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/
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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

    http://www.youtube.com/watch?v=MHQGvJ7F4ew
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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

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    Tieings, Technology, and Dead Magic.

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    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

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    Section One:Characters

    We assme as a baseline that yor characters

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    ZEITGEIST Players Guide Section One: Characters

    w , u Mu z . T

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    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 , ,

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    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

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    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 -

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    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

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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.

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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.

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    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.

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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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    A w p Pp

    p F,

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    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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    Cities and Colonies.T p A P p, p-

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    u, w, u p

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    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 -

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    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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    Modern Enclaves.E , w V pw,

    p , p

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    p Lj, u . S p

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    u u w pup GM .

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    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 -

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    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

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    .

    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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    City Districts

    Bosum Strand.Dp w u , Bu S

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    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 -

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    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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    North Shore.T u u Cuw,

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    ZEITGEIST Players Guide Section Three: Flint

    The Ayres.N .

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    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