After leaving the mansion , the road splits north to Sandpoint or south to magnimar ? Taking the road south they find signs of a stone giant scout party of 6 , following them they find a two day old camp and the tracks leading into the forest . The weather is getting no better, in fact the storms are getting more harsh, its freezing and snow drives into the characters as they make their way south. They notice no sign of trade or activity on the road, which is strange ?
The next day the come across a scarnetti cloth caravan which has been ransacked by a bunch of storm giants , and so there are giants afoot , small bands of giants but do they have a greater purpose , is it because of these attacks the trade routes are closed ?
A local set of knights , question the characters on who they are and their business .Corik shows his pathfinder badge, is this wise from previous encounters in magnimar ?
On 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 up thrust mass of stone Itself is overshadowed by an even greater sight-the Ire span, one of ancient Thassilon’s most prominent ruins. Known also as the Giant’s Bridge, this ruined causeway juts out from the Sea cleft 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 south westernmost 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.
A visitor to Magnimar might be stunned to learn that the sprawling city is only a few decades over a hundred years of age. The city’s sprawling slate rooftops and marble avenues stretch from the foundations of the Ires pan to beyond the western banks of the Yondabakari River. A sheer cliff, the Sea cleft, cuts through the city’s heart, dividing Magnimar into its two major sections: the Summit, upon the cliff’s top, and the Shore, below. A third area, the Shadow, lies beneath the Irespan, a place where the sun rarely reaches and the city’s failures and corruption hold blatant reign. The second largest city in Varisia, Magnimar still wages its mostly bloodless war of coins and lies with Korvosa to the east. Both city-states vie for control over vassal communities, natural resources, and trade with the cosmopolitan south. Ever since Lady Whilren’s prayer saved the city and shattered the Sea cleft Spire, Magnimar has welcomed those who would shape their own fates by the sweat of their brows and keenness of their wits, regardless of race or beliefs. To this end, the city has opened its gates and harbor to all comers, encouraging traders from many lands to discover the wonders of Varisia away from the excessive taxes and regulations of Korvosa, yet ingreater safety than is offered by pirate havens like Riddleport.
In an ironic turn, relations with the Shoanti steadily worsenedas Magnimar grew-its leadersperhaps unintentionally fostering the same sort of classist discrimination and oppression that drove them from in Magnimar are forced to lurk in the worst corners of the city, often working as gladiators in the Serpent’s Run or as aristocrats’ “tame savage” bodyguards. Since the establishment of a formal city government in 4608 AR, Magnimar has been led by two political bodies: the Council of Ushers and the Office of the Lord Mayor. When the city was established, this egalitarian arrangement was meant to assure that no one person would have too prominent a voice in the city-state’s governing. After more than a hundred years, though, this noble effort has become embroiled in bureaucracy, paper shuffling, and the ambitions of itsmembers. A third politicalbody operating outside of the city government is the Varisian Council. Formed at the request of the city’s elders more than So years ago, the Varisian Council ensures that the Magnimarian government does not infringe upon the rights and traditions of the land’s Varisian natives. Unfortunately for the city’s small but quite active Shoanti element, this level of understanding does not extend to them, and the people of the quahs often find themselves distrusted at best and unfairly persecuted at worst. More than 16,ooo people make their homes inMagnimar, with the majority of that populace consistingof humans of Chelish or mixed Chelish/Varisian decent.
While these people are ethnically Chelaxian, they are anything but in mind and spirit-the people of Magnimar prefer to be called Magnimarians (or even just Varisians).
The city also boasts the largest semi- settled population of Varisians in the region, with approximately such residents-significantly fewer in the spring and summer travel months. Aside from the region’s native nomads , Magnimar hosts a second transient population: thousands of regular traders from far-flung foreign locales, particularly Absalom, Cheliax, and Osirion. Many of these merchants and emissaries have homes that they reside in while passing through but that otherwise remain empty. As a result, whole city blocks-particularly within the Shore-appear deserted for months out of the year. Magnimariansaffiliation withshow their the City of Monuments through symbolism. Magnimar’s colors are blue and silver. The city claims the osprey as its mascot, but also identifies with angels of all types, as seen in many of the city’s carvings . The city motto is “Where Freedom Can Never Be Lost.”
Meeting a local pathfinder contact he tell the characters there is a cult taking over the city of magnimar , called the Cult of the nameless god, once ran by no other than Rizzen Ironbriar! The town is has been swamped with gold coins worth 20 times the normal price of a coin , with the monetary system in disarray , the trade had stopped , and word from the ships is , it’s not only magnimar , its most of the major cities in Golarion! Yet again another thread to join the many threads! He also says there has been no word from the pathfinders in months , but he has heard of a small chapter house being set up in sand point ! Shallelu the local agent has not been seen for a while, the last he heard there was something about a Giant invasion?
In the morning after some wheeling and dealing and with the help of their contact , the characters gain new items from the many magic items shops in magnimar , the party split and check out a few leads, the mayor and cult, both draw blanks , for the moment!
Is it north to sand point and the giant attacks? Or Stay in magnimar and find out what is behind the cult ?