
The Gnostic |
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DANGER --- MYSTERY --- PHILOSOPHY
EXPERIENCE ALL THESE AND MORE IN
------------ Z E I T G E I S T ------------
----- THE GEARS OF REVOLUTION -----
Extra! Extra! Read all about it! Only in the Flint Tribune!
Seven years after the end of the Fourth Yerasol War, the shipyards in Flint have completed the first Risuri warship powered solely by steam engine, not sail. King Aodhan has come to witness the official launch of this mighty vessel. Woodenhulled but with a heart and skin of iron, the Royal Navy Ship Coaltongue will act as a deterrent against future aggression from Risur's enemy across the sea, the nation of Danor. The Royal Homeland Constabulary will be providing security for the event, at which thousands of visitors are expected. Sightseers will gather in Royal Square, although only 700 will be permitted to cross the bridge to Fleet Square.
The Flint Tribune has acquired a copy of the VIP guestlist for the launch of the RNS Coaltongue. We can exclusively reveal that important guests include the Danoran tiefling engineer Geoff Massarde, Captain Rutger Smith of the RNS Impossible, the king's sister, Duchess Ethelyn of Shale, Flint Governor Roland Stanfield, and Flint's Principal Minister Harkover Lee. Security is said to be tight, especially considering the King's own attendance, but reports indicate that a specialized dedicated team of Royal Homeland Constables has been assigned to the event. RHC Inspector Stover Delft has been quoted as saying, "We do not anticipate trouble, but current dissatisfaction in the Docker community means that we will be on our guard."
Growing dissatisfaction amongst the underclass is of course related to this rise of steam and steel, which has caused small riots and demonstrations to break out across the city of Flint and across Risur at large. Indeed, this trend towards firearms and cannons rather than druidic and shaman based units has been blamed by higher-ups in the military for recent defeats in the Yerasol Archipelago. Skyseers continue to warn against offending the Unseen Court, pleas which go unheard by King Aodhan in his mission to speed up Risur's industrial revolution.
+++
Welcome to recruitment for Zeitgeist, a steampunk-esque adventure path taking players all the way to level 20. Characters will be fresh recruits to the Royal Homeland Constabulary, the elite peacekeeping force of Risur invested with authority by the king himself. At the campaign's opening, you will have been tasked with overseeing the launch party of the afformentioned RNS Coaltongue. I'm looking for 5 players with the following qualities:
- Consistency: I'll try to move the campaign along as fast as possible by checking in a couple times a day and want other players who can do the same. The very minimum you should be able to commit to is one post per day on weekdays, which is my guarantee to you as well.
- Commitment: In an ideal world, I'd like to take my players all the way to the end of the adventure path, but this is of course quite an undertaking considering the format and everchanging real-life commitments. That being said, I'm sure as hell going to give it the old college try, and want players willing to stick around and do the same.
- Cool Cats?: I couldn't think a of a another quality that began with a 'C' so cool cats it is. Cool cats are people who know that Pathfinder is much more than a combat simulator with occasional skill checks and are really willing to get into character and into the story. The plot behind Zeitgeist is absolutely epic and full of juicy secrets - I can guarantee it'll be extremely rewarding to those who really invest themselves in it.
If you can meet those three qualifications, I'd advise you to check out the Player's Guide and get to work on a character. The player's guide for this AP is awesomely massive (73 pages!) so I don't expect you to read the whole thing right away. The introduction contains a primer with the bare minimum you need to know, which I'll reproduce here for your convenience. After that I'd recommend reading a bit of Section One: Characters to help with character creation as well as the first two pages (51-52) of Section Four: Royal Homeland Constabulary to get a feel for the kind of authority you'll have. Recruitment will be open until Monday the 16th by which point I'd like all interested persons to have an alias with all pertinent information in the profile, similar to this one. In the meantime feel free to introduce your characters and get in some preliminary roleplaying (for your entertainment and mine) over in the breakroom at the RHC examinations (the discussion thread).
Humans rule three of the five great nations of the continent Lanjyr. Their ascendance in the past two thousand years toppled a mighty eladrin empire and has provoked belief in doomsday millennialism among many dwarves. The campaign begins in Risur (page 29), and every PC should have a strong loyalty to the nation, even if the character does not hail from there.
Eladrin, Devas, and the Great Malice
Long ago elves known as the eladrin built an empire of magical wonders. Then five hundred years ago the death of the eladrin goddess Srasama caused nearly every eladrin woman to perish. Those few who survived were often claimed as trophies by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire. Those interested in the eladrin should look at their racial abilities (page 5) and read the section on Elfaivar (page 40).
Mortals present at the death of the eladrin goddess have continually reincarnated in the following centuries as devas, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality. Those interested in devas should look at their racial abilities (page 5) and read the section on Crisillyir (page 36).
Tieflings, Technology, and Dead Magic
When the eladrin goddess died, an entire other nation became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack. Those interested in tieflings should read the section on Danor (page 37).
If you are interested in utilizing some of the new revolution’s technology for your character, particularly firearms, see the section on Equipment (page 15).
Dwarves, Doomsday, and Nihilism
The major dwarven nation is bleakly resigned to an imminent doomsday, when ancient horrors will claw free from glaciers and engulf the world in a frigid death. Adherence to duty is so ingrained in their culture, however, that the dwarves continue to toil in their forges even as they prepare for the world’s end. Those interested in dwarves should read the section on Drakr (page 39).
Savages, Primitives, and Peace
Freed from the yoke of toppled dragon tyrants, the youngest of the great nations formed from an alliance of several monstrous races which now live in an uneasy peace as their rulers seek to force the disparate peoples into the modern age. Those interested in half-dragons, gnolls, half-giants, minotaurs, and orcs should read the section on Ber (page 34).
Piety and the Planes
The heavens possess an undeniable hold on the world’s religions, its people, and its very structure. In Risur, skyseers believe that the movements of the night stars foretell the future and direct the fate of the world. More enlightened scholars study distant planes of elemental and temporal power to understand how the flow of their energies affects the fundamental nature of reality. The eladrin people have begun to withdraw into the Dreaming, and the bishops of the high church of the Clergy invoke condemned spirits from the Bleak Gate to frighten sinners into worship. The Astral Plane, the Elemental Planes, and the Far Realm exist only as postulations, and there are countless other theories on the nature of reality. No one in this world has ever traveled to these planes, and even travel between the known worlds of the night sky is brief, with summoned beings never remaining more than a few minutes. Those interested in the setting’s metaphysics should read the section on The World (page 41).
Heroic Themes
The Zeitgeist campaign setting presents nine character themes that reinforce the heroic archetypes of the world, such as eschatologists, gunsmiths, and technologists. Each player should choose one Theme for his or her character, preferably one unique to the world of Zeitgeist (page 6).
An Exceedingly Brief Timeline
1200 B.O.V. (Before Our Victory): King Kelland defeats the fey titans and founds Risur, the first mortal nation on the continent of Lanjyr. In the following centuries, other nations rise up throughout Lanjyr.
1117 B.O.V.: The demonocracy arises, its monstrous rulers enslaving the primitive nations of the north. Risur keeps it from expanding south, and Elfaivar blocks its eastward growth.
500 B.O.V.: Triegenes the fisherman founds the Clergy in what is modern-day Danor, overthrows the demonocracy, then dies and ascends to godhood.
50 B.O.V.: The First Victory, a holy war between humans and eladrin, ends with the eladrin losing much territory.
1 A.O.V. (After Our Victory): The Second Victory begins as an eladrin effort to reclaim lost lands, but ends in their decisive defeat when the eladrin goddess Srasama manifests physically, and is slain. Danor collapses into chaos as the nation becomes a dead magic zone. The seat of the Clergy moves to Crisillyir, which begins to colonize the devastated lands of Elfaivar. Dwarves seize control of their own nation in Drakr.
300 A.O.V.: King Boyle of Risur slays the last dragon tyrant of Ber. The nation of Danor, resurgent with industry and technology, begins to contest Risur for control of the lush Yerasol Archipelago.
460 A.O.V.: King Aodhan is crowned in Risur. He encourages his people to pursue industry so they can fight back against Danor. Meanwhile in Ber, Bruse Le Roye unites tribes of monstrous races into a new nation.
493 A.O.V.: The Fourth Yerasol War ends, with Risur having lost many islands.
500 A.O.V.: Present day.
Alignment: Non-evil. All alignment restrictions on classes are lifted.
Ability Scores: 20 point buy.
Classes: All Core, Base, Hybrid, and Psionic (Dreamscarred Press) classes are available. Psionic classes are extremely rare within the setting and their powers are interchangable with regular magic spells for the purposes of detecting, dispelling, etc.
Races: Core + Tiefling(no heritages)/Eladrin/Deva. Monstrous races are very uncommon in the RHC but will be allowed pending sufficient background. Allowable monstrous races include orcs, gnolls, goblins, minotaurs, kobolds, half-giants, and half-dragons.
HP: Max HP.
Traits: In lieu of traits, all characters recieve one free Theme Feat (Themes begin on page 6 of the Player's Guide).
Languages: The primary language spoken in this setting is Primordial which replaces Common as the free language that all players recieve. Common is still a language however, and is selectable as a bonus language for every race. See the sidebar on page 30 of the Player's Guide for more information on language.
Deities: Religion works a little differently in this setting due to the lack of planar travel and the fact that the gods aren't quite proven to exist. There are four main religions (the Clergy, Guerro, the Old Faith, and Seedism) and clerics and paladins who need to worship a specific deity could fit almost any Golarion or Forgotten Realms deity into one of these groups. Clerics/paladins can also choose to draw their power from one of the four philosophies (Heid Eschatol, Panoply, Pragati, and Vekesh). More info on the religions and philosophies can be found on Player's Guide pages 43 and 44 respectively.
Starting Wealth: Average for class.
Firearms: Firearms operate under the "commonplace guns" rule - considered martial weapons, cost 25% of list price - with the caveat that advanced firearms are unavailable.
RHC Benefits: As members of the Royal Homeland Constabulary, all characters will have recieved training in nonlethal methods for detaining suspects and begin with the Bludgeoner feat. In addition, you will be outfitted with the following equipment for free: billy club (functions as heavy mace), uniform (same stats as parade armor), handcuffs, and gold ring. Note that RHC operatives are not required to wear their uniform during duties and characters may freely equip themselves with their personal equipment at the start of the adventure.
Background: Appearance - Personality - Background - use your theme feat to help you here. Remember that the RHC has an extremely rigorous application proccess and their use of magical detection in performing background checks and questioning has kept traitors and double agents out of their midst for over 30 years. Characters must have been residents of Risur and be strongly loyal to Risur in order to join the RHC. Opinions may change over the course of the campaign, but characters should be highly dedicated to Risur and the RHC at the current moment.
Availability:Somewhere in your application I'd like an indication of your timezone and what hours of the day you are available to post.
Information and statistics on Deva and Eladrin can be found on page 5 of the Player's Guide.
Minotaur
Type: Monstrous Humanoid
Size: Medium
Speed: 30 ft.
Ability Scores: +2 Str, +2 Con, -2 Int
Languages: Giant (Common, Draconic, Goblin, Primordial)
Racial Traits:
Darkvision 60 ft.
+2 racial bonus to Survival/Perception
Natural Cunning (ex) - Although minotaurs are not especially intelligent, they possess innate cunning and logical ability. This gives them immunity to maze spells. Further, they are never caught flat-footed.
Half-Dragon
Type: Humanoid(reptilian)
Size: Medium
Speed: 30 ft.
Ability Scores: +2 Str, +2 Int, -2 Wis
Languages: Primordial, Draconic (Any)
Racial Traits:
Darkvision 60 ft.
Low-Light vision
+2 racial bonus on saves vs. sleep and paralysis
+1 Natural Armor bonus
1 bite attack dealing 1d3 damage and 2 claw attacks dealing 1d4 damage
Half-Giant
Half-giants use the stats from Dreamscarred Psionics. However, half-giants in this setting possess no inborn psionic abilites and do not recieve the Naturally Psionic, Half-giant Psionics, or Psionic Aptitude traits.
Thanks goes out to Wilmannator, Painlord, and Doomed Hero for their Recruitment and PBP guides, which I highly recommend to anyone who hasn't checked them out.

Divinitus |

This is awesome! The Zeitgeist campaign I played only got to book one, so I would love the chance to play! Just as a question, would it make me ineligible to play because we got past the first 'action scene' in book one? I can PM you the specifics, if you like.
I'm about to log off for the day, due to having some things that I need to take care of, but I will be back online tomorrow.

The Gnostic |

@Olmek: Honestly I'd somewhat prefer a fresh set of players who don't know the major plot points of the campaign, so any fresh faces would have a slight edge over you in the application process. That being said, you are by no means out of the running, and I'd still love to see what you come up with.
@Ixos: I'm aiming for 5 players.
@Sir Awesomesauce: Unless your DM decided to reveal all of the campaign secrets during the 1st scene for some bizarre reason, don't worry about it!

DoubleGold |

as far as the cool cats go, the only thing I won't do is stereotypical characters, or if you have this trait you have to act this way.
Examples: I don't like to create stuck up elves. Or if I have the indomitable faith trait, this means I have to roleplay a super religious character. While I do agree that traits define the character a little, some people roleplay them like the two traits dominate the characters entire personality.
I also hate it when the DM or others tell me I'm not roleplaying my character when they are not the one who created the character. How do others know what my character would and would not do?
I hope this is not a problem.

Grand Moff Vixen |

I would like to use a character I made for this AP but never got a chance to use him. Drake Morrell.
I will go over the character and compare him to the creation guidelines and make sure he is properly done.
The background is already complete. Gnostic, would be willing to take a look and give me some feedback? It would be most appreciated.
:-)

The Gnostic |

@Grand Moff Vixen: Check out page 52 for a list of some other constables in Flint that could become Mr. Millerton. Josiah "a human sniper [who's] constantly fiddling with his rifle when he’s not on mission seducing people of interest," sounds like he might make a good fit.
@Hotaru: Technically anyone can become a Vekeshi Mystic, although it is extremely rare to find them outside the Eladrin. Perhaps a half-elf with some (whether known or unknown) Eladrin blood somewhere in their family tree?

Enletharial The Shaper |

Ok this will be the character I'm(Bane88) using. I will be a High Elf Vekeshi Mystic Brown Fur transmuter Arcanist.
Some questions about the setting so that I can develop a good and reasonable background.
1) As an elf, whats a good age to be so that I would have not been alive during the fall, but could have been born in a Vekeshi Enclave? Maybe 130?
2)Ideas for a connection to Risur? It seems that Elves that live among humans are sort of pariahs. Which is fine, just wondering if this always the case.
3)While arcanist is an arcane class the Vekeshi Mystic has sort of a divine feel to it. So would anyone mind if I downplayed the I'm a learned scholar angle and up played the Elves are magic angle?

The Gnostic |

1) By "the fall" are you referring the manifestation and death of Srasama? If so, that event occurred roughly 500 years before the start of the campaign, so no worries there.
2) Eladrin are sort of pariahs (a half elf with eladrin ancestry would most likely try to conceal their high elf blood) but again, considering that the last major conflict was 500 years ago, the racial tensions have lessened, although more so for the humans than the long-lived eladrin. Not to mention, that the tieflings tend to draw more ire over the much more recent conflicts with Danor. Even just living in Flint long enough, for example, would probably get you connected well enough to Risur.
3) Go ahead, elves are magic after all...

The Gnostic |

Dotting as well but have a few questions
1) Who will we mostly be fighting? I was planning on taking disarm but if we're fighting monsters without weapons its a bit useless
2) How fast do you expect to level?
3) Does this world have steampunk Airships?
1) Plenty of humanoid enemies in the beginning, if you feel the feat getting useless later, I'd let you use the retraining rules. Disarming enemies would also help in detaining criminals without actually killing them - the RHC is big on that.
2) Leveling will occur at set points in the campaign; this depends entirely on how fast we move through.
3) Bane's right about this one - magical propulsions just flat out doesn't work and nobody to your knowledge has the tech for nonmagical flight. Boats and navies are all the rage at this point.

Grand Moff Vixen |

@Grand Moff Vixen: Check out page 52 for a list of some other constables in Flint that could become Mr. Millerton. Josiah "a human sniper [who's] constantly fiddling with his rifle when he’s not on mission seducing people of interest," sounds like he might make a good fit.
I understand that Josiah is a possible fit based on the background. The reason I made a mentor is that it gives me a clean slate to work with. Also, it gives me an NPC that doesn't alter any of the main NPCs.
I also envision the mentor not fitting the profile of Josiah. Mr. Millerton is older and has a different mindset. Knowledge tempered by experience is how I view him.
Would you rather I use a NPC from the book instead?

The Gnostic |

I understand that Josiah is a possible fit based on the background. The reason I made a mentor is that it gives me a clean slate to work with. Also, it gives me an NPC that doesn't alter any of the main NPCs.
I also envision the mentor not fitting the profile of Josiah. Mr. Millerton is older and has a different mindset. Knowledge tempered by experience is how I view him.
Would you rather I use a NPC from the book instead?
Hmmm. Mr. Millerton's fine then, but if he's an older guy who's not one of the higher ups then perhaps he's a retired constable. Regardless, to my knowledge the guys like Josiah in the book don't play to big a role from what I've read so far, so whatever you go with will probably be alright.

Pathfinder Zoey |

Dots:
Arknight |
Olmek |
Sir Awesomesauce McSnazzlepants |
Aestereal |
Choant |
rorek55 |
Hotaru of the Society |
meeko|
Redblade8|
Possible Dots:
Ixos |
DoubleGold |
Submissions
Name | Race | Class | Theme Feat
Enletharial The Shaper | High Elf | Arcanist | Vekeshi Mystic
Caelholdt Lupheridern | High Elf | Swashbuckler | Gunsmith
Drake Morrell | Human | Gun Slinger | Martial Scientist
Isabel Flynn | Human | Swashbuckler | Vekeshi Mystic
Lazarus Cain | Human | Gunslinger | Gunsmith
I Think I've gotten everyone but feel free to message me if I've made a mistake

Enletharial The Shaper |

He would bide his time, find his mother, if she lived. If not he would find the progeny of the Skave and have his vengeance. Several years later, he was rightfully inducted as a Vekeshi Mystic, entering the Dream. He could still feel the flames charring his skin to cracking, the hunger eating away his insides while he stared across his cage at a poisoned feast. He nearly ate the stuff to end his suffering. Recovering, he learned patience and real planning, to let go of anger and cling to true vengeance. He would learn to mold himself and others to the hope of all mankind. He would make men better, amplifying their strengths and suppressing their flaws, it was his way to live better as Vekesh taught.
For a hundred and four years he lived in Risur, finding a sturdy people who, while not always embracing him, did not cast him out or persecute him. The hard working dockers, the tinkering engineers. His new home town of Flint was full of challenging thinkers and decent hard working people. He enjoyed it here, very rarely being called to act in his mantle of Mystic. The local bar and art scene is what he enjoyed, marvels of science and magic. The old and the new the brave and the bold. He loved this nation and would defend it if called upon.
The background for Enletharial.
If this is not "in world" enough Gnostic, I'm open to suggestions and critiques.
His personality is that of someone with a love for life. He is kind and passionate, riled to anger at injustice and about subjects and people he cares about. A very curious man, he is interested in the possibility of combining magic and technology together for a more powerful future for the nation of Risur.

Hotaru of the Society |

I kept trying to figure out why I was seeing things very differently from you! Information you were saying was there simply... wasn't! Well, I figured out the problem! There are like -ten- Zeitgeist players guides on Paizo's store!
I think This is the one you actually wanted us to snatch. The pages seem to line up now (and the later pages exist now!)
So... so much for reading half the other book. Time to dig into this one!

Hotaru of the Society |

Less a huge number of Elves now! My friend and I worked out which characters we wanted to try to use, and I'm going with an old favorite that I played long ago, updated to the setting!
There are four caveats involved with the character, though:
She's mute. (She does know sign language!)
She has amnesia. (she still has a background!)
I'd like to lock her to Isabel Flynn, since we're partners in crime!
I have a bit more information for DM's eyes only if you'd like it. Given that Lynn doesn't know... I doubt any other players would.
Here is her link, lovingly formatted, with all of the crunch (I hope!) done, and some of the fluff.
Lynn Minerva | Tiefling | Alchemist | Docker
So, without further Ado,
Presenting: Lynn Minerva! She is a neutral good Tiefling Grenadier Alchemist. She personally agrees with the Vekesh principles, but doesn't take part in the ceremonies.

The Gnostic |

Just took a look at the old Player's Guide which I accidentally posted and notice a glaring discrepancy with regards to the new Player's Guide.
Note to everyone making High Elves (Eladrin). The old player's guide says that they are mechanically identical to regular elves - this is not true, they have their own racial traits. REFER TO THE EXTENDED PLAYER'S GUIDE HOTARU POSTED OR USE THIS LINK TO THE GUIDE ON ENWORLD.
@Hotaru: Very nicely formatted profile - I'd love to see the real background - send me a pm.