Zeitgeist (Inactive)

Game Master Nimon

Extended Player's guide


Royal Homeland Constabulary:
From players guide Royal Homeland Constabulary.
With the recent influx of foreign technologies and therefore foreign influence,thirty years ago King Aodhan ordered the formation of a new
government agency to protect the traditional identity of the Risuri
homeland. Within a decade this mission had morphed into investigating
significant threats to the nation, particularly those involving technology.Today the Royal Homeland Constabulary uses a combination of
investigators, spies, and warriors to root out, undermine, capture, and if necessary kill any groups who endanger Risur.
Though most activity occurs in Flint, officially the Constabulary’s
central chamber is based out of Slate and headed by Viscount Inspector
Nigel Price-Hill, who was a commander in the Fourth Yerasol War. His
Lordship’s greatest success as director was presiding over the apprehension of a group of Drakran necromancers attempting to animate undead dragons in the Anthras Mountains.Regardless of where they are based, agents of the RHC have broad jurisdiction throughout the nation, and enjoy mild immunity while overseas when acting in an official, acknowledged capacity.

Key Terms Primer:
From Campaign Guide
Geography and History.
Lanjyr. The continent of the campaign, consisting of five major nations—
Risur, Danor, Ber, Crisillyir, and Drakr—plus numerous weaker
states, and the conquered eladrin Elfaivar Empire, now divided into
many small colonies.
Risur.A human kingdom, central to the campaign, whose traditional
reverence for nature has begun to clash with a recent push for rapid
industrialization.
Flint. A major city in Risur, center of the nation’s industry, and location where most of this campaign’s events take place.
Danor. The tiefling-ruled nation Risur has been at war with on and-off for two centuries. The nation-wide dead magic zone prompted
technological innovation, leading to today’s industrial revolution.
Yerasol Archipelago. Lush islands off the coast of Risur and Danor.
For the past two hundred years the nations have vied for control of the
archipelago.
The Clergy. The foremost religion in Lanjyr, led by priests pious to
various allied deities. The most revered is Triegenes, a human fisherman
who allegedly rose to godhood a thousand years ago. Doctrine focuses
on how divinity exists in all people, albeit with a humanocentric bent.
The Old Faith. The druidic religion of Risur, concerned with appeasing
nature spirits rather than praying to gods.
Seedism The ancient faith of elves, gnomes, and eladrin, based upon supplication to gods not seen in this world for millennia, with respect for the lords of the Dreaming, believed to be those gods’ vassals. It remains the primary religion in Elfaivar, and less orthodox sects practice in small pockets in the human nations.
The Victories. Two mighty wars five hundred years ago, wherein adherents of the Clergy conquered parts of the eladrin Elfaivaran Empire
in a bid to stamp out Seedism. Calendars mark years starting at the end
of the Second Victory, 1 a.o.v. (After Our Victory).
The Great Malice. In the Second Victory, humans slew the eladrin
goddess Srasama. In the aftermath, every eladrin woman in the world
died, which quickly led to the collapse of the Elfaivaran Empire. Simultaneously the nation of Danor became a massive dead magic zone.
Common belief attributes Danor’s affliction to a curse lain by the dying
goddess, in which she sacrificed millions of followers for a final act of spite.
The Dreaming. A parallel world and home to the fey, where reality
tends to obey dream logic. Normally only accessible through powerful
magic or at specific locations like crossroads or toadstool rings during
specific times of the month or year.