By James L. Sutter
Within the outcast urban of Kaer Maga, your online business is your individual, and no ware is simply too harmful or taboo to discover a patron. in the partitions of the traditional, ruined castle, refugees and criminals from each country disappear into the crowds of gangs and monsters. Leech-covered bloatmages haggle with Sweettalkers - spiritual zealots who stitch their very own lips close - whereas naga crime lords squeeze self-mutilating troll prophets for defense cash. And those are only the citizens, now not the fearsome beasts slightly inside the mysterious dungeons underneath the streets, held at bay by way of the elite rangers referred to as the Duskwardens. Welcome to the town of Strangers, a haven of freedom and independence for all - presuming you live on. within this finished, 64-page sourcebook you'll locate every thing you must find out about operating a online game in Kaer Maga, together with info and awesome destinations for all eleven districts; a background of the town, and the weird ruined monument that homes it; information at the numerous gangs and factions in the urban; a layer-by-layer advisor to the dungeons underneath town, and the echoes of misplaced races and magic that also safeguard them; plus new monsters, magic goods, feats, and extra.
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Extra info for Pathfinder Chronicles: City of Strangers (Pathfinder Chronicles Supplement)
Fighter: With its reputation as a safe haven for those who’ve crossed outside laws, Kaer Maga never has a dearth of f ighters. Certainly many of the natives have grown up hard, and combined with hard-bitten warriors and convicts seeking to begin new lives (or not) in the Asylum Stone, it sometimes seems that everyone in the marketplace has blood on her hands. In reality, this is not quite the case, but those adept with blade or bow often f ind Kaer Maga a f ine place to sign on with caravans headed to distant lands, noble personages in need of bodyguards, or well-off criminals seeking to hire circumspect individuals for a bit of wetwork.
Due to his heavy aff iliation with the Freemen, his clerics tend to stay in the southern end of the city and away from the active slave markets, but few are the taverns that don’t toast his name after a rowdy drinking song. His presumed blessing, combined with his sway among local mercenaries, is one of many factors that keeps the slave merchants from taking more aggressive action against the abolitionist movement. Nethys: With his ability to see all sides of an issue and lend his support evenly to conf licting factions, Nethys is a natural match for Kaer Maga’s intricate web of shifting allegiances.
Like a f lame drawing moths, Kaer Maga pulls half-elves from all over Avistan, offering a welcome chance for the half-breeds to blend into the cacophonous streets and be recognized on their merits without regard for their race. Once there, their natural beauty and prolonged youthfulness leave them rarely wanting for lovers, and as a result, the relatively small genetic pool of Kaer Maga’s residents is well suffused with traces of elven blood. Half-Orcs: As the closest Varisian settlement to the Hold of Belkzen, Kaer Maga has more than its share of half-orcs, disenfranchised warriors who trickle in steadily by ones and twos, spawned in the slave pits of the great orc clans or else sired on unfortunate Shoanti women in the heat of rapacious raids.
Pathfinder Chronicles: City of Strangers (Pathfinder Chronicles Supplement) by James L. Sutter