city.
Lastly, ambassadors from other vasarian city states and other places have permenant boxes in the auditorium as do the high priests of the various churches, the high wizard of magnimar, the leaders of the merchant guilds and the Field Marshal of Magnimar's army.
Dispute is kept from getting out of hand by the ancient statutes of Magnimar which separates power between the judicial, legislative and executive bodies as well as providing methods of extra powers to various groups in time of crisis. In addition, the palatine guard hold constant vigil over the palatinate. These elite troops are the only body allowed to carry weapons in the palatinate by means of magic. Many of their number are magi and almost all of the ordinary soldiers are chosen for both their fighting prowess and their psionic potential which is nurtured and developed through training. Thier numbers is always one thousand, one hundred men for each of the eight noble families, one hundred for the high palatine, and one hundred to guard over Magnimar's imfamous prison. However, the palatine guard swear an oath of loyalty directly to the statutes of magnimar and so are magically bound to uphold the ideals upon which the city was founded. The Warden of the Palatinate, leader of the palatine guard, is elected from among the guard when the previous warden reaches age of retirement and is no longer fit to fight.
As well as the legislative assemblies, Magnimar's council of Juror's meet within the palatinate to preside over legal cases. Magical wards within the court chamber prevent perjury and the palatine guard ensure swift justice by immidiate transportation upon sentencing to the nighthold, the extradimensional prison where Magnimar's convicts are kept. Capital punishment is rarely used, only used as a sentence for those who have committed treason against the city. As well as the execution of the convicted traitor, the name of him and his family are struck from the city roll, an enourmous set of documents detailing each of the members of the city since its inception. Hundreds of scribes toil over these documents, changing entries for individuals as their position in the city changes. However, once struck from the list, whoever holds the name of the traitor is considered outcast and a foreigner in the city, without rights to assembly or private property.
Atop the Palatinate's enourmous gold plated dome is a massive magical fire kept constantly alight. By means of magic, it burns different colours to signify current events. A normal flame colour indicates nothing is happening, blue shows the council is in session, black indicates the death of the high palatine, white the election of a new high palatine and red indicates the city is at war and is sealed.
Obviously, due to the size of this structure, magical means are necessary for transportation around the structure. Teleportation circles allow access to different levels of the building and special magical stones in each noble families' and representor's box allows their voices to be heard in the awe inspiring auditorium.
Hope that's ok.
Warmage 101

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Now that I've fleshed them out a little bit:
The "Dogmen" are multiclassed urban ranger/rogues, that use the repeating light crossbow. I like the image of them breaking up a mine strike with repeating crossbows drawn and cocked, ready to shoot someone full of bolts. Their cheap dog hair coats are really more ponchos/sarapes. The Dogmen are the closest thing that passes for law in the Coalwell. The city watch prefers to stay out of Coalwell, and Manias likes it this way. As long as nothing major happens or gets out of hand, the Dogmen handle things.
Manias Sull's second in command is a brutal man named "Skern." No one knows if this is his first name, last name, or adopted name. Whereas Manias is plotting and devious, Skern is brutal and sadistic. Perfect for handling Manias' dirty work. I'm seeing Skern in tattered dirty studded leather, dog coat over it, weilding two pointy short swords. Skern has a large scar from the middle of his head down to his jaw bone, going right over (and through) his left eye. The scar is a deep, angry brown and the eye is milky white and useless. Skern never fights fairly. He loves to hunt someone down, and strike from the shadows. He prefers to stab someone through the lungs, as it takes them awhile to die, and their rasping death rattle is music to his tone deaf ears.

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Now that I think about it, Manias would be best suited as a priest of Asmodeus. As the evil god of contracts, with the Trickery domain, Manias' tendency to force people into untenable loans would be perfect for his worship of Asmodeus.
I see Manias Sull as wearing flowing robes, overweight, greasy skinned, long handlebar mustache with the middle section shaven, and walks with a limp. He wears heavy black boots to cover up his feet at all times. This is because his left foot is really a cloven hoof - his left leg up to the mid thigh looks like a goat's - something he hides at all times. Why this is, he doesn't say. No one has seen his devilish leg and lived to tell about it though. His boot just looks empty at the toe, and the foot appears mishapen. Manias explains this as an accident in the mine that sheared off a good portion of his foot. No one is the wiser.

The Jade |

Just saw the name Magnimar and it scrambled in my brain to form "I'm Rag Man."
Any Trick or Treat fans out there besides me and Drunken Nomad?