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City
of
Monuments
Adam Daigle and James Jacobs
Magnimar,
MAGNIMAR
0
1,000
FEET
2,000
LO
ST
COAST
ROAD
ALABASTER DISTRICT
CAPITAL DISTRICT
NAOS
DOCKWAY
LOWCLEFT
BEACON’S POINT
KEYSTONE
YONDABAKARI
RIVER
UNDERBRIDGE
ORDELLIA
N
City
of
Monuments
This book works best with the
Pathfinder Roleplaying Game Core Rulebook.
Although suitable for play in any fantasy world, it is optimized for use in
the Pathfinder campaign setting.
Magnimar,
Table of Contents
Magnimar
Plots and Perils
Denizens
2
42
50
Authors
• James Jacobs and Adam Daigle
Additional Design
• F. Wesley Schneider
Cover Artist
• Tyler Walpole
Interior Artists
• Helge C. Balzer, Eric Belisle, Dmitry Burmak,
Gonzalo Flores, Fabio Gorla, Miguel Regodón Harkness,
and Kate Maximovich
Cartography
• 99 Lives Design
Creative Director
• James Jacobs
Managing Editor
• F. Wesley Schneider
Development Leads
• Patrick Renie and F. Wesley Schneider
Editing
• Judy Bauer, Christopher Carey, and James L. Sutter
Editorial Assistance
• Jason Bulmahn, Adam Daigle,
Rob McCreary, Mark Moreland, Stephen Radney-MacFarland,
and Sean K Reynolds
Editorial Intern
• Jerome Virnich
Senior Art Director
• Sarah E. Robinson
Graphic Designer
• Andrew Vallas
Production Specialist
• Crystal Frasier
Credits
Publisher
• Erik Mona
Paizo CEO
• Lisa Stevens
Vice President of Operations
• Jeffrey Alvarez
Director of Sales
• Pierce Watters
Finance Manager
• Christopher Self
Staff Accountant
• Kunji Sedo
Technical Director
• Vic Wertz
Senior Software Developer
• Gary Teter
Campaign Coordinator
• Mike Brock
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• Ross Byers, Liz Courts,
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This product makes use of the
Pathfinder RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, Pathfinder RPG Bestiary, Pathfinder RPG Bestiary 2, Pathfinder RPG Bestiary 3,
and
Pathfinder RPG GameMastery Guide.
These rules can be found online for free as part of the Pathfinder Roleplaying Game Reference Document at
paizo.com/pathfinderRPG/prd.
This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game.
Product Identity:
The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks,
registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been
designated as Open Game Content or are in the public domain are not included in this declaration.)
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Pathfinder Campaign Setting: Magnimar, City of Monuments
© 2012, Paizo Publishing, LLC. All Rights Reserved. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, Pathfinder
Society, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Adventure Path, Pathfinder Campaign Setting, Pathfinder Module, Pathfinder Player
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Printed in China.
Pathfinder
Campaign Setting:
Magnimar, City
of
Monuments
Magnimar
“KORVOSAN EXPLORERS CALLED THIS THE LOST COAST, YET IT IS HERE
THAT WE FOUND SOMETHING NO KORVOSAN CAN EVER UNDERSTAND—
FREEDOM. ATOP THE SEACLEFT, WHERE THE GIANT’S BRIDGE STILL YEARNS
FOR ITS FAR SHORE, AND WHERE THE ANGELS OF THE ARVENSOAR DANCED
FOR THE MOON’S DELIGHT, WE HAVE BUILT A CITY TO RIVAL NOT ONLY FAR
KORVOSA, BUT ANY THAT SPRAWLS IN CHELIAX OR ON THE SHORES OF THE
INNER SEA. MAGNIMAR IS NEW IN BODY, YET SHE IS IMPOSSIBLY ANCIENT
IN SOUL, AND THAT SOUL SHALL CARRY US, HER NEWEST WARDS, INTO A
FUTURE WHERE ALL OF VARISIA’S CHILDREN CAN COME TO LIVE AS ONE IN
THE SHADOW OF GREAT MONUMENTS, NEW AND OLD.”
—ALCAYDIAN INDROS, FOUNDER OF MAGNIMAR
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Magnimar
1
n the western edge of the land of Varisia, along
the southern reaches of a beautiful stretch known
as the Lost Coast, the swampy expanse of the
Mushfens and the coiling length of the Yondabakari River
come to a stark and dramatic end in the shadow of a striking
limestone escarpment jutting from the cliffs. Varisian
legends have long regarded the place as a blessed resting spot
for celestial messengers, and the wanderers would often visit
in hopes of seeing an angel and gaining the good fortune
such a portent presaged. Yet the upthrust mass of stone
itself is overshadowed by an even greater sight—the Irespan,
one of ancient Thassilon’s most
prominent ruins. Known also as
the Giant’s Bridge, this ruined
causeway juts out from the
Seacleft nearly 400 feet, with
its ruined pilings extending
farther out to sea, giving the
unmistakable impression of
ancient grandeur. Be it the
point at which angels descended
from the heavens to bless their
Varisian wards or the ancient site
of forgotten commerce and travel,
the region has long captivated the
imaginations of those who beheld
it. Its position at the mouth
of Varisia’s mightiest river
and at the southwesternmost
safe harbor on the mainland
only further ensured that the site would, one day, host a
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 overwhelming scale and grandeur
of the ancient wonders that litter the Varisian landscape.
A place of great opportunity, social stress, and cold beauty,
the city exudes the air of a southern metropolis, seeking to
rise above its ignoble beginnings as a refuge for Korvosan
outcasts to become a beacon of culture and freedom
in an unforgiving land. Yet its towering monuments,
elegant gardens, ostentatious architecture, and elaborate
sculptures form but a cracked mask over a struggling
government and a desperate people in need of heroes.
O
Magnimar’s Beginnings
The site had long been a favorite resting place for Varisian
caravans, and at any time before Magnimar’s foundation,
explorers could find numerous such caravans sheltering
against the Seacleft’s walls. But by the dawn of the Age of
Lost Omens, conditions in Korvosa had grown intolerable
to those who did not want to live in a society many had
taken to calling “Little Cheliax.” They wanted something
more—a place with the comforts and conveniences of a
grand city, yet free from the traditions of an overly pedantic
and close-minded government. Unable to change such
institutions in Korvosa, dissatisfied citizens opted instead
to leave. In the shadow of the great upheavals caused by
the death of Aroden, hundreds of pilgrims traveled west,
helmed by four visionary adventurers led by the paladin
Alcaydian Indros and known collectively as the Wardens
of the Eye. After these travelers had journeyed across
nearly the width of Varisia, they came to the Seacleft and
knew they’d found a new home.
The integration between these Korvosan expatriates and
the indigenous Varisians was not seamless, despite the fact
that the settlers had left Korvosa behind in search of greater
acceptance and diversity. Soon after the settlers began
moving to Magnimar, the Varisians asked the foreigners
to move their newly built homes south of the
Yondabakari River and away from Varisian
holy grounds. Freshly settled and
defiant, Magnimar’s leaders all
refused except for one: Mistress
Ordellia Whilwren, a member
of the Wardens of the Eye.
Curious, Whilwren promised
the Varisians that she and her
followers would gladly relocate if
they would show her an angel. In
response, the Varisians mysteriously
told her to look to the Seacleft Spire
at dawn every day for a week. Whilwren did so, and on the
week’s final day she saw a radiant figure perched atop the
alabaster spire in the dawning sun. Awed and inspired,
Whilwren kept her promise and moved south to the district
now called Ordellia in her honor. Cynics whispered that
all Ordellia witnessed was a cagey Varisian adorned with
a magical disguise, yet Ordellia went to her grave with the
happy conviction that she had seen, if not Desna herself,
then one of her more powerful azata handmaidens.
Two years after the city’s founding, a great storm racked
the land and threatened to destroy all the settlers had
created. Through the driving storm, Ordellia Whilwren
prayed to the angel of the spire. In a blinding f lash, a bolt
of soundless white lightning struck the spire’s rocky perch,
blasting it to nothing more than glass and rubble, but in
so doing scattering the storm clouds to reveal starry skies.
Having heard Whilwren’s prayers and seen the silent
lightning, the townsfolk agreed to create a great tower to
replace the fallen spire. As workers laid the first stones,
local Varisians—seeing they now shared the same faith—
joined in, and thus did the Arvensoar began to rise.
Although it took more than 18 years to erect, the Arvensoar
now stands as a symbol of Magnimarian-Varisian unity
and an open invitation to goodly spirits.
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