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7/28/2019 Zeitgeist Players Guide
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7/28/2019 Zeitgeist Players Guide
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THE GEARS OF REVOLUTION
PlayersGuide
A FantasyRole-Playing
Supplement byEN PUBLISHING
7 Rutland Court,Balaclava RoadSouthampton,
HampshireEngland SO18 6RX
EN Publishing isan imprint o
EN World.
Please visitwww.enworld.org
From the Pen o Ryan Nock
Evocative Cover Illustration by Jonathan RobertsStunning Cartographic Displays by Jonathan Roberts
Masterul Interior Illustrations by Brian LindahlClaudio PozasShenFei
with Layout and Graphic Design by Eric Lie-Putnam
Thoroughly Playtested or Maximum Enjoyment byTed Brzinski, Neil DCruze, Francis Dickinson,
Robert M. Everson, Michael Gallogly, Matthew J. Hanson,
Michael Hart,Michael Iachini, Tom Jones,Laura Kertz, Gene McDonald, Hamid Raoo,
Bryan Rennekamp, and Eugene ZaretskiyAbly Produced and Facilitated by Russell Morrissey
For Pathfinder Role-Playing game
Compatibility with the Pathnder Roleplaying Game requires
the Pathnder Roleplaying Game rom Paizo Publishing, LLC.
See http://paizo.com/pathnderRPG or more inormation onthe Pathnder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.
Pathnder is a registered trademark o Paizo Publishing, LLC,
and the Pathnder Roleplaying Game and the Pathnder
Roleplaying Game Compatibility Logo are trademarks o
Paizo Publishing, LLC, and are used under the Pathnder
Roleplaying Game Compatibility License. See http://paizo.
com/pathnderRPG/compatibility or more inormation on the
compatibility license.
Pathnder and associated marks and logos are trademarks o
Paizo Publishing, LLC, and are used under license. See paizo.
com/pathnderRPG or more inormation on the PathnderRoleplaying Game.
Revision 1.
http://www.enworld.org/http://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://paizo.com/pathfinderRPGhttp://www.enworld.org/http://www.enworld.org/ap/zeitgeisthttp://www.enworld.org/7/28/2019 Zeitgeist Players Guide
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ZEITGEIST Players Guide Table of Contents
SpectactularKinetoscopic marvel.
Use the magic o the Internet to view the ocial Zeitgeist adventure path
movie trailer! Click on the graphic to actuate your browser:
IntroductIon .....................................................................1
Contents ......................... .......................... ........................... ............ 1
PronunCiation Guide ......................... ........................... ..................... 1
W I W T F? ...................................................1
a steP awayfrom ClassiC fantasy........................ ........................... ... 2
A Exp B T. .......................................................2
SectIon one: characterS................................................4
settinG Considerations.......................... .......................... ................. 4
CharaCtertheme feats ......................... .......................... ................. 5Docke r. ................................................................................................... 5
G Tp. .....................................................................5
Eschatologist. .......................................................................................... 6
Gunsmith. .............................................................................................. 7
Martial Scientist. .................................................................................... 7
Skyseer. ................................................................................................... 8
Spirit Medium. ....................................................................................... 9
Technologist. ........................................................................................... 9
Vekeshi Mystic. .......................................................................................10
Yerasol Veteran. .....................................................................................11
feats ...............................................................................................12
equiPment........................................................................................12
Treasure, Salary, and Requisitions. .......................................................12
Working or a Living. .............................................................................12
Drugs . ...................................................................................................12
Explosive Alche micals. ...........................................................................12
Firearms. ...............................................................................................13
Vehicles ..................................................................................................13
PrestiGe...........................................................................................14
Using Prestige. .......................................................................................14
P R. ................................................................................14
Acquir ing Equipment. ............................................................................14
Help in a Hurry. ....................................................................................14
SectIon two: SettIng overvIew .................................15
risur...............................................................................................15
Land and Culture. .................................................................................15
Lu A. ...................................................................16
Fey and Mortal Realms ...........................................................................16
Monarchy and Gover nment. ...................................................................17
T Sw B N. ......................................................18
Histor y and Place in the World. ..............................................................18
Ber..................................................................................................19
Le Roye Bruse.........................................................................................19
Executores dola Liberta ..........................................................................19
Remnants o the Dragon Kings. ..............................................................19
T T ' E..............................................................................19
The Panoply ...........................................................................................19
The Ursalia Bear Games ..................................................................... 20
Fear o the Clerg y .................................................................................. 20
T Hu H. ..........................................................................20Crisillyir........................................................................................ 20
The Clerg y. ........................................................................................... 20
Citie s and Coloni es. ................................................................................21
Aasimar, Angels, and the Dead. ..............................................................21
The Family. ...........................................................................................21
danor..............................................................................................21
The House o Jierre ............................................................................... 22
Citie s and Industr y. .............................................................................. 22
W D M, ......................................................................22
drakr..............................................................................................22
Metal and Mag ic. ...................................................................................23
T L R. ..............................................................................23
The Philosophy o Gove rnance. ...............................................................23
elfaivar...........................................................................................23
Modern Enclaves. .................................................................................. 24
The Fallen Goddess. .............................................................................. 24
T A Du. ..................................................................24
the world ..................................................................................... 24
Borde r States and the Malice Lands. ...................................................... 24
Planes . .................................................................................................. 24
T D P. ..........................................................................25
Key Relig ions ........................................................................................ 26
Dominant Philosophies ......................................................................... 26
T Pp W M. ...................................................26
SectIon three: FlInt ......................................................27City distriCts................................................................................. 28
Bosum Strand ....................................................................................... 28
T N Op Hu. ................................................................28
Central ................................................................................................. 28
Cloudwood ............................................................................................ 28
The Nettles ............................................................................................ 29
T Bw D. ............................................................29
North Shore........................................................................................... 30
Parity Lake. .......................................................................................... 30
Pine Island . .......................................................................................... 30
Stray River ........................................................................................... 30
The Ayres. .............................................................................................3
royal homeland ConstaBulary ........................................................31Authority and the Law ...........................................................................31
The Militar y ..........................................................................................31
B A u Tw......................................................................3
PrevIew: nPc roSter .......................................................32
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ZEITGEIST Players Guide Introduction
A Step Away from Classic Fantasy
In the Zeitgeist adventre ath, yor characters R H Cu Ru, p u z
u w . Du
p , u u w
u p puu
p. A u u
w , w, u ,
u, u u w
u .
I P Gu
p. A u w
u u u. W
u p p qu
. T p w w
w u u
w Zeitgeist p p
. I u , w
p.
Humans and the Great Nations.Hu u . T
p w u pp
p p
w. T p Ru (p 15), PC u
,
.
High Elves, Aasimar, and the Great Malice.F u S
u w p. T w w u
w p u qu, u u
w u
p. T u E
(p 23).
M p u
w u , S
p . T
u C (p 20).
Tieings, Technology, and Dead Magic.
W ,
z, w u, u
. I u , w,
u , w u u
u pwu
T u D (p 21).
I u uz w u
u , pu ,
Equp (p 12).
Dwarves, Doomsday, and Nihilism.
T j w
, w w w u w . A u u u
w, w u
pp w . T w u
D (p 22).
An Exceptionally Brief Timeline.1200 B.O.V. (Beore Our Victory): King Kelland deeats the ey titans
and ounds Risur, the rst mortal nation on the continent o Lanjyr. In theollowing centuries, other nations rise up t hroughout Lanjyr.
500 B.O.V.: Triegenes the sherman ounds the Clergy in what is
modern-day Danor, overthrows the demonocracy in the east, then dies
and ascends to godhood.
50 B.O.V.: The First Victory, a holy war between humans and elves, ends
with the elves losing much territory.
1 A.O.V. (Ater Our Victory): The Second Victory begins as an elven
eort to reclaim lost lands, but ends in their decisive deeat when the
el goddess Srasama maniests physically, and is slain. Danor collapses
into chaos as the nation becomes a dead magic zone. The seat o the
Clergy moves to Crisillyir, which begins to colonize the devastated landso Elaivar. Dwarves seize control o their own nation in Drakr.
300 A.O.V.: King Boyle o Risur slays the last dragon tyrant o Ber. The
nation o Danor, resurgent with industry and technology, begins to
contest Risur or control o the lush Yerasol Archipelago.
460 A.O.V.: King Aodhan is crowned in Risur. He encourages his people
to pursue industry so they can ght back against Danor. Meanwhile in
Ber, Bruse Le Roye unites tribes o monstrous races into a new nation.
493 A.O.V.: The Fourth Yerasol War ends; Risur loses many islands.
500 A.O.V.: Present day.
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ZEITGEIST Players Guide Introduction
Savages, Primitives, and Peace.F pp , u
u w
w u p u p
pp . T -, -
, u, u u
B (p 19).
Piety and the Planes.T p u w ,
pp, uu. I Ru,
uu
w. M u p
p pw u w w
u u . T pp u
ww D, p u
C p B G
wp.
T A P, L, F R x pu
u u . N
w p, w
u u , u
p .
T p u
T W (p 24).
Heroic Themes.R pu u p . T
Zeitgeist p p
p w, u , u,
E p u T F , p
uqu w Zeitgeist (p 5).
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Section One:Characters
We assme as a baseline that yor characters
Zeitgeist u p w w
R H Cu, Ru z-
K A
, -w .
E u p u
qu p R-
u. T pu w - z
, u u pu-
u . Gup RHC
p p
u px , u u ,
u u ,
p .
I u u p PC
u Ru, u PC
f
u w w. A,
u p PC w u
pw up w w . O
p w
w, u u w PC w
p p. R-
, u, qu u uu
wu p u.
O u, u GM , u p f
w z, pp RHC
u w S Y u p S H
W u u p Campaign Guide.
Setting ConsiderationsA p Zeitgeist
p , u u GM w.
S p x , uqu
, -, u u. T u
p w xp u uw.
F, pw,
p u . T
U w Zeitgeist, xp, u pp
u u B G.
G u w w,
p p w , p
u w x . Yu u x
GM w .
Elf Races.T E
w (w w ). F
p u w w ,
u Pathinder Role-Playing Game
Advanced Players Guide wu ppppu
.
Classes.Ru , , u
. M w w p
u p fu
p. S u qu u , w
.
Fw w Ru, u p
p u . Du
w-w , u
, u
pu. M p w pp w
pw u w w .
P w , u uu w pp w u
. I pu,
u uuu qu, w w
pp x u u w p .
Magic.O w p w -: -u
-u p .
T u p w
p p . Pw
u, u w
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ZEITGEIST Players Guide Section One: Characters
w , u Mu z . T
p p. S p x -
, u w .
Lw, p u u p
p pwu p, p
w w u u
p. I p w D
B G u, u u p , uu
p w pp.M, u
p u, uqu u
p . Su p
PC p, u w
Zeitgeist p p p u
.
Technology.W F u z , u
pw
, j Ru u R
. S p -up wp,
u u u , u
w p u, z Ru
w w u .
T , u, u, , . M uzz-, x
u u.
Character Theme FeatsA u Pathinder Role-Playing Game Advanced
Players Guide, u w p w
p. I Zeitgeist
p u , w u
. E
u . T
, (
p). T
w p qu u Zeitgeist
p .
dk.* B w p.
esis.* Pp pp
.
gsmi.* D w u .
Mi Siis.* Eu w.
Skys.* F pp w uu .
Spii Mim.* C p .
tis.* D p.
vksi Mysi.* D pp w, pp
w pp w.Ys v.* H w .
Docker.F u w uuu ux p w
, u , - u w
w D D p
ux . Gf
- wu w u u u -p
D u z , w u
pp ppp u w u
u puzz pu u.
Gold and Teleportation.In Zeitgeist, in addition to its value as a precious metal or jewelry and
currency, gold acts as a barrier or teleportation. Characters can teleport
reely while carrying gold, but they cannot teleport through an opening
ramed in gold, so critical buildings oten have thin strips o gold inlaid
around doors and windows, concealed by additional masonry. Prison cells
or creatures thought to be capable o teleportation are oten surrounded by
rings o gold.
Similarly, a creature wearing a gold ringor bracelet, or even a thin thread
o gold wirecannot teleport or be teleported, so those wary o abduction
might wear hidden gold toe rings to stymie would-be kidnappers. Simply
carrying or wearing gold is not a problem unless it orms a ull loop. Even
with ull circles o gold, the protec tion can be bypassed by simply removing
part o the ring. This, combined with the temptation or thieves, keeps gold
warding circles rom being in common use.
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ZEITGEIST Players Guide Section One: Characters
O ppu , ,
p w . T
p ,
w w , u w R
S, F, p
p .
Playing a Docker.
T p ju w p pu,u x w u u w w w,
pp u u. T w
w F, u, u
u. W ,
p.
S , w p
p w p f p u
w . I w, p
p u u uu .
O ppu f w
C w p w u p
C .
Dockers Jank (Theme Feat)
In a band, ever y musician has to know his bandmates parts in case they need someone
to pick up the slack.
Beneft: You may select up to our allies to be aected by this eat. Once per combat,
each ally may, as swit action, attempt the aid another action, granting another ally
(or yoursel) either a +1 bonus on his next attack roll or a +1 bonus to his AC. You
can switch your our chosen allies i you spend a ew hours training with them. I
you choose Dockers Jank as your characters theme eat, the partys Prestige with
Flint starts at 2 instead o 1. See Prestige, page 14.
Special: You can acquire only one theme eat.
Eschatologist.T H E w D, - V H pu
w u u pp. T
pu uu u, pu
u L R xp D
z w . I
pu, H O Pp E T
w u p-
w p , u p, w,
z u, w .
H p ,
u w. T ppu -
D x w pp pp , w .
T C, w, w ,
w H w.
Playing an Eschatologist.Dw p w H
E, w u w -
w D D w u w
w u ju .
A u pp u pu up,
u ju u
. O w u D u ,
w, w p pp
w .
R w w w H , u u uu, p
. E u up w,
p p u
u . A w w , u p
xp pu
u p.
Icy End o the Earth (Theme Feat)
With the dire knowledge that the world shall end in ice, you do what you can to preven
such ate rom bealling your allies. These acts come with a high price, as you fnd
yoursel closer to death than most.
Beneft: Once per day you may stabilize a allen comrade by t ouching them. You can
use this power on any creature who has negative hit points, or who has been deador less than one ull round. In order to use this ability, the creature you touch must
have a complete body (thus it cannot be used on a decapitated creature, or the
target o a disintegrate spell).
Once per combat, you may summon a temporary zone o cold. This zone
maniests in a 10-t. radius around you, but is stationary. It lasts until you leave its
area, all unconscious, or die. Creatures in the zone cannot heal or gain temporary
hit points. Any creature within the zone at the start o its turn (including you) takes
cold damage equal to your level. You cannot reduce the damage this does to you
by any means, but other creatures resistances and immunities can protect them as
normal.
Special: You can acquire only one theme eat.
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ZEITGEIST Players Guide Section One: Characters
Gunsmith.Kw u wp u xp -
pp u p x
u, u wp w x -
, w w u
. O G M D
p u. T wp, w
u, p Ru D,
w u pu p qup w pw pw w- .
F u, w p pu
p w u. T w w w -
, w w u p
. Ep w
u D, p
p up p wp x p
. F R S p
xp w u
w .
Playing a Gunsmith.
N u w ;
ju wp pp,
pw. M , u,
u p p ,
p p up
. T w u
p. O u, L Kuz,
ju p p.
M z pu u, wp
w qu . A w u, w,
w, j p. T ju w u
pp, w w
u u .
The Man with Two Guns is God (Theme Feat)
You have discovered the coolest-looking fghting style in the world.
Beneft: You can draw and attack with rearms as i you had the Quick Draw and
Two-Weapon Fighting eats. I you attack with a rearm in the same turn you draw it
the attack doesnt provoke attacks o opportunity.
Special: You can acquire only one theme eat.
Martial Scientist.I w D, u p
T uuu p u
u w u w w,
wp. T
D u
p up. A w p f
qu, p uu
Lj, u .
A u u p u , u u
w w. O
, u p
up u , p
u ,
p p
p u , w
uu p w
qu u .
Playing a Martial Scientist.D w , u B
A Ru p S pu
, B u F pu
w Lj. S
p p u u
, u w , u The Wounding
Efectiveness o Stealthy Singular Rapier contrasted with a Twin Strike
o Dual Long Swords, w p p
w xpu w .
I D, p p u
u w u, wu w- . T C C
u p u
. T w B
w pu w p u
u , u ju p
w u.
Yu u w w u GM w u u
w, u u u u.
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ZEITGEIST Players Guide Section One: Characters
Experimental Strike (Theme Feat)
Scientifc breakthroughs are born o both careul study and wild experimentation. Your
old reliable attack technique has ailed, so its time to try option B.
Beneft: Whenever you miss with all attacks during a ull attack action, you may
immediately make one additional attack at your highest base attack bonus. You
must use this attack or some purpose other than directly attacking an enemy, such
as slicing a rope to pin an enemy with a chandelier, or smashing a pipe to spray
blinding steam on an enemy.
You may select one additional martial weapon with which you are procient.
Special: You can acquire only one theme eat.
Skyseer.Tu u w
w , u -
u w. Bu u
, u. T u-
, u , , p , w u w
w. T w w
p u D B G,
wu K K u .
F u , u wu z
, w wu uu.
T , u ju w , -
p. W S V S ,
p u w
u .
I p w u, w,
Ru u u p
T , p w,
D u, u
- . T pp Ru u
u, u u u . Fw u
pp p j -pu .
Playing a Skyseer.T w w u uu
u. S p u
up , w , pp
. App ,
p, p u. Tu p
, pu w u
u , p w J
w M P w
u .
S , w
p . E w ,
Ru p p w wu
. Tu u w,
w , , z,
w p
pp.
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ZEITGEIST Players Guide Section One: Characters
Skyseer (Theme Feat)
Having been raised with teachings o the Skyseers, you have access to various abilities
relating to heavenly guidance.
Beneft: Immediately prior to a period o extended rest (8 hours minimum) during
which the night sky is visible, you may ocus your mind on the uture and receive a
prophetic dream regarding one question. Upon completion o your rest you awaken
with insights into the uture as though you had cast anAugury spell and received a
meaningul reply.
In addition, once every combat you may touch an ally and give them insight
into uture actions. The touched ally chooses one o the ollowing; Attack Roll,
Saving Throw, Skill Check or Concentration Check, and then rolls a d20. The next
time the ally would roll or the selected action, they may use the previously rolled
result or opt to make a new roll. Other abilities that allow re-rolls may not be used in
conjunction with this ability. I the a ction would have multiple rolls (such as iterative
attacks), only the rst roll is replaced.
Special: You can acquire only one theme eat.
Spirit Medium.T D u u w w,
p wp w w-
qupp. W u u
puw p pp? S
p u, w w xp p
p w w -
.
C, u w p w
. Bu w w
u p sance. S w u
p w w
, w u w ww, u
u j u u z ,
w w qu p w .
Playing a Spirit Medium.T p w p u
R H Cu, w u u pp
w uu . Cp w u, -
w
, u u p
w u .
Unfnished Business (Theme Feat)
You possess a deep understanding o spirits and the ties that bind them to the mortal
world. With the simplest o actions and words, you can stir the recently deceased into
action.
Beneft: Once per day you may use Speak with Dead as a spell-like ability. When
using the spell in this manner, you must use it in the area where your target died andit must be used within a day o the creatures death. You do not require a complete
body as the ability speaks with the spirit and needs no corporeal connection.
Once per combat, as a standard action that provokes attacks o opportunity, you
conjure orth a spirit rom a creature that died within the last ve minutes and with
three miles o your current location. The spirit appears in a space you choose within
25 t. o you, and perorms a standard action o your choice. Any attack it makes
count as having theghost touch weapon property.
Special: You can acquire only one theme eat.
Technologist.S pp u w . T w
. T wu , u, p . W p
u up w
w p.
I D, pz , w
D w u u pp
pj. C pu u
w , E, w
u z D
A w p B u u
w p u u puu.
Playing a Technologist.
A u up w, w, p , , p up w p
p u pw up, p w
. Su up
p xp u , p wp
. W D u u -pu
wp, w w
u .
T p wp,
w uuu u. M
p w, u
p w p.
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ZEITGEIST Players Guide Section One: Characters
Disposable Simulacrum (Theme Feat)
You pull out a pre-assembled gadget, tie it to your lie orce, and animate it so it can
recreate one o your fghting techniques.
Beneft: You gain a contraption. When deactivated it weighs 5 lbs. and can t in
a pouch or pocket, but as a standard action, you may activate the contraption
and place it in an unoccupied adjacent space, at which point it becomes a Small
creature. The contraption has the same AC and saves as you, hit points equal to
one-quarter your total, and the construct subtype.
You can deactivate the contraption as a swit action. I reduced to 0 hit points,
the contraption is automatically deactivated and you must spend an hour making
repairs beore you can activate it again.
Choose a single task that you can normally perorm as a standard action, such
attacking with a specic weapon, casting a specic spell, moving, or directing a
mount. As long as the contraption is within 30 t., you can spend a standard action to
have the contraption perorm the chosen task. Spells cast through the contraption
count towards your daily spell limit as though you cast the spell. The contraption
cannot move on its own, unless you choose a task that involves moving (such as
carrying gear or charging), in which case the contraption moves as i it has a speed
o 20 t.
Since it is a simulacrum, the contraption does the task as i you were perorming
the action in its space. It uses your stats, and i making a weapon attack it even
unctions as i it had your weapon. At the GMs discretion, it can also take closely
related minor tasks, like reloading a ranged weapon, but otherwise the contraption
can take no other actions on its own.
Special: You can acquire only one theme eat.
Vekeshi Mystic.I w pp, -
w .
A S w p
w , w E u
- . A wpp
z, w, p V w
u p : w .
W u pp -u-
, V pp
u . R
, u u u. I, ,
, , w w w
.
T pp u, , u, u w-
, pp .
H u u w ,
pu . I -
w p
uu Lj. T V p p w w p .
T pu, u, u w u-
. W j w
p, V up
p u. T p
u w w
, w w w u pw.
Playing a Vekeshi Mystic.
A u u V p
u, u ppqu pu u. Ap
D, w xp S
u p u, p
G M. T , w
p u ,
p p. F, u u
, pw .
I p , uxu
u p p,
. Up D,
u , u p pw , w
, uw, w u u pu
w u pp w p .
V up, u u
u p D . O
w p. D
,
u S, w
pup u pu p
- u.
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ZEITGEIST Players Guide Section One: Characters
Hands o Retribution (Theme Feat)
The aint burning outline o a six-armed goddess hovers behind you. As enemies strike
your allies, the goddess lashes out in retaliation with blades o fre.
Beneft: Once per combat, anytime an ally within 20 t. is damaged by an enemy
attack you may use this ability as an immediate action to deal damage equal to your
level to the enemy who made the attack. This damage is hal re and hal holy.
For every 5 levels you possess, you may use this ability once more per combat.
I you choose Vekeshi Mystic as your characters theme , the part ys Prestige
with the Unseen Court starts at 2 instead o 1. See Prestige, page 14.
Special: You can acquire only one theme eat.
Yerasol Veteran.T Y Ap w pp ,
uu u . Du w u
w, u u Ru D
ww w , p x ppu p. T
w u w uu ,
pp p ju, u u u
w- p p u.
P w z
Fu Y W, w p.
I p w u, -
w w u u w
z, p u
. A w, w, u
.
Playing a Yerasol Veteran.E w w w u
qu u, u . E
, u
j u . T w
u .
A w u , u, Ru D
xp , u j
p . I u , . T
u p Y
p u. Su qu up, u
u pu z .
Display o Heroism (Theme Feat)
Seeing an ally in peril, you rush into harms way and cover his escape.
Beneft: Once per combat you may assist an ally who is imperiled. As a move action,
you may move your speed to an ally. This movement doesnt provoke attacks o
opportunity. The ally may stand as a ree action i prone. You and that ally gain a +2
circumstance bonus to AC and saves until the end o your next turn.
I you choose Yerasol Veteran as your characters theme, the partys Prestige
with Risur starts at 2 instead o 1. See Prestige, page 14.
Special: You can acquire only one theme eat.
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ZEITGEIST Players Guide Section One: Characters
Feats
Fantastic Contraption (General Feat)
Prerequisite: Disposable Simulacrum eat
Beneft: The contraption you summon with your Disposable Simulacrum eat gains a
speed o 30 t. and a Strength score o 1. In addition to whatever action your initially
choose or it, you can also spend a move action to have it walk its speed, or spend a
swit action to have it pick up or manipulate items.
EquipmentT w u pu w wp,
uqu Zeitgeist u p.
Treasure, Salary, and Requisitions.A Ru, u -
p w u p P u.
A w ( 18) u
f p u u u, Cu u
u pu qu u
u . Lw, u u -
, w u p. W
u , u, u, u xp
u, w w pp u . I
, u u u p qu
u, u u pp ppw u qu
w.
L ( 915), u u -
qu p j
, w p u pu w u . Yu w u-
w w, w xp u
u . I w, u
pu Ru u.
Du u ( 16+) u w up w , u
p wu p: wp
w -p, u w u
, - u
u, u, -
p. O u p , u
-u, u pw u-
.
Working for a Living.E u w w u u GM
p u u w PC u , uu
p . Yu u qup u , u u u.
W u u p p, u u
wu . U
u, u w u w p
u P. (S P, p 14.) T p
w wu px , p,
qu ppw.
Upgrades, Loot, and Skimming Off the Top.Yu u u RHC u u
T w u p u qupp w
, uu u
u w.
W p qu u u
, u w xp u up, w
u p u xp pw u . I u
u w u, u p qu u .
T w w, w
p . I u w w
wp wu u u , u
w , u u xp u .
A , u, p
RHC. T , wu u
Su pu xp p, u RHC
. I u p u , u
RHC , u u
u (50% u). B u, u, u p
w f w u .
Exceptions and Variants.I u , u p , u RHC
w u p p u x .
I GM p, u u p
. T PC wu p u
p (u -u u u), w u u
pu xp xp p p.
F, GM u p w u p
RHC, p pu p u
u w uu w, u u
u p. T u w p u
w PC w.
Drugs.N w u w p - , u
wu w
u.
Fy Ppp. T p w p D
E p u
Lj. W w
ppp u up. W uf
u u, u u
p D.
l nims. M u , w w
Y Ap. W u, , , p p
p . I u x, u
, u ppp.
Explosive Alchemicals.E u upw pp u
, u pu u. T
pw pu w u
, w u wp
p, w u w.
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ZEITGEIST Players Guide Section One: Characters
M x, u ( u
u u) p (-
u p u xp p ),
u u w u. S u ,
, w u w u
W u pw, u -
wp w , u
u u wu . I
u u, u, u xp u uu .
D up GM
u, u u w u
26 p w pu w DC
14 x (+2 DC
). D qu j w
. A w pu u, u
, xp 5-. u. A - p, u
qu, u xp 25-. u.
Firearms.F u xp u. R-
w p pp , w
u u. T u pu u w ,
p u w . P
, u x u ( )
uw u u.
F u Pathinder Role-Playing Game
Ultimate Combat u. T Zeitgeist u u p-
w u u u u w u
pp xp .
Aqu w u p
u p Pathinder Role-Playing Game Ultimate
Combatu. PC u p ppp -
u, u u u u p u pw/-
.
N , p u p , PC pu-
p p u p
u uqu u.
Miscellaneous GearItem Price Weight
Firedust, cask 20 gp 20 lb.
Pocket watch 25 gp
Surgeons kit: bone saw, debriding curette, ether, orceps,
morphium, probes, retractors, scalpels, scissors, sutures, syringe
50 gp 2 lb.
Vehicles
T Zeitgeist u p u . W u u u pu Path
inder Role-Playing Game GameMastery Guide.
PrestigeM u , w u
, uu u z w w
p. I Zeitgeist, u, u u w PC w
RHC, p, pw up
T P p qu u w u u
p , w p p p
- , w
u .
I Zeitgeist, GM w p P w
up: pp F, RHC Ru
, U Cu D, w up u
u p. P ju
u, GM u u ju.
Using Prestige.Yu u u P , uu qu p
p . T u P,
u w u w.
Yu u u P qu
. T u P, u wu w. U w u F R
w u w. T p u P w
u w u w. Yu Dp I
[DC 12 + (3 F R)] p u
p ( xp, w ).
I the Favor Rating is Then your avor gets ulflled in
Less than your Prestige As little time as humanly possible.
Equ al to your Prestige A ew hours.
Your Prestige +1 A day.
Your Prestige +2 A week.
Your Prestige +3 A month.
Your Prestige +4 Never.
C p p xp
u w pp w
w p, w
p P .
T p w p
up. O , p w R u P
2 -up (R 1)
w up w u. T x
p
(R 2), w up w u. I
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ZEITGEIST Players Guide Section One: Characters
x qu xp (R 3)
, wu u x u p
pu .
I p , PC D-
p I (DC 12 + 3 p + 2 p
pu ). F ,
w p qu u p u
w (R 3), wu (DC 21)
, pu (DC 21) u up
qu .I w u x
. I , qu
w, u wu u u
x .
A wu p P w Ru,
wu u p w
pp F. I w u u-
p w (L 3), up p
w u u pu
(L 4), wu p p
p u.
A , Ru F u up. I p
u x , p u
p .
T F R w ju u. T GM p
, p. F
, u -up , f
u u w up, F p w
u -up x . I u ju p
z w , u
.
Requisitioning Equipment.Bw u, u P
C ppp ppw w
w w w,
x u.
W u w qu u u, u
w F R 1 , 3
, 5 j . A 1 u
u. M u p qu, u w w
w u .
R p
u p .
Help in a Hurry.A u, pp p u up u. I
u w p u w u, 1. I
qu w , 2;
w , 3.
P w F u p z,
, up p p. H p p:
F 0.* U w u. A
u u u ppw. A -
p u p u .
F 1.* A - u p u .
A u - u. A u-
u u u . A ju u .
A p p u p. A
p p u ( u , w +3 ).
F 2.* A w p
up . A x xp u
u p ( u , w +7 )
F 3.* A up . A up
w up( u , w +12 ).
F 4.* A -w pp p
w . A D u
. A u u
( u , w +17 ).
F 5.* A -w p w pp-
u. A p p .
F 6.* A z .
P w Ru u p Ru , RHC
p. F xp:
F 1.* O p f p -up ( 1 Ap
W w). G w u.
F 2.* O u (GM, u ). A qu u p f p
-up.
F 3.* Fu w p f. A 3 p
( p p p p ).
F 4.* Tw f. A 5 p .
F 5.* A p . A w p
f. A 8 p .
F 6.* A ( u, ju
u uu uu). T F p
Pp M H L, w 13 p .
Prestige Rating.The prestige rating represents how well-regarded the party is, either as
an ally or enemy. I the party thwarts several criminal plots but anger Flint
politicians in the process, the syndicate might view them as a signicant
threat (Prestige 3), even though theyre pariahs with the RHC (Prestige 0).
Prestige 0: Viewed with disdain, as buoons or pariahs. The group will
not take the party seriously, which could potentially be useul when
tricking enemies.
Prestige 1: The party is relatively unknown to the group.
Prestige 2: The party has done a ew noteworthy things, but most in
the group dont know them or assume they wont do anything else
interesting.
Prestige 3: The party has distinguished itsel, and most members o the
group know about their actions and talents.
Prestige 4: The group pays close attention to the party, either viewingthem as a powerul ally or a dangerous enemy.
Prestige 5: The party is one o the top priorities o the group. A lot o
resources are devoted to either helping them out or taking them down.
Prestige 6: The party has the ear o the leader o the group (or actually
is in charge), or theyre viewed as the ace o the enemy.
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M
ost o the action o the Zeitgeist adventre
p u Ru, up w
, u p
u u. W
p S w qu
, uu pw
w F, u pwu -
p w
wp wp.
I w Ru D -
u pw
u u. T -pw p
u w , u
F u
w p , -
D w qu.
M , w, w
Ru w -
, K A Ru w
up pp.
Ew, w D p
w
w .
T C D
, w p
u w .
Ju u Ru u, w
B , w . E
E, w Ru u
p u, u p, u u-
- .
RisurE Ru w K K, u
u w Lj. T u
p w w , z
w . Bu 1200 B.O.V. (B
Ou V), K uu p
u. W u
Ru.
T pp Ru p u, u
u p. W w u w
ppu z
I u , Ru up u
K w p u w
p p u .
Land and Culture.Ru up u, p
u , w w u A
u A S. Tpu
w u -u, u
w u.E p Ru j u -u. W
Ru ppp, , , j
u, u pz u,
. A p Ru u, , ,
, w p. F w F
qu , w
u . H u
w .
Terrain.Fu p up Ru. T A C
x w w uu
u wp E w bayouw u
wp u .
T W Ru w p w
w- u, w w u
w w . M w
, u p w u
w p.
T u, -u uuu
wp w p, w H Bu
Tu u, u u
w , w w u
Section Two:Setting Overview
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ZEITGEIST Players Guide Section Two: Setting Overview
u u u -u. Fw
Ru B , w
w w .
B H Bu, - A Mu
w B. F u, u
pp p. Cu
B p w u , u uu
K R, w u ,
w p.
Major Cities.Ru p S G D R,
p A S. I
u, w ppu pp. A -z
j w S, u K R. S
Ru u, u
u x- .
T u pwu F z
p A C. W p-w
ppu , u w u
up p , w u w
w . S w
u F , u
u p .
O p u u S w
w-w Y Ap, u- B
Aw T u S. B w p
w , j w R u.
A z w u u pp
, w u , u
u u u.
Race and Religion.T u Ru uu uw
u - . T u-
w B-, -, u,
u ppu p,
w, w u p. H-
pu w w up, -
.
S w u u, w w. T
xu p, u
u u. O
pp z , up w
u .
Ru x u p, u
, w u . C
u wp
U Cu, u u E
S V.
F Ru , p u
w , u w u
p . T u p
pp u , , . Bu
, p u pp
w u. M p , u
p pw .
S u- C
Ru, pu G M , w w w p
p w p u . Hw
Ru j C p
, w u w
w. T Ru, u u p
, p p
.
Fey and Mortal Realms.T Ru w D x, u
w, , u u, w
, pp u u. M Ru
up . W u u
p , , , ,
D w u u u.
O w U Cu
u K K p Ru u, p
, pz u , x
. I , u
u u.T u U Cu uw
u qu u. W
pp, w, z ,
w , p w
u z .
T u D Ru G
Hu. E u w p
, u
z w . T w p
, u,
u, u u
Languages
and Accents.I youre interested in giving characters rom dierent nations distinctive
accents, here are some guidelines. These suggestions are intended or
Anglophones, so i English isnt your native language, just choose whatever
sounds best to you.
Risur speaks Primordial, the language derived rom the ancient speech
o the original ey titans who ruled the land. Educated people o Risur oten
speak Common as well. Risuri speakers have English accents (or whatever
local variant o English you speak: American, Australian, Canadian, etc.). All
PCs gain Primordial as a bo nus language.
The language Common, which served a role in Lanjyr similar to Latin
in Europe, is spoken in Ber, Crisillyir, and Danor, albeit with some localvariations.
Ber mixes Draconic, Giant, and Common. Berans have a Spanish accent
(or Mexican, i thats easier or you).
Crisillyir speaks Common as well as Dwarven, with strong Drakran
infuences. Crisillyiri sound like Eastern Europeans.
Danor speaks Common, but its schools and academies are strict in
maintaining the languages purity. Danorans sound like the French.
Drakr speaks Dwarven. Drakrans sound Russian.
Elaivar speaks Elvish, plus the Common o their conquerers. Elaivarans
should have a non-European accent: perhaps Iraqi, Indian, or Japanese.
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ZEITGEIST Players Guide Section Two: Setting Overview
M w uw
. L , u w, qu, p, u
. T u w p
p, w w w,
u qu. O
, u w w . O
u, , w w w u.
Monarchy and Government.Ru u , K A, u T P
S. Nw , A w w pu
u. A u
T Y W D, p
u ju .A w D ,
u -pw wp , w
w p, --
p
F. O w, A pu u-
p up w D, u
p u S. F x
u .
K A w u . Tu
p u, w w
w w . Dp
u, w w .
M up w u Du E S p, u
Fu Y W , p
D. S u
U Cu, Ru
. Hw, wu Ru
w w w .
Politics.Tw- Ru u p
M ,
pu . N w , u
w. E p
P, w p . Vu f u P p
u-uu
, uu, , .
O u xp pw R S
F. F u w
S, u
Ru . F u
p puu w u p ,
S w F
p , , . W K A
F wu Ru u, w,
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ZEITGEIST Players Guide Section Two: Setting Overview
, w x
w .
Royal Homeland Constabulary.W ux
u, K A w
p Ru . W
p
, pu . T R
H Cu u , p,
w u, u, pu,
up w Ru.
Tu u F, f Cu
u S L Vu I
p N P-H, w w Fu Y
W. H Lp u w p
pp up D p
u A Mu.
T F u L Ip M Sx, w w u p
. T F p u w
u, u p,
u pu - u
. R w , R H
Cu ju uu , j
u w w f, w
p.
History and Place in the World.Ru p w , w
p. B p, , u
Lj u . T
Ru pp w p p
w, u u p
W w w w C
S E, Ru w pup
u- w B. T w
z u A Mu p
z, wu u
Ru. I u K B w
B, w u .
N Ru u u D
pw . Ru D w w
The Sword of the
Black Needles.
Five centuries ago, as Lanjyr was reeling rom the all-out rom the Great
Malice, a ey titan known as the Voice o Rot rose up against Risur and cast
a smoky pall across the sun. The king at the time, Dukain, was a mighty
but aged wizard who wielded magic through his sword. He traveled to a
mountain ridge overlooking the High Bayou, known as the Black Needles,
and there he battled the ey titan, w hich had taken the orm o a towering
anaconda o smoke and peat.
The king battled the titan high into the Black Needles, and ater three
days neither side could orce the other to surrender. Realizing he could
not deeat the titan and thus was unworthy o his crown, Dukain cast
aside his sword and abandoned the battle. The titan, in its ey logic, saw
that it and the king were equally matched, so when Dukain ceased to ght,
so did the titan. Dukain yielded his crown to his chosen successor, the
titan returned to its slumber, and Risur was saved.
Scholars ear that should the lost Sword o the Black Needles ever be
recovered, it would signal a resumption o battle or the ey titan, and
once again threaten the existence o Risur.
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ZEITGEIST Players Guide Section Two: Setting Overview
u , u Y Ap
px u, u Y W. O w
qu pp , w
u w. T
u u T Y W,
u , p u, w Ru
u D up .
L Ru u , ,
u , u up . T w
up w D u. W x
D , Ru .
BerB . U ju w u ,
w ux, w up w
. T , -,
z, u, - u
, u p- u-
w , u p
w u . Nw qu
p u , w w -
pw u u B, wu
p Ru E, .
Dp u u, B
w - U, R P, p S-
, p uu. A
w u , B p
. O p u
u .
Le Roye Bruse.
Fu , w, V Bu, B qu
. Ru xp , u w
p p w D u-
. T w w u p p
w p, w wu-
w .
Du L R, D u , Bu -
p p u ,
pu pw. H u Ru,
p w p w w ;
w u, . T w p p
p p , w w Bu Su
Tu A Mu w u
w w , w
w pp. A p,
pp B w u u .
Executores dola Liberta.O V Bu u p w
p xp pu
H uu C u
, w up
w p, E F.
Cp p w, executores dola liberta f
, w w u
pwu pp w u
- . Su w u,
pu pu w -pw
w p p .
T pu w qu p
p, u u p,
w x p u
Mp E , w w
p u w u u xu pu
u, xu.
Remnants of the Dragon Kings.B w u, u w p
p p. D , u
p B p w . M
p,
C B u w
Ww w u p p, w u
p .
I u, u
u. B u z, p
p, , u,
u u. Hu w
B u u u
u p
u. Bu
w w . W p u
u p u qu.
T . S, w
, w p , pp p
.
The Panoply.T u w u B w
p . Ip w p
pup B, u
u uu . T u u
uu u w, puu
w w w.
The Tyrant's Eye.
In 700 B.O.V., the dragon Yerev controlled a small empire, cowing hisenemies with the power o his unblinking third eye. It was said this pale,
scarred orb could slay any creature it could see. On a moonless night, an
army o thousands rose up against the dragon t yrant and managed to slay
the beast, but when he collapsed, his eye remained open, killing any who
crossed its path.
Nearby townsolk careully surrounded Yerev with all his treasure to
appease his spirit, then carted the soil rom the nearby hills to bury his
corpse, nally blinding his eye. Supposedly the only sign today o Yerevs
cairn is a eld o lush potato fowers. Only the most oolish or desperate
seek the treasure, lest they inadvertently unearth the deadly eye.
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ZEITGEIST Players Guide Section Two: Setting Overview
A w p Pp
p F,
p p w B w
pp uu.
The Ursalia Bear Games.T u U , w
w w B px u
- , z u. A u, u ,
w u , w u w ;
p p.
Tu u u w , w uu w
pp u . T w
, u w u. O
, w, w u w
p uu Lj.
A u , B H, w p
B O, w w
D D, w .
B p pp w p-
p, . T w,
, , p
z. Bu Su B .
Pp uxp, w B -
p O, u w , u
p D. T O p u
A C, j up pp.
T p , B p Ru,
w wu .
Fear of the Clergy.B C , w u
. S u u B SV, u w u C. B -
j - ,
u p wu u .
R, w, p C u
B, w up p . S
, u w
E F p w
u u u
u up .
B w C w
w . Ep Bu w D
u B C
.
CrisillyirC u C,
u u . T, C
, uu, u . Cu
u u
, u pp
upu . E quu w
wpp E Mu uu ;
u quu w p
C , w
u .
I C, pw u up, u uqu
. W u ju u p
B G w p,
p u . F
p p , wp p
p , pu u
. A u qu - geneu credetos
(p , ) w
u u, , u u,
z u u
u x .
The Clergy.
A u x, u u T w D
w . H u p
u p w , w
, p . H p w
, pp , w
, u w , up
, w w w .
A w , T u
w: p
p . H w
w,
.
T C , w p , u p T,
w , w
p. A w u u
w px uu, u-p
u p, p up
p u , p
p , purpose
, pp. T C w wp
Lj.
The Humble Hook.When Triegenes passed on rom his mortal shell, the prelates o the
Clergy cremated his remains in a grand state uneral. As they gathered
his ashes to spread across the nations soil, they ound a small harpoon
hookthe kind used by some sherswhich somehow had been caughtin the living gods bo dy since beore he achieved divinity.
The priests crated the hook into a pendant, and or over a thousand
years it has been worn by the hierarchs o the aith, as a reminder that we
all have humble origins. Doctrine claimed that it let its wearer learn the
history and background o anyone he met, allowing the leader o the aith
to deal with overly prideul enemies and heads o state.
In 260 A.O.V., however, it was lost when a high el assassin slew that
eras hierarch and stole the pendant. Critics o the aith claim that its loss
was part o a plan to steer the Clergy away rom its original humble core,
so that high priests could better prot rom their stations.
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ZEITGEIST Players Guide Section Two: Setting Overview
Cities and Colonies.T p A P p, p-
u, , u
u . S C w D
p, u A P. C-
u p Ez M
u, .
T S M
, w p wp uuu , w . Tu u
, u -
, u u uw. Bu
w S M w , w
.
A u C E, V
w x u , u A
C R u E.
A p S V, C
qu w p
, . Dp
w p, C ;
-
. A , p
, p ,
.
Aasimar, Angels, and the Dead.T S V w ju u
w A P, w C- w
S . A u , S
w u u, xp . T w-
w , u w u w
u w xp.
M - . I w, w , p
wu u, w w
w wu w, u
w u . N qu u,
u , w .
W , u, uu,
u w w w, u uu p
u pu . Aqu u-
, xp , p, wp ,
u uu qu p
.
W , uu u qu
, p w -u pp . I C, u,
u u pu
. I , u
. W u
,
uqu.
M p C, w u p -
. Su
, u
, u u w p -
qu w qu u p .
I w, p C
w u B G pu u p
, w p w wpp. Cp , u p w u
u pp Pu. T p
u, u .
The Family.O w C p
z w F. M pp w
u , u
A S.
Danor
Gu u , D p. O , p ,
w p . A u pp
p u , w
pwu w, w w
wp . A u
p, D w , w .
Fw S V, D w up
. T G M p C
H pw w wu
qu w u wu
. T w u w u uu
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u, w, u p
, ,
. A - u p ,
p w u p.
A , J w
p p u -
p
u u w . I u
D, wu wu pw .
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w pp, pp D
p. J u uqu ppu. N
wu wu , w D
w u . I wu w ,
w p, D wu
w. F, u u
w u u w , D u
p w.
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w j , w
G M w z u -
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, w .
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D . W p, w.
T S H J, p
pu w, Jierre Sciens dArms
Vu -w p . A w u pp
D pp xp w w,
. S , u ,
u u.
Wu u, Hu J u D, u p
u. I p p p
u, p , w p
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.
Cities and Industry.D p M . Tu D
j up, p u u
u. N w , w u,
u, z w u .
T p C, u, u u
. Tw u p u
pu-u p- w u
, w p p w .
T pw , A
C R u uu Bu w
u C, w D, p u C
u w E. Wp
w u
Y Ap, p p D u ppu u w.
DrakrB T, w w
D uu u ,
u p . T w w
w , u
-u uj pw. E w
w pw,
uu up.
L T up w, pp p
p w . T , w pp w
W G M T,
w w p w u . T
pp w, w w , u
M L ,
u w u p w- .
T w u u p u
p T
w u. R , u,
, w w
p .
Wild and Dead Magic,Within Danors borders, magic quickly seeps away, a consequence o
the Great Malice, where the high el goddess Srasama died ve hundred
years ago. Magic item powers and enhancement bonuses unction
normally, subject to GM adjudication, but spell-like abilities and spells
cast through the items do not.
A creatures own innate magical powers still unction, such as racial
spell-like and supernatural abilities. Class-based supernatural abilities
unction as well, but a character cannot use spell-like abilities or cast
spells rom his classes unless he has an appropriate magical ocus, such
as a wizards bonded item or an associated amiliar, to use as a conduit.
Most hats, cloaks, periapts, and similar items that enhance mental ability
scores are inused with enough energy to act as a ocus, but over a period
o weeks or months, even their power ades entirely.
Since it is impossible to create magic implements in Danor, almost no
Danorans study magic. The ew Danoran mages there are either traveled
to other nations to study, or purchased magic implements and paid
exorbitant amounts to import tutors.Just beyond Danors borders, in a broad swath hundreds o miles
wide, the abric o magic is damaged but not destroyed. In these places,
known as the Malice Lands, whenever a character casts a spell they must
make a DC 14 Will save or be aected by a random spellblight (see the
Spellblights section in Chapter 2 o the Pathfinder role-Playing game
Ultimate Magic supplement). I you dont have access to the spellblight
rules, instead roll an unmodied 1d20 anytime a spell is cast. On a 1, a
mishap occurs. A mishap is a random magical event that usually results
in the spell backring, maniesting as a ree-willed monster, or otherwise
going dangerously awry.
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O w w, ju
pw u w u -
u M L. D p ,
u . C
u p
, u pw
w wp.
Metal and Magic.Uup, D w D,
. I pu p u
A C , p u
w . T , w, pw u
u w u.
S, D ,
p u p
w pu wu . T u
D, . U Ru, w-
, D u p wp. T
, p w
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D.
T p T j u u , w
xu . E u
M, w
Sw Mu. I w
u, p x -
wp .
W A C M
L, p u p,
u . I pup u, u
up w , p
.
The Philosophy of Governance.Tu u w qu
w D pp
u pw w p p
w p p.
T u C u G M
pp. O wp wu
w pp. T wu u
u, w wu u p u
, w uu u pp
p p.
T pp H E, w u
pp . Bu
p D, uu
p u pp, pu w
w .
ElfaivarB G M, E pw
Lj. C
,
w u u pp
w.
T, u u.
T G M w w p
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pp, p, w E
. W w -u p, w p
u pu C w w u w
, . W ppu p
u.
A u p V w
, u, pp ,
w u . Bu
- , G M w
.
T w w w u w qu pp
, w u p wp w u
u u u p w
W p wu w w. M u up w
p, u
qu. S u p u w, u
u p , w w u,
u w .
M , w
u u . A w w u
w w p , w
p w w . W
C E
w w. T
u, p
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S p w pw D p, u
w u, E w p . I
u C w u
-u z p p.
Ju . M
, p . I p
w w D. I w
u u V-p
u.
The Lost Riders.Ater most o the dwarven tyrants had allen to Triegenes, the last ve
warlords gathered at a ery tower in the Shawl Mountains to discuss a
plan or war. As they camped and planned, on e o their archmage servantswarned that a winter storm stronger than any in history was approaching.
Araid o being stranded rom their battle, the ve warlords mounted
their various dread steeds and rode orth. But when the storm ell upon
them, they lost their direction.
Too cruel and convinced o their invincibility to die, the ve continued
riding until they vanished orever into the blizzard. For over a millennium
the dwarves o Drakr have told tales o the lost riders, continuing to
search or the battle that they should have ought and won. Folk tales
warn never to oer aid to lost travelers, lest you anger their pride and
earn their wrath.
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ZEITGEIST Players Guide Section Two: Setting Overview
Modern Enclaves.E , w V pw,
p , p
u u u. Nw u w
u u
w . Dp , -
wu u w,
pz u Lj.
T u V u, u- u w pu
w wu . I , u, .
T p p p u ,
w w w , u
z z u .
A w w u . T
w u , p p w
D, u
. B , V -
, u u -,
pp p w
.
The Fallen Goddess.S w ju z p E
p. T w x- up w
w u. S
w, pu w u w,
, . F , wu
, , , u w
E p.
T u u H E w-
, w p
u S. A , u, u
u , u w u - w , .
The WorldA p u Lj
w u p D
B G, w GM p u
w.
Border States and the Malice Lands.Ru, B, C, D, D, E
p Lj, u . S p
T p w Zeitgeist p, u u
u u w pup GM .
O uu D M L. W
D pp w u G M,
w u. T w u
u. W D w
z, w M L
u p wp u
.
M pp M L
w . T
w w
p pu. O w xp
- O, w pp p
, w .
I , w Ru B
uu u j
T w C D uu
, w w D D
N D, w u p
Lj, w E pwu p
p, -u p E u
.
T u p p, w GM xu w w
u w .
Planes.E w D, p
B G, u pp u ju
w . T w u p
w, u wu , u w ju
w u .
T C D, w G
Tp H G, w pp w p
F B p , D w w , w D
p w w , pp
ju .
A B G, C Pu
uu, p w p
u w w pu . T
w D w ,
uu, w w w w . B
.
I Ru, D w ,
wu u w , ,
The Arsenal
of Dhebisu.
High elves tell a tale o a god who turned against their pantheon and
was transormed into a tiger that walked like a man: a rakshasa. As a god,
no weapon in the world could harm him, and he ravaged the lands o
Elaivar, drowning villages and tearing entire cities ree rom the earth
with a swipe o his clawed hands.
A warrior named Dhebisu, inamous or her incongruous brilliance
as a poet and lewd sense o humor, was called upon to deeat therakshasa. She beriended the cats o the jungle to learn o the monsters
weakness, and consulted with sages to learn when the next meteor
shower would occur. That night she sang a mocking tune to lure out the
rakshasa.
The beast attacked her, but she pulled a alling star rom the sky and
wove it into her hair. Thenceorth any weapon she touched became
inused with the powers o the heavens. They battled through the night,
until nally, the rakshasa tried to slay her with a poisoned arrow. But
Dhebisu snatched the bolt and plunged it into the ends loins, destroying
it so that it could never reincarnate.
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ZEITGEIST Players Guide Section Two: Setting Overview
The Distant Planes.Common lore in Risur claim the heavens are a massive distant dome, and
that the planets o the night sky move in reaction to the unseen hand o ate.
According to the skyseers, each star is a source o magic, and the planets in
particular are the source o key elemental powers.
Each planet and star is conceived o as an empty garden that only comes
alive when an outsider enters, and which has no permanent existence.
Skyseer myths say ancient men once traveled reely to these worlds, where
they could tap directly into powerul magic, but that the stars grew distant.
Even today, though, wise men can look skyward and see clues to the course
o ate.
The Clergy, by contrast, believe that the heavens are a black sea, and
that every star and planet is a physical world, each with its own people and
gods. Danoran astronomers, though usually loathe to agree with the Clergy
on anything, claim that they have seen the suraces o the planets through
their nely-crated telescopes, though they cannot conrm any civilizations.
Meanwhile, a ew modern adventurers tell wild tales o using magic to visitthese worlds, meet the strange locals, and return with treasure as proo.
Skyseers dismiss such claims as stories by ools being tricked by ey.
Below we list the most prominent objects in the sky, along with the myths
and theories associated with each. These myths arent necessarily consistent
with each other.
Vona. The sun, source o pure arcane orce and magical radiance, but too
bright to observe the surace. It infuences revelations and discoveries.
Jiese. The plane o re, home to serpent men whose skin glow like coal.
Ancient myths claimed this was a dragon, which chased Avilona. Infuences
war and strie, as well as notable births.
Avilona. The plane o air, where desolate islands o rock foat amid the
clouds, covered in long-abandoned ruins. Ancient myths claimed this
world was a titanic eagle, constantly feeing the ravenous Jiese. Infuences
weather, notable deaths, and animals.
Av. This ancient name or the moon comes rom a legend about a sleeping
queen o the ey, cursed to slumber ater her soul was captured in her
refection on a bottomless pool. Infuences nothing, but refects subtle clues
o peoples desires.
Mavisha. The plane o water, home to krakens lurking beneath the waters
and leviathans swimming rippling liquid columns that writhe above the
sea like the tentacles o a living world. Legend states that a drowned bride
long ago cursed sailors to join her in the lightless depths o this endless
ocean. Infuences the seas, great movements o people, and confict s within
amilies.
Urim. The plane o earth, or rather a scattered, shattered belt o relatively
tiny shards o metal, which sometimes all rom the sky bearing preciousores and accursed worms. Infuences the earth, the rise and all o ortunes,
and random meetings o strangers.
Apet. The distant plane, said to be a permanent storm o sand and dust on
a eatureless plane, with the only point o reerence being an arc o silver
an unknowable distance above. Infuences subtle nuances o distance and
time, as well as the grand cycle o ages.
Nem. The plane o ruin, this planet is a myth among the skyseers, who
say it sheds no light, and can only be seen as it glides silently through
the heavens, devouring stars and leaving nothing but a hole in the night.
Infuences secrets and the dead.
Planet sizes have been greatly exaggerated to reveal details invisible to the unaided eye.
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ZEITGEIST Players Guide Section Two: Setting Overview
p . T B G w u ,
p D, . A u -
w F w ,
pp u p pp,
w w.
Key Religions.Fu Zeitgeist p . U
p Pathinder Role-Playing Game w, p, u xp u x
, u p
pp w w . W u
pw x w, p
p, u .
t cy.* Oz C. E
pw , ,
w. B w x p,
p p u ,
p pwu , , p
pw.
g.* F B. E w , -
qu w w u .A , . F w, ,
p, w p, u . A
C Gu ppu D.
t o Fi.* F Ru. H p
, w pw u. T p
p u w, u w
w : D B G.
Sism.* F E. Ou , w
p w, u . W
. B M,
p u, w -
. S, - -w-qu, w
u , u u u u uw
ju. T D w ,
w p .
Dominant Philosophies.C up p u p
p .
hi es.* Dp D, ppu Ru. I
p p , w u
u, , , u w .
Ppy.* N pp B, w x-
w w uu . Fw
w , u
.
Pi.* Of p J u p D. G
w w u p
uu w. T w ,
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p.
vks.* Gu pp p u E. A ,
w u w .
The Philosophy
of William Miller.
While Drakran philosophy is in ascendance today, many older works
are still read and discussed throughout Lanjyr. Most popular are the
writings o a clerical monk, William Miller, who in the run up to the Great
Malice composed a treatise on hypocrisy, suggesting that it is better to
admit you are uncertain o your belies than to act in contradiction with
your stated values. The book, widely recognized as an attack on the
Clergy, allegedly drove the monk to fee p ersecution.
Miller reappeared several years ater the Great Malice with a new work
o political philosophy that coincided with his eort to ound a small
nation, Pala, amid the chaos o the Malice Lands. In his multi-chapter
book he examined possible social structures, comparing robustness and
stability with various moral values. Early chapters allude to a conclusion
that would detail a handul o ideal nations, but today there are no
complete copies o the book.
In 18 A.O.V., the reconstituted Clergy branded Miller a heretic, invaded
Pala, and sacked its capital. He was brought to Alais Primos, the new seat
o the Clergy, where he was tortured in an eort to compel a conession.
Ater he reused to recant, his captors made a pyre o his heretical writings
and burned him alive upon it.
Today, Millers incomplete writings are popular among the bohemian
dockers in Flint and ollowers o the Panoply in Ber. Rumors say that
copies o Millers nal chapters are kept in a library vault in Alais Primos,
where it shares shel space with other heretical texts.
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The city o Flint is the heart o Risrs indstrialu, p PC.
B u w, u u w p u
p w p, pp u
u w u
j u p u-
.
Population: 800,000
Head o Government: City Governor Roland Staneld.
Key Districts: The Ayres, Bosum Strand, Central District,
the Cloudwood, the Nettles, North Shore, Parity Lake, Pine
Island, Stray River.
Prominent Landmarks: Cauldron Hill, Parity Lake, Staneld
Canal.
Section Three:Flint
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ZEITGEIST Players Guide Section Three: Flint
City Districts
Bosum Strand.Dp w u , Bu S
w w qu ,
, w . I
, F B
, uu, .
Hu wu F , z , , u, w.
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pu qu uu ,
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uu u.
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qu p.
T u u u-
. T u u,
p w p w u xp.
M p, F u u w
. Uuu, u u p
w p pp w up
u p.
T N M M u w u (
u w u u ) u w. F
F H, w
w w w D u
Bu S. T, , p u
w u w p
u . S pp
, w u w pw,
. T u M M pp ,
483 A.O.V., x w w .
Central.T p F
uu, u u, up u, p
qu, f u u x
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w u w p
pp , w O
S pu Pw U
u F uu.T o Pm pp u
u u -w p
w. Cu C w f
u , pp u u Hu
H N, p u
P L, pp
uz Ru.
Ju F B, up
w w . F p u u
r S , u u w
up, , u
p w p.
Pp p PC, C
qu R H Cu,
ly Ispss M Sxby.
Cloudwood.T u F w u
p u u u
. T p p ppu, u u
u p . Fw
u u , w
w D . L u u
, , ju w w
w u w pu .W w Cuw u
w p u w u
w , dy Iys, p
. M I f w
p , u
p w uu . S , u
p p p.
Tu F N p
w u w, w w
w Cuw . T u
p p p , w
p p u. U p w
w w p u u p w
.
Sw u h g Si
w Ru p D w
p p u. Up
z D, S x
w w, w G.
S j up F , u
ww w u
w pp ux u. Lw
f pu D px,
The Navras
Opera House.
Flints oldest surviving building is the Navras Opera House in the central
district. Navras, a high el who fed Elaivar ater the Great Malice, designed
the opera house and laid the cornerstone with a brick he had brought rom
his homeland. He spent nearly two hundred years personally overseeing
its construction, and was aided by no less than eight Risuri kings. When he
completed the building, incongruously huge or what was at the time just a
small river ort city, Navras gave the rst perormance by singing the dirge o
Vekesh. As the audience cheered and wept at his perormance, he walkedo the stage and disappeared orever.
The acoustic design o the perormance hall somehow captures
magical power rom song, or rom the emotional reactions o the audience.
Impresarios who coordinate perormance almost always hire spellcasting
bards to harness this energy and crat a magic item as a memento o the
show. In the three hundred years since the Navras Opera House opened ,
most o these items have ound their ways into private collections, but
a rare ew have become amous, such as the Hurricane Violin, which
commemorated the Fable o Seaquen and later banished a sea monster
that threatened Flint Harbor in 417 A.O.V.
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ZEITGEIST Players Guide Section Three: Flint
p u -
p . I , G w u
p u, u
w pu.
The Nettles.A pu u Cuw u
F, w u
u, p w wu
. T
F , w w
.
Bu 346 A.O.V. w up j
u , w Cu
H. F z , p
u pp , w
w B G w u .
Eu w w w K L w C u u u p. E ,
p Cu H w u p ,
p
u w p.
T pu w u-
w Hu H ,
u p w , Cu H -
, w w u u, pp
F p w . T w
w u w , w w
u. P u
p, p p,
w w T N.
T u r Mbi u
w , p pju
w p , z, . Dp , p p
pp ; w u w wp Cu
H, f x p
p.
Traveling
Between Districts.
Flint is a sprawling city, and oten the partys investigations will take
them across it and back in the course o a single day. In general, by making
use o carriages it takes a hal hour to move rom the heart o one district
to the heart o an adjacent one. Walking can double this time.Crossing Flint harbor or reaching one o The Ayres is usually an hour-long
aair by sailboat, or hal an hour i you know a riendly steamboat captain.
Moving through the maze o rookeries in the Nettles can take hours, and its
always aster to just go around than go over. Few paved roads lead to the
Cloudwood, which makes carriages unsuitable, and one could spend hours
or days roaming the mountains to the east or bayous to the west.
Once the subrail lines are completed, it should be possible to move
between Central and either Bosum Strand or Stray River in as ew as ten
minutes. And i ever the route under the Nettles can overcome sabotage, it
could shave nearly an hour o the time to go around the troublesome hills.
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ZEITGEIST Players Guide Section Three: Flint
North Shore.T u u Cuw,
w p pup u w. F
z wp z w p , -
up w. T w,
xp w u
w p G H Mu. N p u
w, w p up N S.
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pu P L. D pp pu u
u w -w, w u
p w p ,
w u w w u .
O u w w up p. Yu
up . C p-
u. Du , w w
, u - p
, u.
T , a ci, w,
p u w w N S P L
p u u. Lw, p
p p up u D u, w w
. M C u, u, p-
p w uppu D, w u
p -.
Parity Lake.W F u , u-
N w R S.
A u pj w p u
Bu S, p
uu u
. H w , w wpu w w pp
w u u w w .
W pu , p
u , .
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L -pu , , wp,
u Cuw p
p Bu S. Nw p up
p, w u u
Ru .
T w P L
w u w, u-, - w, -
w w w - w,uu p u w.
T p p w u - -
u; R G pu
p
w.
I p w p u u ,
w u up , p
w G ( T Cuw, ). T p
u u u,
u p , pp
u .
M , w, w rm, w
u w
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w w p . S u
w u
p up R u
w Cu H.
Pine Island.Tu u F , w
pw u uu z
-. P I qu
p uu u, u
. N w w p
u , p
u.
W Bu S u x , P I
uu , u p
w w . T F
B p w
w w w w u
p-w p. Fu , p ,
, w w
z u .
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p u u, , w ju ,
uu u u p u
. W u , p
u u u, , pu . P
w w w p
p w
w p ju w w .
F w, w up
p , B w w, w p w u
qu up . T
, r Ppp, u. M B
Y W u ,
P I u
p . R p -
w w u p .
Stray River.T u u w S R p
p Ru F. T
S R w- , qu w- u
j pp p . T Ru, pw
p up w f.
O P P. O
w p, w u pp u
w, u . W p,
xu . Vu pp upu
p p p u u
u . O , pp w p
pp p u. T
p, u , cysi rbis,
, p.
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ZEITGEIST Players Guide Section Three: Flint
The Ayres.N .
M w w , u w
w. N
, u w w -
: Gu G, w w w z
, F u . T w
z P L, u w
, w u .S T A p N S,
w . I p, w f
u qu w
pwu u p.
Royal HomelandConstabulary
T Zeitgeist u p u PC w
R H Cu. RHC w -
f w p Ru u , uu
p, -qupp , u
upu p qupp w.
Authority and the Law.C w u ,
w puu ju . W
p u qu w u, RHC
u u u,
w . Hw, qu u pp pp-
w ju . A w u
pw p p u w-
u w pz, , p
p.
C xp up w p.T GM w w PC uu w
u 0 p, , wu
p uu .
T p p . Exu
pu up u ,
u w p u p u p
u , puu p Ru.
E p w u (
qu ). M u u
w , w u
p u p w w . I p
mage-cufs qu.
C uu up p
u RHC qu F p pp
u . T
w mage-cufs, uu
w w
W , pz u, u
p p p,
z , u
.
W , p
C w u - pp w w , u
u w up
up w u
ju .
The Military.T B w u P I
u uu f , w w
u uu , w
u F H. F w
pp ,
w p . N
u, w p u .
W w u ,
qu w wp
. Pp , T
N u w upu
u, u up w
Cu H u
w.
Before
Adventure Two.
The second Zeitgeist adventure, The Dying Skyseer, takes place in the
city o Flint, as do parts o other adventures. To help players learn about
the city, ater the end o Adventure One and beo re the start o Adventure
Two, the GM should ask each player to pick two districts and come up
with a contact his or her character has in each district.
This contact could be a riend or amily member, a criminal inormant,
an ex-girlriend, a merchant whose shop you reque