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Welcome one and all! My default nomme de guerre here on Paizo is Pasha of the Nightsands and I bid you welcome to the recruitment for my second game here on the forums. There are quite a few absolute gems out there when it comes to third-party APs that GMs, for one reason or another, shy away from running. Chief among those is Zeitgeist: The Gears of Revolution, a massive thirteen adventure campaign that has received pretty much universal acclaim by those lucky enough to experience it for themselves. It is a truly grand experience and has everything an RPG player could want: compelling roleplay opportunities, fun and dynamic combat encounters that break the mold in many ways, and hard moral choices galore, all wrapped up in an intricate setting that the players will get to explore a huge vertical slice of.

If you haven't read it yet, I'd recommend looking into the free Zeitgeist Extended Player's Guide here on either Paizo or Drivethrurpg. It's 73 pages covers just about everything you would want to know: a full and player-friendly look at the setting, rundowns on races and religions/philosophies, thematic character backgrounds that we will be using for campaign traits, and more! The only thing I don't consider recommended reading is the section on naval combat at the end since it doesn't come up a lot in the AP and I'm thinking of handling it a different way.

There are some expectations you should keep in mind for this game.

Expectations:
- Zeitgeist is set in a world that blends steampunk and high fantasy genres. It's a place where guns, trains, and clockwork constructs exist alongside magic, planar conjunctions, and slumbering archfey titans. Feel free to lean to one side or the other or blend the two to your heart's content when crafting your character.

- The PCs are official members of Risur's peacekeeping force known as the Risur Homeland Constabulary or R.H.C. That means everyone should try and figure out how to incorporate that into their background alongside their campaign trait. More information on the R.H.C. can be found within the Zeitgeist Extended Player's Guide.

- This is a campaign that has a healthy dose of both combat, social, and investigative situations. If I were forced to eyeball it and give a breakdown based on what the percentages look like, I'd say it's probably 55-45 on non-combat and combat, respectively. The earlier game is a little heavier on non-combat situations while the late game is a little more combat heavy.

- There's quite a few hard moral choices that pop up over the course of the AP's thirteen adventures and few of them are clear black-and-white. These choices can have substantial impacts on NPCs and the sociopolitical sphere. Later choices can impact entire nations or even the world itself on a fundamentally massive scale. People like myself love that sort of thing, but I just wanted to make it clear for those who hate agonizing over complex moral dilemmas.

- Combat encounters are very unique and I mean that in the most literal sense. This isn't a game where 'unique combat encounters' just means putting together innovative combinations of bog-standard monsters or NPCs that elevate them, I mean that many of the encounters actually ARE unique. There are, if I counted correctly, 156 completely unique monsters in the AP that can't be found anywhere else: constructs powered by necromantic witch-oil, planar mandala beasts that continually reincarnate into ever more deadly forms, and aberrant thoughtwave entities whose presence twists minds and warps natural law are just a few of the unique monsters you'll encounter over the course of the AP. Not only that, but many NPCs come with unique combat abilities that can't be found anywhere else; one NPC, for example, has ferrokinetic powers that fans of Magneto from X-Men will no doubt fangirl over. So prepare to be amazed, astounded, and possibly horrified at some of the awesome combat encounters in store for the party.

- Zeitgeist explores a nice vertical slice of the setting. Players can expect to visit every major nation outlined in the Extended Player's Guide, meet NPCs of every race and creed, interact with every major faction in the setting, and even jaunt to a few planes during the later parts of the game. The thirteen adventures of the AP do an amazing job at allowing players to experience the wider setting in an organic way.

- Campaign Traits/Character Themes will continue to have an impact late into the game. Every adventure except for the twelfth one has ways to include these in meaningful ways. Some offer story beats that ties into a character's background, while others others give them ins with NPCs that would otherwise be difficult to approach, offer unique and innovative alternative solutions to the problem at hand, or offer more concrete benefits such as a Skyseer receiving a cryptic vision of the future or a Martial Scientist being able to learn new techniques from foes or tomes, for example.

- Many NPCs pop back up in later adventures if they are not dead by the end of the adventure they were introduced. This means that players will be able to build true friendships- or perhaps even relationships, should they be so inclined- with inhabitants of the setting. Not only that, but antagonists may pop up multiple times if they escape to become one of several things: thorns in the party's side, strained 'frenemies' who help or hinder as their goals and personalities dictate, or even potential allies with a redemption arc in a rare few cases. I'm going to be hard at working making notes of interactions players have with NPCs and doing my best to craft a living, breathing world that truly remembers and responds to PC actions.

For those who would like a bit more information on the setting than what the Extended Player's Guide offers, here's a few spoiler tabs with some random bits of information.

Miscellaneous Setting Details:
- There's an orphanage in the Cloudwoods of Risur known as Gallo's Home for Displaced Youths. The orphanage was founded almost two centuries ago to give displaced war orphans a home and named after an honorable nobleman from ancient times when the land was still known as Dassen. The orphanage's architecture is comfy and pastoral, and is built around, onto, and into a massive oaktree that soars over a hundred feet into air. Wide branches in the treetop were shaped into railed steps leading to gendered dormitories for the youths, classrooms, and faculty rooms. Mischievous, but ultimately harmless fey creatures will occasionally emerge from the Cloudwood to play games with the children or perpetrate minor pranks on the faculty. This is a good option for those who want to write their character as an orphan of some sort since this orphanage is canon and PCs may visit the place for a short stint earlier in the campaign.

- There are two major crime families in Risur. One is a Flint-based street gang known as Kell's Boys who are notoriously cruel, slippery, and love to incorporate theatrics into their crimes. These knife-wielding ruffians, pimps, thieves, and hitmen are behind some of the most vicious and needlessly sadistic shakedowns and murders in Flint, but evidence and witnesses often seem to disappear when it seems the R.H.C. has them dead to rights. The other is the mafia style crime syndicate known as The Family whose roots are in Crissilyir. While they are brutal and unforgiving to those that cross them and their interests, The Family's members believe that honesty and loyalty are paramount and that the citizens of Flint deserves a better class of criminal that actually tries to help the commonfolk instead of preying on them. If you're looking for your character to have ties to crime syndicates, those two are great options: Kell's Boys provide an easy write-in for a criminal nemesis, while The Family gives a relatively sensible and morally-gray organization that players can have family members, or secret membership, in.

- The jagged peak of Cauldron Hill near Flint is an accursed place that was once home to witches who sought to emulate the ways of the long-destroyed Demonocracy. Horrifying atrocities were performed here- black magic rituals, depraved ceremonies devoted to fiendish lords, and mass human sacrifices just to name a few- and the veil between worlds is worryingly thin and stained with evil. Terrifying apparitions, unquiet spirits, and worse emerge from the forested shadows during the midnight witching hour on Cauldron Hill and roam the bounds of the cursed land until burned away by the light of dawn. Many unholy figures feature prominently in the chilling ghost stories and fell myths of Cauldron Hill: the Cackling Crawler, the Serpent-Maned Lion, the Abyssal Revelers, the Faceless Man, the Hanged Maiden, and Death's Shadow to name but a few. If you're looking for a spooky place to incorporate into your character's background, especially for those with the Spirit Medium campaign trait, it's hard to find something more appropriate than Cauldron Hill.

- Heward Sechim's Alkahest Factory is widely regarded as one of the better places of employment for the common folk despite the noxious fumes of the place since employees get to enjoy stable work hours, good pay, and a friendly boss who gets to know his employees. The factory is owned by Heward Sechim, who originally funded the factory's construction with a donation from his famous Skyseer uncle, Nevard Sechim, and views his lower profit margins as a small sacrifice to ensure his employees are treated with dignity. Those with backgrounds as common working folk, alchemists, or those with the Docker campaign trait looking for a decent place of past employment can use this establishment in their background if they're so inclined.

- Mitchell University, located in the Risur city of Slate, is the most prestigious school of higher learning in the nation. Curriculums cover everything from the arts and what we here on Earth would call STEM to archaeology, anthropology, philosophy, theology, and even martial sciences. Magic itself is not taught at the university, but arcane theorum- the study of theories concerning how magic works- and planar geometry- concerning the study of the planes visible through telescopes, the effects that occur when they become coterminous, and theories about the possibility of planar travel- are. There's also a field of study concerning the Ancients, the people of long ago- who were said to to wield great magics, walk the planes with ease, and call forth world-altering miracles- that is taught by the brilliant and beautiful Dr. Xambria Meredith, who is the university's youngest professor at the tender age of 28 and an avid scholar of the ancient world. Mitchell University's sister school, Pardwight University, is devoted solely to history, anthropology, and archaeology, and is joined by the Pardwight Museum of Natural History, which holds ancient relics and historical records of the world's past. These are good options for those looking to incorporate higher education and academics into their background, seeing as how they are the most prestigious institutions of learning in Risur.

- The Avery Coast Railroad is perhaps the most famous railroad in the world and was built by Danor. It travels through multiple countries along the Avery Coast and is popular with well-to-do patrons who enjoy looking at the pastoral countryside. Not really a massive piece of setting lore or anything, but it's relevant later and could be used as a classic and fun setpiece for a murder mystery in an investigative character's backstory.

- Nalaam is a city of extravagant decadence built in the mountains of Crissilyir. The decadent city's enormous wealth is fed by great mines filled with veins of gold and gemstones. Glittering casinos, lavish brothels, and even an arena, all unchecked by the conspicuously absent members of the Clergy, dot a cityscape of grandiose buildings- some built to resemble broad-topped trees, dragons, and other fantastical shapes- fashioned out of gleaming marble. This is the Las Vegas of Zeitgeist's world and those looking to incorporate elements of unchecked decadence, ritz, the rising and falling of fortune, and such into their backstories would be well-suited to looking here. I've also made this the place where Card Casting was created if you're one of the people who planned on using such a thing.

- Pemberton Industries was founded by the eccentric tech mogul Benedict Pemberton and is at the forefront of nearly all major technological development outside of Danor. Whether industrial machines built for factories, trains of black iron that run on coal, deadly firearms, clockwork constructs powered by magic and steam, or the artificial humanoids known as androids crafted through strange alchemy and and technology, Pemberton Industries sells nearly anything imaginable to clients from all across the world. Whether your character has the Gunsmith or Technologist campaign traits, one of the androids crafted by the corporation in the last two years that they have been manufactured in strictly limited quantities, or your character is just interested in technology and industry, it's easy to write Pemberton Industries into your background.

Gods:
It was mentioned in the Extended Player's Guide that there were two major religions followed in the civilized world- The Clergy and Seedism- which worshipped many gods. While these are largely on the decline outside of Crissilyir (for the Clergy) and Elfaivar (for Seedism) and devotees are sometimes looked down on as somewhat anachronistic and 'behind the times' by the increasingly secular populace of the world, it's important that I detail some of the gods in those respective pantheons to give people an idea of what they entail. Only a handful of these are mentioned by name and I had to craft the rest using vague descriptions- 'god of the night sky' or 'goddess of magnolias and beasts' for example- or a roundabout inference based on several planes being based on god-like beings from War of the Burning Sky. So the information you see here is pretty much the definitive rundown on gods since they were intentionally left vague in case a GM wanted to port their own into the game.

The Clergy, located in Crissilyir, worship four categories of gods and loathe a fifth category of archfiends that were worshipped by the ancient Demonocracy. The first group are known as the Old Gods, primordial deities worshipped since the time of the Ancients by the world's inhabitants and whom the planes were named after. The second group are the New Gods, who were worshipped in regional faiths and were later incorporated into the Clergy pantheon. The third group are the Four Archangels who serve the gods and are venerated as lesser gods in their own right. And the final group is actually a single god, the mortal who defeated the demonocracy and was said to ascend to become head of the gods. I'll detail all of these below.

THE ASCENDED GOD

-Triegenes the Fisher: A humble mortal fisherman who ascended to godhood and defeated the Demonocracy that ruled over the known world over a millennia ago before rising to his heavenly domain. He is worshipped as head of the Clergy pantheon and his teachings emphasize humility, bettering oneself, charity, and martyrdom.

THE NEW GODS

- Velkali the Weeping Lady of Oases: A sorrowful goddess of a long-dead culture of nomadic desert worshippers who provided succor to travelers by forming oases with her tears. She serves as a goddess of deserts, oases, and travelers.

- Erevus the Shadow King: An imposing god of the night sky, regal authority, and death who commands the turning of day to night so that mortals may have reprieve from the sun's burning gaze and rules as the fair and impartial judge of the dead. The sole recipients of his love are his gentle wife Lirana and their precocious daughter who was born from the blood that emerged when they cut their palms and bound their hands with ceremonial wedding ribbons.

- Lirana the Lady of Magnolias A gentle goddess of flowers (particularly magnolias) and beasts who cares deeply for all things that live and grow. She is the sister of Irisa and Illira, the bride of Erevus, and it was she who sowed the seeds of the ever-blooming paradise promised to the faithful in place of the Bleak Gate.

- Tunaht'ravi the Sun-Shrouded Destroyer: A fierce and destructive god of the sun, war, and destruction whose bow of burning light is said to have destroyed the world's second moon in a single shot. He is a wrathful god with no patience for the corrupt and wicked and he is said to serve as the destroyer of the pantheon's enemies.

- Zerona the Stoneshaper: An quiet and introverted, yet artistic goddess of earth, protection, and architecture who serves as a patron to artists and craftsmen, particularly those who craft pottery. She is said to have crafted the earthen jug that originally held the world's seas before Riyusuiken convinced her to pour out its bounty into the world so that life may take purchase there.

- Kolak the Worldforger: The inventive and orderly husband of Zerona whose portfolio of metal, lava, and the forge makes him the the pre-eminent blacksmith of the gods. Legends say that it was his hammer that beat the world into it's current form from the primordial chaos.

- Ryuuon the Tsunami King: The honorable and wise dragon god of the water (particularly the seas and violent formations such as whirlpools and tsumamis), dragons, and wealth. His undersea palace is said to be formed of glittering coral the size of a nation and house many lost civilizations and cultures that the dragon god felt deserved preservation.

- Irisa the Bride of Storms: The honorable and graceful warrior goddess of storms, honor, and the hearth (particularly when it relates to marriage) who began as a deadly rival to the Ryuuon the Tsunami King before finding common ground and settling down with him in loving marriage. Storms on the eve of a great battle are said to be indicative of the goddess's interest and her holy texts say that the souls of faithful warriors do not pass into the Bleak Gate, but ascend to the heavens with the rays of light that pierce the clouds after a battle's end.

- Illira the Eternal Heart: The passionate, loving, and innocently fickle goddess of love, life, and luck whose gifts are given freely to all- but without any promise of keeping them- and she is said to visit the mortal world to spread gifts of romance (sometimes personally, texts say!), healing, and good fortune as suits her whims. More than a few ancient orders of knights pledged themselves wholly to her and designated mortal noblewomen as surrogates for their service to the goddess, although those old ways of chivalry are largely out of fashion in this new age of innovation and industry.

THE FOUR HEAVENLY ARCHANGELS

- Hezophiel the Reaper: The Archangel of Death who serves Erevus the Shadow King. The archangel wears different faces to different beings based on their view of death: to some, he wears the face of an old friend and gently coaxes their souls out with a smile, to others he is a stern and black-winged angel who emotionlessly reaps with neither mercy nor malice, and to others he is a grotesque gargoyle with eyes that flash with hellfire that rips souls from the hearts of the wicked and faithless.

- Aezusat of the Heavenly Word: The Archangel of Revelation who carries the words and will of the gods to the mortal world. Like his fellow archangel Hezophiel, he has three depictions: to some he is a glorious archangel who announces the will of heaven with a sacred trumpet and a voice like melodic thunder, to others he wears the guise of a bearded old man who offers words of wisdom to those seeking guidance, and to others who is a grim angel whose wings are covered in blood and whose trumpet turns into a sword to deliver an altogether different kind of message.

- Advorel the Glorious One: The Archangel of Justice with a centaur-like form covered head to toe in shining silver armor whose joints and grooves glow with the radiant energy of his concealed body. He alone among the archangels does not appear differently to observers since there is but justice in the eyes of the gods and he burns both literally and figuratively with the serene blue and white flames of Heaven's will.

- Linia the Voice of Truth: The Archangel of Truth is the sole female among her lofty brethren and it is she, whose beautiful eyes of glittering frost see the truth in all things, that served as the wise and impartial mediator for the heavens. She is said to have been slain during the war against the Demonocracy in the ancient past and is honored as a martyr by the Church.

THE OLD GODS

- Vona the Lady of Radiance: The goddess of the sun, arcane magic, and prophetic divinations. It is said that her light obscures truths that could lead mortals lacking in wisdom to ruin.

- Av the Slumbering Maiden: The goddess of the moon, fey, dreams, mirrors, and desire. She was once queen of the fey and ruler of all archfey along with her sister Srasama, but her soul was captured in the reflection of a beautiful moonlit lake and she slumbers there still awaiting rescue by a knight of purest heart.

- Avilona the Stormchaser Eagle: An avian goddess of primordial air who also had authority over the weather, notable deaths, and freedom. She was said to have been pursued- and in some apocryphal texts, slain by- Jiese the Flamebringer Dragon.

- Jiese the Flamebringer Dragon: A draconic god of primordial flame who also had authority over notable births, war, and strife. Was said to have mercilessly pursued Avilona the Stormchaser Eagle after the goddess spurned his claims of almighty power and authority.

- Mavisha the Tidebreaker Kraken: A kraken-like goddess of primordial water who also had authority over love, change, and sorrowful destinies. Was said to have changed into the form of a beautiful human woman in search of love, but was returned to her kraken form at inopportune times by the ebb and flow of the tides, cursed to eventually be hunted as a monster by every man she loved.

- Urim the Worldshaper Worm: The worm-like god of primordial earth who also had authority over wealth, luck, and auspicious meetings. Its alien songs were said to lure monsters and coax the earth's mana to condense into veins of valuable minerals.

- Apet the Distant One: The aloof, alien, and genderless god of time, fate, the cosmos, and unification is said to be an echo of the first word spoken by the multiverse's Lost Creator at the dawn of creation. It was said that all-seeing Apet bound the past, present, and future into the planar disc known as Reidra, the Arc of History, and that the deity awaits at the end of time for all things to become one in perfect unity as it was in the time before times.

- Nem the Desolate One: A primordial god of destruction, secrets, silence, and the dead into whose ebon maw all creation must fall. The Bleak Gate is sometimes referred to as "Nem's Maw" by the Clergy and often used in doomsday prophecies.

- Padyer the Immaculate: A vain minor goddess of scalding hot water and bodily cleansings.

- Caeloon of the Four Paper Winds: A minor monastic god of the four winds, calligraphy, and worldly wisdom sometimes worshipped by ascetics.

- Shabboath of the Severed Deeps: An alien god of sea monsters, lurking terrors, and maddening secrets who is more propitiated than legitimately worshipped.

- Bhoior the World-Turtle: An immense and ancient turtle god said have carried the world across its back on a journey through the cosmos, becoming a minor god of travel, pilgrimages, and eternity.

- Thralia and Ragosani the Bride of Rebirth and the Groom of Endings: A minor goddess of rebirth and plants and a minor god of death and beasts worshipped as keepers of the cycle of life and death.

- Amrou the Enbalmer: A minor god of funerary rites, salt, and and spiritual purification whose original worshippers were halflings.

- Wilanir the Guilty One: An ancient god whose back is bent and broken under the weight of sins and remorse- both his own and that of mortals- and serves as the patron of guilt, penance, and pain. Particularly popular among the Clergy's most brutal inquisitors.

- King Ron of Dunkelweiss: A minor dwarven god of breweries and vineyards who dwarven folklore claims ruled a great kingdom under the mountains in the ancient past.

- Etheax the Flamegiver: A minor fire god who first bestowed fire and patience- and thus civilization- to primitive mortals in the early days of the world.

- Drozani the Steward of Paradise: A minor goddess of the sky who is said to lead the faithful to an otherworldly paradise.

- Ascetia the Observer: A goddess of knowledge who is said to watch all history and governs the concepts of self-reflection and personal change.

- Elofasp the Hivemother: An alien goddess of insects, community, and obedience.

- Obliatas the Devouring Light: A sentient sun who is said to hunt down the wicked undead and erase them from existence.

-Iratha Ket the Deathly Reveler: A minor goddess of death, festivals, and music who takes the form of a graceful skeletal dancer decked in colorful flowers.

- Apo the Trapper: An eccentric and extremely minor god of traps, snares, and the void who is largely unknown to all but the most dedicated scholars.

- Guay the Dreamer: A god of dreams, art, and romance who is said to have brought his beloved bride into his dreams so that she would remain eternally beautiful and vibrant.

- Bonalithe the Stormclaw: An ancient god of lightning whose bolts were said to have formed the first dinosaurs from the primordial mud.

FORBIDDEN GODS OF THE DEMONOCRACY

Egal the Shimmering: The devil queen of slavery, conquest, and unquestionable authority who enslaves souls with great chains of gold that drag them down to the hells.

Ashima-Shimtu the Lady of the Forked Tongue: A demon princess whose purview is lies, spiritual corruption, and forbidden secrets and was once the prime patron of the Demonocracy.

Maensa'il the Wind of Torment: An elemental div pasha of tempestuous winds who enjoys sowing misery, mayhem, and suffering.

Honlow the Blood Sea: The demon god of blood, pirates, slaughter, and the seas who adores nothing more than witnessing acts of inhuman savagery.

*

SEEDISM

Seedism, the traditional faith of the eladrin and drow, is also a faith of many gods, but it does not separate deities into neat categories. Although there untold thousands of gods in the faith, only a few of the major ones will be mentioned here. Archfey are also venerated as servants of the gods and Av, the fey goddess discussed in The Clergy Section, is considered the sister of Srasama.

- Srasama the Goddess of Three Faces: Before her death at the hands of the Crisillyan Church five hundred years ago, Srasama was the triple-aspected goddess who wore the masks of the Warrior-Maiden, the Mother of Life, and the Vengeful Crone-Queen. Her faith was an esoteric one of balance and harmony between conflicting forces and her followers strove to maintain that balance, wearing each 'mask' in their life as best suited the situation: a brave warrior who stood for what they believed in, a compassionate and merciful caregiver, and, when necessary, a vengeful agent of retribution.

- The Ten-Headed Lion, Guardian of Sacred Places: The Lion was a sacred guardian beast and loyal protector of holy places in the pantheon who valued its service and loyalty to the pantheon and its people above all else. Many sacred places of the eladrin people were guarded by eidolons of the Ten-Headed Lion shaped from raw dreamstuff and brought to life with sacred rituals.

- Hewanharimau the Betrayer: The former eladrin god of beasts who created the curse of lycanthropy and was cursed to become the first rakshasa and cast out of the pantheon into the Dark Beyond. He was feared by the eladrin as a sort of devil figure in their mythology and was considered a god of savagery, slaughter, betrayal, and curses who was not to be worshipped as a god, but propitiated to avoid ill-fortune.

- Dhebisu the Justicar of the Star-lit Wilds: The mischevous eladrin paladin goddess of justice, the stars, and plants who wore verdent armor grown from vines and flowers by the world itself, a cloak spun from the tapestry of night that she could use to hide in plain sight, and a hair ornament made of a fallen star that infused any weapon she carried with radiant starlight. She believed in standing against evil no matter the form it took and it was she who slew Hewanharimau's godly form by driving a crossbow bolt into his heart.

- Ingatan the Trickster: An unpredictable god of trickery, fire, and knowledge who helped the eladrin people as much as he hindered them. His ways were inscrutable, but was said to always have a long-term goal in mind that guided his decisions; in one myth, he traded mortals knowledge and the secrets of fire in exchange for stories of the mortal world, but let that same flame he gifted them burn their homes down as a lesson to never seek that which is beyond their ability to handle.

*

The Old Faith of Risur is the folk religion of ancient Risur and is still practiced by royalty and more rural regions. The Archfey and Fey Titans venerated and propitiated in equal turn. The simplest way to categorize these being is the Archfey of the Unseen Court (more civilized and prone to interact with mortals), the Archfey of the Hedgehog Court (wilder and more likely to oppose the ways of civilization), and the Fey Titans, who are essentially intelligent fey kaiju bound to the mortal world who made pacts with ancient Risuri kings.

THE UNSEEN COURT (the reigning archfey court)

- Thisraldon the Mirror-Monarch, Ruler of the Unseen Court: Thisraldon is the leader of the Unseen Court and is an elegant, witty, and thoroughly fey ruler by all accounts. Their gender shifts to match the preferences of those viewing them and they both wield the original Vorpal Blade that slew the Primal Jabberwocky and possess an unrivaled mastery over lost dweomers, illusions, dream magics, and mirror-based sorceries.

- Astla the Snow Princess, Archfey of Winter: The graceful and achingly beautiful archfey of winter whose moods shift from faerie passions and flights of romance to emptiness and deep depression. Many of her worshippers are male and also see themselves as her prospective suitors, serving her needs for just a glimpse of her wintry perfection.

- Karrast the Flameblade, Archfey of Summer: The haughty gloryhound and warmonger of the Unseen Court who desires nothing but battle and glory. His nature makes him a close friend of Olazdor and the two regularly engage in friendly duels despite being in opposing courts.

- Furg the Toadstool Sage, Archfey of Knowledge: The sagacious and tricksy archfey of knowledge wears the form of a giant toad and loves to pit his wits against mortals. He is a consummate schemer whose antics provide much amusement to the Mirror-Monarch.

- Sallin the Dryad Queen, Archfey of the Forests: For all her power, the Dryad Queen is surprisingly demure and gentle and is known to appear to adherents of the old ways in Risur on occasion to bless their festivals and use her life-giving magics to grace their lands with a bountiful harvest. Despite her relative pacifism and gentle nature, she loathes the fey titan known as the Voice of Rot and works to undermine his schemes every time he awakens from his slumber.

THE HEDGEHOG COURT (the rival fey court; has no official ruler)

- Beshela of the Melodious Waves, Archfey of the Sea: The ever-charming, but mercurial archfey of the seas who holds dominion over the seas near Risur. She considers the fey titan She Who Writhes to be her dearest friend and sometimes the seas echo with the melodic songs she composes for the fey titan.

- Olazdor the Unyielding Storm, Archfey of the Winds: The brash and straightforward archfey of the wind and skies who spurns the trickery and decadence of the fey for the straightforward pleasures and thrills of the hunt. He once led led great hunts against mythical beasts in Risur's ancient past as part of his pact with the nation.

- Lavac the Almighty Herald of Ill-Fortune and King of All Gremlins, Archfey of Misfortune: The small, hyperactive, and thoroughly malicious archfey of gremlins born of the fey titan Granny Allswell loves nothing more than spreading ill-fortune, misery, and cruel pranks. It's said that he often appeared to witches in the ancient past in the form of a bipedal black goat to bestow them with the power to spread misfortune and engaged in debauched rituals with attendees.

- Lerina the Reseen Marauder, Archfey of Fury: A former elf risen to the status of a fey demigod, she is the very embodiment of rage and vengeance whose weapons crackle with thunder and lightning. Legends say that an ancient wrong visited upon her by the Unseen Court is the reason for her wrath and that she will stop at nothing to see Thisraldon destroyed forever; the Mirror-Monarch, of course, views this with amusement and secretly indulges her revenge fantasies.

- Darbony the Satyr Prince, Archfey of Revelry: The first satyr ever created, this easygoing archfey cares little for anything beyond celebrating life and indulging in hedonism. He sometimes joins Sallin the Dryad Queen during choice mortal festivals to indulge himself.

FEY TITANS (currently slumbering archfey kaiju gods even older than the Courts)

- The Ash Wolf: The fey titan of fire whose grief over his mate's death in ages past fuels a burning desire for vengeance against those that wrong him and a desperate desire to protect those he still cherishes. Was once revered for his ability to help mortals find their true love and for helping those lost in the wilderness find their way back home.

- The Father of Thunder: This wild and gregarious fey titan of storms loves nothing more than running wild and free across storm-lashed planes, downing alcohol by the brewery, and rutting with anything that falls for his charms (only USUALLY while in the form of a mortal). Was once revered for his ability to bless both the soil and wombs with an unnatural fertility that ensured plentiful crops and the birth of strong, healthy babies.

- She Who Writhes: The incomprehensible fey titan of water in the form of a monstrous kraken of unimaginable size whose moods change with the tides. Was once revered by sailors for her ability to calm the seas to ensure a smooth journey and her bringing the bounty of the seas to mortals in the form of fish and washed up treasures of the deep.

- Granny Allswell: The mad fey titan of the earth who sees herself as the grandmother to all children, is the actual mother of all gremlins (who were naughty children she twisted into sinister fey), and taught many traditions of witchcraft that have been passed down through the ages. Was once revered by parents who sought to teach their children right from wrong (and avoid Granny's witchcraft and kidnappings) and miners, who sang songs praising her to prevent cave-ins.

- The Voice of Rot: This is the fey titan of death and the end of all things who takes the form of a rotting serpent with a single milky white eye. Few sane beings worship the Voice of Rot since it is known to patiently set in motion schemes that bring the world closer to the end times, but it used to be propitiated with the sacrifice of humans and animals to sate its hunger for death and lull it back into a deep sleep.

New R.H.C. NPCs:
I've added several NPCs who either belong to the R.H.C. or are affiliated with it. These NPCs will pop up at various points in the AP and I'm fine with them being incorporated into PC backgrounds.

- Adam Vistahl "The Thunderblade": Adam Vistahl is one of the most famous war heroes of the Fourth Yerasol War and was instrumental in many of Risur's key victories. Legends of his selfless bravery and heroism are darkened by rumors of vengeful and uncompromisingly brutal massacres of Danorans, but few who know him after his stint in the military believe the darker rumors since he comes off as one of the most easy-going and friendly people you'd ever meet, if a little unserious and lacking in adherence to rules and protocol. He turned down a top position in Risur's military after the war to work at the R.H.C. since he considers himself a man of action, not a glorified politician draped in war medals purchased in blood. He pioneered the use of gunblades and fights with blitzkrieg tactics designed to end a battle as soon as possible. He has been assigned to King Aodhan's personal guard during the maiden voyage of The Coaltongue as extra security at the start of the game.

- Lady Veronique "The Blue Rose": Lady Veronique is a halfling woman whose noble family moved from Danor to Risur in the wake of the Great Malice. Although she has a caustic tongue, a deeply eccentric personality that runs hot and cold, and is notoriously fussy and demanding, she is undeniably brilliant and renowned as one of the most skilled detectives in the world. Even her fierce rival, the uptight and self-interested Inspector Margaret Saxby of the R.H.C., begrudgingly recognizes her talents and occasionally retains Lady Veronique's services for particularly difficult cases. She is the owner and sole field agent of the Blue Rose Detective Agency and generally only takes cases that either appeal to her fixation on unraveling complex mysteries, have a huge payday, or someone manages to appeal to her vanity or vaunted sense of noblesse oblige. It's not a well-known fact, but rumors circulate that Lady Veronique secretly funnels the majority of her profits to charity programs. She is currently 'on vacation' and is busy investigating a string of bizarre ritualistic murders near The Nettles.

- Chloé: One of the androids manufactured by Pemberton Industries using alchemy and teslapunk technology, Chloé was requisitioned by the R.H.C. to serve as a secretary and maid for HQ, as well as a handler for field agents who can contact them via magical messages in the event of emergencies. Although she is emotionally-stunted like most androids and has trouble logically processing human behavior at times, she is soft-spoken, polite, graceful, and seems to have a soft spot for small animals and children. A small contingent among the R.H.C. have started treating her like a living being instead of a simple construct despite Inspector Saxby's orders to the contrary. She will be the party's handler from the latter half of book one onwards and will contact them via magic any time HQ needs to get in touch with them.

- Francesco Armani Salviato da Vendricce: Franceso is a man whose family's roots stretch back deep into Crissilyir and he is proud of both his heritage and accent. He's a massive extrovert with both a gregarious, fun-loving personality and a fiery temper, and opinions of him in the R.H.C. are split down the middle. No matter what others think of him though, he performs his duty admirably and without complaint, and has a particular fixation on getting gang members from Kell's Boys off the streets and into a cell. He is known to have clear-cut tastes in attire and coffee and makes frequent trips to the Signora del Luna Cafe, Dozy Miccini's Cobbler Shop, and the bimonthly Brave Hall Fashion Expo in the city of Flint.

Now it's time for character creation guidelines!

Starting Level and Gestalt:
Characters should be built as 5th-level gestalt. Because the Spheres system has a few unique gestalt interactions, I'd recommend checking out the Gestalt section on the Spheres Wiki for more details if you haven't already.

Classes, Prestige Classes, and Spheres:
All Spheres-oriented classes, Prestige Classes, and Spheres on the Spheres Wiki are allowed except for the following: the Veilweaving Sphere, the Tech Sphere, the Raveler class, the Aeronaut prestige class, the Bokor prestige class, the Alternate Justicar prestige class, the Trinity Angel prestige class, and the Trinity Knight prestige class.

Additionally, any class with a Spheres archetype is allowed so long as you take one of those archetypes and have no Vancian spells, psionic manifesting, veilweaving, etc once everything is said and done. Again, I'd like to keep this game purely Spheres.

Races:
I'm normally a 'kitchen sink and the refrigerator too' kind of GM when it comes to allowing players to pick from a wide variety of races, but the list is a bit smaller in this game to keep things more thematic to the setting. If your race is below the race builder RP values for the Drow, then you may add 'free' alternate racial abilities- taken from that specific race and no other- until you reach (but do not exceed!) that value.

- All the core races, which are more or less as depicted in the ZGPG.

- Eladrins, also pretty much as-written in the ZGPG.

- Deva from the ZGPG are mechanically Samsarans now, but the lore hasn't changed.

- Tieflings are largely unchanged from the ZGPG depiction of them.

- Aasimar were canonically the Deva in the original version of Zeitgeist, but since I changed Deva to be the more logical Samsarans, I've changed Aasimar as well. In this, they are rare individuals born blessed to human families of strong faith in Crissilyir where they are hailed as living saints. It's a VERY rare occurrence, so probably only a few thousand exist in a continent filled with millions of people, but they're an option nonetheless. Aasimar are largely indistinguishable from normal humans save that they are transcendently attractive, their skin has no imperfections and can neither scar nor blemish, and their irises are rich and vibrant colors that you would see in the richest of gemstones.

- Androids are an experimental creation of the famous tech mogul and inventor Benedict Pemberton that he based on his new steel duplicant technology. That last bit about steel duplicants existing IS canon, so I have some ground to stand on lore-wise when it comes to justifying androids. These are, thematically-speaking at least, similar to Pinocchio from Lies of P: nearly-imperceptible from humans on the surface, but with clockwork bodies under their synthetic flesh and an alche-magical core formed by condensing leftover spiritual residues into a solid magical stone that houses their 'soul'. As of the start of this AP, only high-priority clients like the R.H.C. and nobility have access to androids and the race is still considered little more than intelligent property by most of the known world, although there's something of an underground movement that feels they are 'human' in every respect that matters and have been staging protests to have androids recognized as free citizens.

- My version of Drow in this game is that they are fey-touched elves like their Eladrin cousins, but their ancestors pledged themselves to the fey goddess of the moon and dreams Av rather than the Srasama and the rest of the Seedism pantheon. This is why their flesh is grey like lunar shadows and their hair is the color of spun moonlight. Also, unlike Golarion's drow, THESE have actual pupils and irises and are NOT evil, but they are generally well-educated, curious, and somewhat elitist and snooty. Many of them left the forests of Elfaivar and have come to the increasingly industrialized nations of Risur and Danor in search of stimulating diversions.

- Changelings are something I added as well and are referred to as 'Witch-Kissed'. Legends can't really agree on whether they are children of hags or were touched in the womb by the magics of the fey titan Granny Allswell, but they have a dark reputation in Crisillyir because of the church's stance on anything 'fey-shot'. Most nations aren't as hostile to changelings though, even if they can sometimes come off as strange.

Now, I'm willing to hear out requests for weirder races, but there are three caveats here. First, they must be easily rationalized within the setting itself- Gnolls, Kobolds, Minotaurs, and Orcs all exist as civilized races in Ber, so they're pretty easy to accept, for example- and not too far outside the bounds of what is 'normal' for Zeitgeist's world. Second, they must be cleared with me. And third, I'm only allowing a hard maximum of two party slots for these 'weird races' out of the six that will be available.

Backgrounds and Campaign Traits:
If you've read the hefty Zeitgeist Player's Guide, you're probably aware that the campaign has some really sick backgrounds- the character themes section if I remember the correct bookmarked section- to represent a character's past before they joined the RHC. Those backgrounds are pretty awesome and have a lot of variety to them.

Well, those are basically your super-powered campaign traits and you get both the associated feat and the abilities and features- but not BAB, HD, saves, etc.- of the first level of the associated three-level prestige class for free. You also gain the remaining two levels of abilities for the associated prestige class at 7th level (when you would normally qualify for one of the PrCs) and 10th level (the earliest you could max out the PrC).

There's one last thing I want people to bear in mind, although it doesn't have any real bearing on character creation itself: every adventure has cool inclusions for every background, so don't treat it as something to ignore past character creation. Skyseers, for example, have cryptic visions of the future in every adventure, while Martial Scientists learn new martial techniques from various sources and Yerasol Veterans are minor celebrities and war heroes that open up new roleplay avenues and social solutions to potential problems. Your background/campaign trait is something that will follow you for the rest of the game and will provide you with far more benefits than are immediately apparent.

Ability Score Generation:
We'll be using a 30-point buy. No score may be lower than 7 or higher than 22.

You also gain the ability score point from leveling and an additional +2 to any ability score you wish.

Automatic Bonus Progression-Lite:
You gain all the benefits of Automatic Bonus Progression except for the following: Armor Attunement, Legendary Gifts, and Weapon Attunement.

Gear, Crafting, and Gold:
You have access to 7,500 GP to spend as you please.

You may precraft up to one third of your GP, but only for yourself.

You may not under any circumstances purchase or craft magic items like the ability score boosters, tomes, rings of protection, cloaks of resistance, etc. The ABP-lite system we're using was intended to cover those.

Feats and Traits:
Feats are changed so that you gain one every level instead of the norm.

Finally, everyone can pick up to three traits. Not interested in including drawbacks, so there's no need to ask about those.

HP:
You get full HP every HD and a static +5 bonus HP.

Houserules:
Background Skills
Custom Traditions (try to make them make sense within the setting)
Elephant in the Room
Firearm Rarity: Guns Everywhere when buying from the R.H.C., variable elsewhere
Free Combat Stamina and Skill Unlocks for everyone

Bans and Changes:
- Leadership and similar feats and abilities are banned, but not the Leadership Sphere.

- Any cheesable meta-modifiers such as Sacred Geometry are banned.

- Anything that grants access to Vancian magic or other systems of casting outside of Spheres is banned. Akashic Mysteries and Path of War content are included in this ban.

- The Sage class is not banned, but I do have some mandatory adjustments that must be made to certain abilities. More details on those if anyone expresses interest in playing the Sage.

I think that's everything! If I've goofed up and missed a core component of character creation or there's some obscure optional rule or interaction you need ruling on, just let me know here in the forums. Which reminds me: unless there's something that you deliberately want to keep hidden from the other players- secret membership in The Family, a dark secret that you want to reveal later, etc.- then I'd prefer you post any questions here in the thread. It's easier and lets my answers be visible to everyone.


Male enough that I can't keep my face shaved beyond a 5'o'clock shadow Gamer Jaded GM20 / Third-Party Enjoyer20 / JRPG Enthusiast20 Tristalt

Go ahead and dot the gameplay thread, folks. Once we finish up hashing out all that we need to in discussion, we'll get this show on the road!


Male enough that I can't keep my face shaved beyond a 5'o'clock shadow Gamer Jaded GM20 / Third-Party Enjoyer20 / JRPG Enthusiast20 Tristalt

Welcome one and all, members of the Warden's Broken Circle! Congratulations on making it this far.

I know there's a few things people still need to work on: picking a Parity, fleshing out backgrounds, using up your last bit of gold (if desired), etc, but have no fear, you have time to work on touching those up before we start.

If you want to work with other players on creating interparty ties, I'm all for it! I'm definitely interested in seeing what strange friendships and rivalries people are down for creating.

Go ahead and dot the gameplay thread if you'd be so kind. Gotta make sure everyone's registered and receiving notifications even at this sorta in-between revision stage.


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That's right, the madman Pasha is back to hopefully cross another idea off the bucket list! Let's get some context out of the way first. My recently diagnosed neurogenic disorder (which thankfully isn't life-threatenening!) means that I'm going to have a lot more free time on my hands for the foreseeable future and I want to use part of that to run one more game.

I'm aware of the dangers of trying to shoulder too many things at once and that's the reason I held off on posting this until I my Coliseum Morpheuon recruitment neared completion. Well that and, truth be told, I had a much bigger list of ideas to work through that was just too all over the place and needed paring down.

There's one thing I need to point out before getting into the ideas: this game is NOT going to be anywhere near as cracked as my Coliseum Morpheuon game. Sure, they'll still start at higher levels and with lots of extra bits and bobs to customize your characters with, but don't expect there to be artifacts, templates, and such up for grabs right off the rip.

Now let's lay the ideas out on the table and see what people think.

First up is Throne of Night by Fire Mountain Games and we're gonna need to talk about it a little more since the AP itself has some baggage that comes with it. If you've been in the Pathfinder sphere as long as I have, you've probably heard that the Throne of Night AP is more or less dead in the water after being abandoned by the author after book two. But I'm the type of person who refuses to let a good idea die and I ended up splicing together something approximating the original concept so that my local group could finish the AP years ago. I've greatly expanded the lore of the Azathyr and the races and cultures within it with heavy helpings of content from Green Ronin's Plot and Poison: A Guidebook to the Drow and Unveiled Masters: The Essential Guide to Mind Flayers books, the Aventyr line of books by AAW Games, WotC's old Lords of Madness supplement covering abberations, and other sources. I've also filled in the gaps of the actual campaign with a combination of elements from AAW's Rise of the Drow mega-adventure, the Cyclopean Deeps hexcrawls by Frog God Games, and my own homebrew based on every scrap of information and art I could find on plans for the AP. The tl;dr of the plot hook is that the PCs were members of the now-fallen House Vytharia, which was slated to usurp Royal House Undorid until an act of treachery led to the fall of the Vytharias. Humiliated, enslaved by the Queen's forces, and sent to the remote settlement of Vothys to be worked to death by Baroness Satha Sevastia, a chance encounter with a svirfneblin freedom fighter sees them freed from their chains and set on a path to reclaim their house's lost glory. This AP is a dark reflection of Kingmaker with its hexcrawling and kingdom-building aspects and it should appeal to anyone who likes that kind of thing.

Following that is EN Publishing's War of the Burning Sky AP, which the informed among you may astututely observe has no official Pathfinder version. Me being the kind of person I am though, I'd never let a silly thing like that stop me and I made a full conversion of it based on the 3.5 version years ago. There's a free player's guide out there for the 3.5 version that covers the setting and requisite information pretty well. The tl;dr of the plot hook is that the PCs are residents of the Free City of Gate Pass, which is currently being besieged on by the armies of the Ragesian Empire under the command of the recently crowned witch queen Leska following the assassination of Emperor Drakus Coaltongue. The PCs are entrusted with the important task of sneaking out of the besieged city and trekking through a secret path within the eternally-burning fey forest of Innenotdar to seek the aid of the Free City's allies and find a means of fighting back against the Empire. And that's just the first two adventures of the twelve adventure AP.

So that's it folks, those are the ideas being considered right now. Ask away if you've got any questions about either idea on the table.


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Hello again netizens of Paizo! Some of you may remember me from the interest check that I posted a few days ago, but allow me to reintroduce myself for those who do not. My chosen nom de guerre here on Paizo is Pasha of the Nightsands, but please just call me Pasha for short. I'm a long-time GM who has been around since the 1.0 core rulebook dropped for Pathfinder and was a 3.X DM for quite some time before even that. I have been craving the chance to run a game that's truly exotic and spicy, but my recently adopted local group is newer to the system and enjoys more grounded games.

That brings me to why I'm here plinking away at my keyboard: I'm looking for players who are tired of being forced to play as low-level John Pathfinders in games that refuse to provide challenge or allow for innovation, optimization, and third-party content. If what I just said resonates with you, know that this game was built from the ground-up with folks like yourself in mind. I put a lot of work into designing this campaign to push the boundaries of the system, provide a challenging and engaging experience to players with more system knowledge, and make use of things that other GMs overlook or actively snub like third-party.

So let's talk about the setting and campaign before we get into the meat and potatoes of the mechanics. I'm putting everything under a spoiler so that finding specific information is not a herculean task.

Setting and Campaign Miscellany:
First things first: this is a planar game in the style of old-school Planescape and uses the City of Seven Seraphs / Lost Spheres multiverse. Don't sweat it if you have no idea what that is because there's only a few things that you really need to know. The City of Seven Seraphs that the setting is named for is a planar metropolis known as Hyraeatan and it is governed by fourteen factions of planar philosophies known as the Parities, home to risen gods known as Eternals, and at the center of a incomprehensibly large network of planar portals and 'roadways' known as the Shadow Lattice. The city's unique position has made it the target of many dangerous planar entities over the eons- the arcane hivemind of arachnid mages known as the Runeweb, the Kyton Overlords of the Vile Geometries, shapeshifting agents of the mirror world Sarros, the Great Old One Nyarlathotep, and the vengeful archfey Eternal known as Hyandil the Flowering Queen, just to name a few- but each crisis was resolved by Hyraeatan's Circle of Wardens, whose members have always been drawn from members of the fourteen Parities.

The PCs are all members of the Circle of Wardens. The Wardens were originally founded eons ago to aid in the city's defense, but have since taken on many tasks: defending the City of Seven Seraphs, enforcing peace between the Parities, exploring new planes to link to the Shadow Lattice via magical keystones, and serving as planar troubleshooters on the side. Membership in one of Hyraeatan's fourteen Parities is a requirement and almost every given Circle is has an enforced balance between those dedicated to ideals aligned with the Radia and Occlusion. The party belongs to the (in)famous Broken Circle whose history is steeped in triumphs and tragedy alike and has seen many beings from countless planes fill its seats.

Now that you've got some idea of the setting, let elaborate a little on the campaign itself. I went into a good amount of detail about this in the interest check, so I'll just copy and paste some of it here.

The idea I have in mind is my own revamped take on Rite Publishing's Coliseum Morpheuon campaign module which, contrary to both the name and the fact that it has an arena arc, doesn't completely focus on gladiatorial stuff and instead goes deep with the planar weirdness and has a plotline that will have the characters squaring off against a nigh-on god by the end of it. I have done a LOT of work on expanding the game and bringing it up to my standards and that's something I want to elaborate on.

First things first, I've completely re-written almost every NPC and encounter to suit my spicy tastes and this game's increased power levels. Just how much did I alter it? Well, let's use one canon NPC as an example. This certain NPC in the original was a sentient psionic robot who believed in a concept called the Universal Pattern and was represented as a Lifespark Psi-Killer Construct Cleric of Law (can't remember the exact class level offhand). I took that NPC and, in trying to keep with its themes, ended up turning it into an Insane AI (a scaling third-party mythic template for those not in the know) Psimech Lifespark Psi-Killer Construct Cryptic20/Dread Juggernaut2 / Machinesmith12/Ioun Angel10 gestalt with several of the Artificial Intelligence deific universal spheres talents from the spheres wiki. THAT is the level of work I've put into changing NPCs to better suit my tastes, the veteran players I hope to attract, and the greatly evolved Pathfinder landscape that has changed so much in the years since the original module was written.

Speaking of NPCs, I've added dozens of them to the game. Probably the most notable of the bunch are the NPCs from the Faces of the Tarnished Souk supplements that were meant as canon additions to Coliseum Morpheuon. All of those NPCs have also been revised and organically incorporated into the game. I've also added many NPCs that are entirely of my own making such as a mysterious wooden karakuri ronin in search of treasures that flow both gold and red, a risen succubus songstress whose heart-wrenchingly beautiful music taps into the primordial magic of the Dreamlands, and the self-proclaimed "King of All Leshies" whose quixotic ideals of royal chivalry are backed up by quirky charm and a panoply of tiny floating soul blades.

I've also taken the liberty of adding in a LOT of extra content in both the main plotline and the many optional side plots of the game. Some of these will take the PCs beyond the Dreamlands to exotic places such as the City of Brass, the Heaven's Reach Mountains in the third-party Lands of the Jade Oath's Xianguong region, the Brightlands that are home to the fey, Valhalla, and the Fields of Asphodel in Hell's first layer, just to name a few.

There's one last thing I need to mention before we wrap this section up: the plot hook. The party are all members of the Circle of Wardens- and by extension, members of one of the Parities that run parallel to Planescape's Factions- in the planar metropolis of Hyraeatan. They are all visited in their dreams by a mysterious woman who claims to represent the Oneirobound Lords of Dingue and extends an invitation to the party on their behalf to visit the Dreamlands and meet with them. She assures them that the matter is of great importance to both parties, one that could have far-reaching implications for not just the Dreamlands, but many other planes as well. They are each gifted a single key of glowing, opalescent energy that the woman claims will allow them to travel bodily to Alliala the City at the End of the Dream. When the PCs awaken, they find that they are still clutching those keys.

Now that I've hopefully given you a better view of the campaign and setting, there's one more set of things I need to talk about before getting into mechanics and those are expectations you should have going into the game.

Expectations:
The biggest expectation you need to have going into this is that I designed this game for people with a bit of experience under their belt. Combat is going to be far more challenging than anything you have experienced in an AP and only people who at least moderately optimize are going to have a good time against some of the absolute units I have built for this game. If you're not as familiar with Pathfinder or you don't like at least a little challenge, this probably isn't the game for you.

This is a game where one side of your gestalt must be 100% third-party and I use a crapton of the stuff in almost every encounter. If the idea of interacting with third-party makes you break out in hives, that's definitely going to be a problem later down the road.

Any characters that are built to exploit mechanics in ways that break the game- unlimited attacks, infinite saveless save-or-suck effects, etc- will be written off completely if it becomes clear to me that's what the player is going for. It's better to ask first if something looks like an exploit or some Reddit-level cheese.

There's a decent split between combat and roleplay sections with a few puzzles sprinkled in here and there. If you're here only for one, I just want to let you know there's about an equal amount of the other.

I plan for this game to go into epic levels and potential players need to be fine with exploring that territory. We won't be using any special rules beyond a few level increases, additional mythic tiers up to 10th, and new epic level items and artifacts being seeded into the game, so you won't have to learn a new system or anything.

Planar games- particularly those with Planescape DNA like this one- are full of NPCs and monsters that are out of the ordinary. Most are simply exotic or outside the norms, but others go WAY out there with their concepts and designs. Make sure that you go into this game with the full knowledge that there will be a lot of weird and exotic NPCs you will encounter.

Despite the game being set in the City of Seven Seraphs / Lost Spheres multiverse, your character can be from basically anywhere in the D&D or Pathfinder universes and that includes third-party regions. Feel free to write your character as having been from Golarion, Midgard, the City of Brass, or whatever. I'm fine with you making up something on the spot if you really want to. That said, I don't really want any characters from established comic book, movie, or video game settings. It breaks my immersion hard when I imagine a Jedi prancing around or a Justice League apprentice slumming it in an extraplanar dive bar. Those things have their place, but that place is not in this game.

This is a game where players should expect to have their power fantasies indulged, but there are limits. I would prefer that lore for characters not screw with canon too much. You can be the ruler of the Stolen Lands, one of the mightiest heroes of your world, or something like that, but committing mass deicide and becoming God Emperor of the Golarionverse and leading your genetically-cloned, power armored goblin army into the Dark Tapestry to exterminate the xenos is a few steps too far outside the bounds of believability, good taste, and your power level.

Characters belong to the Circle of Wardens and therefore need to be the type of characters who would join the organization. Lone wolves, Joker-level psychopaths, and people with serious commitments elsewhere that require their full attention are probably not great characters for this game. This also means that players will need to belong to one of the Parities by virtue of being a Warden, so you'll need to select one of those; you can find information for these on the publisher's (Lost Spheres) blog and under the City of Seven Seraphs section on the Spheres Wiki (be warned: some have different names on the latter).

One final thing to round out this section: I really, REALLY like exotic and innovative characters. This game was designed for people who want something different and the further a thing is from bog-standard fantasy staples, the more likely I am to like it. Stuff like an infernal thunderscout biker, militaristic elan soulknife assassin, gentle fey ice princess, or dwarven henshin hero whose armor and shield are made out of pure gemstones is more likely to catch my interest. That doesn't mean that I won't consider more grounded, Tolkienesque characters, but they'll definitely have a lot harder time grabbing my attention.

It's finally time to move on to what some of the optimizers out there have been dying to dig into. I know that I type WAY too dang much and that it'd probably be a pain having to go back through things later, so I'm putting every individual rule under a spoiler to make it less of a pain to scroll through for a single piece of information.

Levels, Gestalt, and Mythic:
Let's start with the big stuff first: how we're handling class levels, gestalt, and mythic.

First things first: everyone is a 20th-level gestalt character, but with a few caveats.

One side of the gestalt is 100% limited to third-party classes only. That means no half-hearted one level dip or slapping a third-party archetype onto a first-party class will suffice. That also means that you cannot take a Paizo prestige class on this side.

If you want to know what classes are allowed, there's a spoiler down below detailing the roughly 200 classes I'm cool with- many, but not all, of which can be found on the popular SRDs- in alphabetical order. Some of these have nerfs that may be instituted. One last thing on that: I'm only moderately experienced with Spheres of Guile stuff, so I may scrutinize characters that use those harder than I would the other Spheres varieties.

Additionally, the non-dedicated side of the gestalt can only be mixed and matched with levels drawn from any of the following things: Legendary Class versions of Paizo classes, Paizo classes that have no legendary version, third-party classes, and prestige classes (of either Paizo or third-party origin).

Everyone also has a single mythic tier in a gestalted mythic path. How this works is that you choose two mythic paths and gain the new features of each of them every time you gain a tier unless doing so would grant you two instances of the same ability. I'm imposing no third-party restrictions here, but you're free to use third-party mythic paths if they suits your fancy.

Everyone gains the following mythic ability for free: "I Will Survive (Ex): When the actions taken by a creature during its turn would reduce you below 0 hit points, you can expend one or more uses of mythic power as a swift action to survive with 10% of your CURRENT hit points (before that creature began its turn) for each use of mythic power you spend. All damage dealt as part of a full attack action is considered a single effect for this purpose."

Definitive Third-Party Gestalt Side Class List:
Adept Godling (Genius Guide to Mystic Godlings)
Aegis (Ultimate Psionics)
Aethernaut (City of Seven Seraphs)
Agent (Spheres of Guile)
Angakkuq (Cerulean Seas: Indigo Ice)
Angelic Paragon (In the Company of Angels)
Angler (Cerulean Seas: The Azure Abyss)
Arbiter (Thunderscape the World of Aden Campaign Setting)
Archivist (Path of Iron)
Armiger (Genius Guide to the Armiger)
Armiger (Spheres of Might)
Armorist (Spheres of Power)
Artisan (The Artisan)
Aquanaut (Cerulean Seas: Waves of Thought)
Atomic Adept (Gonzo 2)
Battle Butler (Gonzo 2)
Battle Scion (New Paths Compendium)
Blacksmith (Spheres of Might)
Blood Skald (Rhune Dawn of Twilight Campaign Setting)
Bravo (Spheres of Champions)
Calculator (Alternate Paths: Martial Characters 2 Fight Smarter)
Chaplain (Pure Steam Campaign Setting)
Clever Godling (Genius Guide to the Godling)
Clockwork Adept (Rhune Dawn of Twilight Campaign Setting)
Commander (Spheres of Might)
Conscript (Spheres of Might)
Courser (Spheres of Guile)
Crimson Dancer (The Crimson Dancer)
Croupier (Gonzo 2)
Cruorchemist (Genius Guide to the Cruorchemist)
Cryptic (Ultimate Psionics)
Daevic (Akashic Mysteries)
Davatti (Gonzo 2)
Death Knight (Genius Guide to the Death Knight)
Deductionist (The Deductionist)
Demon Hunter (Heroes of the Jade Oath)
Disciple (Shadows Over Vathak Player's Guide)
Dissident (Spheres of Champions)
Draconic Exemplar (In the Company of Dragons / In the Company of Dragons Expanded)
Dread (Ultimate Psionics)
Dynamancer (Gonzo 2)
Death Mage (Genius Guide to the Death Mage)
Dragonrider (Genius Guide to the Dragonrider)
Dragoon (Lost Champions: Dragoon)
Echo (City of Seven Seraphs)
Eclipse (City of Seven Seraphs)
Eldritch Godling (Genius Guide to Mystic Godlings)
Elementalist (Spheres of Power)
Eliciter (Spheres of Power)
Elven Archer (New Paths Compendium)
Engineer (Four Horsemen Present Base Class: Engineer)
Enlightened Scholar (Heroes of the Jade Oath)
Entomancer (Thunderscape the World of Aden Campaign Setting)
Envoy (Spheres of Guile)
Epilektoi (Akasha Reshaped: Path of Enlightenment)
Face-Changer (Alternate Paths: Martial Characters 2 Fight Smarter)
Fallen (Thunderscape the World of Aden Campaign Setting)
Fey Adept (Spheres of Power)
Feybinder (The Feybinder)
Fiendish Exemplar (In the Company of Fiends)
First Folk Paragon (In the Company of Fey)
Fisherking (The Fisherking)
Fortune-Teller (Shadows Over Vathak Player's Guide)
Fury (Four Horsement Present Base Class: Fury)
Gearhead (Pure Steam Campaign Setting)
Genesis (Psionics+)
Genius (Spheres of Guile)
Gjallarhorn (Rhune Dawn of Twilight Campaign Setting)
Godaikishi (Cerulean Seas: Celadon Shores)
Golemoid (Thunderscape the World of Aden Campaign Setting)
Gladiator (The Ultimate Gladiator)
Guide (Gonzo 2)
Gun Priest (Rhune Dawn of Twilight Campaign Setting)
Guru (Akashic Mysteries)
Harbinger (Path of War Expanded)
Hedgewitch (Spheres of Power)
Helmsman (Arcforge: Technology Evolved)
Henshin Hero (Gonzo 2)
Highlord (Psionics Augmented: Highlord)
Huay (Akasha Reshaped Huay)
Incanter (Spheres of Power)
Jann Paragon (In the Company of Genies)
Jotun Paragon (In the Company of Monsters)
Kahuna (Cerulean Seas: Undersea Campaign Setting)
Kheshig (Akashic Classes: Kheshig)
Kinetic Shinobi (Legendary Hybrids: Kinetic Shinobi)
Kusa (Heroes of the Jade Oath)
La Rosa (Alternate Paths: Divine Characters)
Lantern (Alternate Paths: Divine Characters)
Legendary Kineticist (Legendary Kineticist)
Luckbringer (The Secrets of Adventuring)
Lurker (Hybrid Class: Lurker)
Machinesmith (Classes of NeoExodus: The Machinesmith)
Mageknight (Spheres of Power)
Magical Girl (Gonzo 2)
Malefactor (The Malefactor)
Mariner (Cerulean Seas: Undersea Campaign Setting)
Marksman (Ultimate Psionics)
Marshal (Pure Steam: Westbound)
Mastermind (Spheres of Guile)
Mechmage (Thunderscape the World of Aden Campaign Setting)
Medic (Divergent Paths: Medic)
Medusa Paragon (In the Company of the Medusa)
Mighty Godling (Genius Guide to the Godling)
Monster Cowboy (Gonzo 2)
Monster Trainer (Mystical Kingdom of Monsters Anniversary Edition)
Moon Child (It Came From the Stars Campaign Guide)
Mosaic Mage (Genius Guide to the Mosaic Mage)
Mountebank (Lost Champions: Mountebank)
Mystic (Path of War Expanded)
Necros (Lost Champions: Necros)
Nexus (City of Seven Seraphs)
Nightblade (Path of Shadows)
Pactmaker (Pact Magic: Grimoire of Lost Souls)
Parasite (Codex of Blood: Parasites)
Phantom Thief (Gonzo 2)
Primal Host (Primal Host)
Prodigy (Spheres of Champions)
Professional (Spheres of Guile)
Promethean (Eldritch Essences: Promethean)
Protean Scribe (Classes of NeoExodus: The Protean Scribe)
Psion (Ultimate Psionics)
Psychic Warrior (Ultimate Psionics)
Radiant (City of Seven Seraphs)
Rajah (Divergent Paths: Rajah)
Rakshasa Paragon (In the Company of the Rakshasa)
Raveler (Akashic Spheres: Unwoven Magic)
Reanimator (Shadows Over Vathak Player's Guide)
Reaper (Lost Champions: Reaper Apocrypha)
Rog-kalem Paragon (In the Company of Monsters)
Royal (Playground Adventures: Royal Class)
Saboteur (Path of Iron)
Sacred Necromancer (Mysteries of the Dead Side: Sacred Necromancer)
Sage (Spheres of Champions)
Savant (New Paths Compendium)
Savant (Spheres of Might)
Scholar (Spheres of Might)
Seer (Thunderscape the World of Aden Campaign Setting)
Sentinel (Spheres of Might)
Shadow Assassin (Genius Guide to the Shadow Assassin)
Shadow Weaver (City of Seven Seraphs)
Shapeshifter (Paranormal Adventures)
Shifter (Spheres of Power)
Shifu (Four Horsemen Present: Hybrid Class Shifu)
Silvermane Exemplar (In the Company of Unicorns)
Siren (Cerulean Seas: Undersea Campaign Setting)
Skipper (Psionics+)
Soldier (Shadows Over Vathak Player's Guide)
Soulforge (The Soulforge: Spirit of a Hero)
Soulknife (Ultimate Psionics)
Soulweaver (Spheres of Power)
Spell-less Ranger (New Paths Compendium)
Spellweaver (Classes of the Lost Spheres: Spellweaver)
Stalker (Path of War)
Starseed (It Came From the Stars Campaign Guide)
Steamwright (Thunderscape the World of Aden Campaign Setting)
Stonewarden Paragon (In the Company of Monsters)
Stormbound (Stormbound: Renewed Focus)
Striker (Spheres of Might)
Symbiat (Spheres of Power)
Tactician (Ultimate Psionics)
Tao (Heroes of the East)
Taskshaper (The Secrets of Adventuring)
Tech Savant (Pure Steam: Westbound)
Technician (Spheres of Might)
Tecnopath (CLASSifieds: The Technopath)
Thaumaturge (Spheres of Power)
Thaumaturge (Thunderscape the World of Aden Campaign Setting)
Theorist (Spheres of Champions)
Theurge (City of Seven Seraphs)
Thug (Akasha Reshaped: Psionic Essence)
Thunderscout (Thunderscape the World of Aden Campaign Setting)
Time Thief (Genius Guide to the Time Thief)
Time Warden (Genius Guide to the Time Warden)
Transcendent (Akashic Classes: Transcendent)
Troubadour (Spheres of Champions)
True Wight (In the Company of Wights)
Untouchable (It Came From the Stars Extras)
Valkyrie Paragon (In the Company of Valkyries)
Vanguard (Path of Iron)
Vessel (Paranormal Adventures)
Vitalist (Ultimate Psionics)
Vizier (Akashic Mysteries)
Voltaic (Lost Paths: Voltaic)
Volur (Akashic Classes: Volur)
Voyager (Psionics Augmented: Voyager)
Wandering Artist (The Wandering Artist)
Warden (Spheres of Champions)
Warder (Path of War)
Warlord (Path of War)
Warpmind (Psionics+)
Weald Warrior (In the Company of Treants)
White Necromancer (New Paths Compendium)
Wilder (Ultimate Psionics)
Wokou (Cerulean Seas: Celadon Shores)
Wraith (The Wraith)
Yakuza (Legendary Hybrids: Yakuza)
Yohunga (Freebooter's Guide to the Razor Coast)
Zealot (Path of War Expanded)
Zodiac (Classes of the Lost Spheres: Zodiac)

Races:
Players have the entire Paizo spread of races that they can choose from and can request third-party races with the expectation that almost everything is cool with me unless the idea of it just irks me for whatever reason.

I'm going to clearly state right now that all of Dreamscarred Press's psionic and akashic races are 100% allowed, as are races from Lost Spheres Publishing's City of Seven Seraphs and Rite Publishing's In the Company of Monsters series.

I will not allow custom races whatsoever and I'm standing firm on that.

Ability Score Generation and Caps:
Generate your ability scores using a 35 point buy first.

Next, add in ability score increases as if you were using the Automatic Bonus Progression system.

Finally, you have an extra seven one-point ability score increases that you can distribute as you see fit. This replaces the normal ability score increases from leveling.

Ability scores currently have a hard cap of 40. Temporary boosts can bring them over that limit, but your actual score should not be higher than that.

Automatic Bonus Progression-Lite:
You gain all the benefits of Automatic Bonus Progression except for the following: Armor Attunement, Legendary Gifts, and Weapon Attunement.

Gear, Gold, and Crafting:
You have access to 650,000 GP to spend as you please.

You may precraft up to three-quarters of your GP, but only for yourself. You may only precraft a total amount of mythic items totaling 300,000 GP or less. You may not purchase or craft epic-level items at this point.

You may not under any circumstances purchase or craft magic items like the ability score boosters, tomes, rings of protection, cloaks of resistance, etc. The ABP-lite system we're using was intended to cover those.

If you gain a cohort through one of the exceptional means listed elsewhere in this thread, any gear of theirs must be purchased out of pocket by your character.

Feats, Skills, and Traits:
Everyone gains three extra skill points every level and these can be spent on either regular skills of background skills.

Feats are changed so that you gain one every level instead of the norm.

Everyone also receives two mythic feats for free.

Finally, everyone can pick up to three traits. Not interested in including drawbacks, so there's no need to ask about those.

HP:
You get full HP every HD and a static, one-time +10 bonus HP.

Houserules:
Elephant in the Room
High Psionics
Psionic Transparency
Guns Everywhere
Custom Martial/Casting Spheres Traditions
Combat Stamina and Skill Unlocks are free for everyone just to spice things up.

Fixes for Mythic and Other Things:
Amazing Initiative: You only gain the initiative bonus of this ability, not the extra feature.

Swift actions path features such as Champion's Strike, Divine Surge, etc: All path features of this type are standard actions when used at a cost of 1 use of mythic power, with the option to expend 2 uses of mythic power to use the ability as a move action or 3 uses of mythic power to use it as a swift action. If the ability involves making an attack, expending 1 use of mythic power allows it to be used in place of an attack, including as part of an attack action, charge, or as part of a full attack action.

Titan's Bane: If you enter the space of a mythic creature with this ability, it is considered flat-footed only against the first attack you make against it.

Mythic Power usage: You can only activate abilities that require mythic power expenditure up to twice per round. This applies to everything: mythic feats, mythic spells, mythic path abilities, etc. This limitation does not apply to legendary items.

Mythic Surges: These can only be used before a roll and, therefore, cannot be used after a roll's success or failure has been determined.

Foe-Biting Legendary Item Ability: Instead of the usual rules, use the following: "You can expend one use of the item’s legendary power after striking an opponent with the weapon to add the bane property against that specific creature (regardless of its type and subtype) for 1 minute. If the item is already a bane weapon against that creature’s type (and subtype, if applicable), using the foe-biting property increases the effect of bane to a +3 enhancement bonus and +3d6 damage, or to +4 and +4d6 if the wielder is a mythic character and expends one use of mythic power as a swift action when expending the item’s legendary power to increase its bane effect."

Mythic Power Attack: The following text is removed, "In addition, the bonus damage from this feat is doubled on a critical hit, before it's multiplied by the weapon's critical multiplier."

Mythic Vital Strike: The following text replaces the normal rules, "Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit by 2 if you are using Vital Strike, by 3 if you are using Improved Vital Strike, or by 4 if you are using Greater Vital Strike."

'Display of' universal path abilities and the Adroit legendary item ability: These grant a bonus of 2x your mythic tier to relevant checks instead of a flat +20.

Unstoppable base mythic ability: Replace the normal rules text with the following, "At 8th tier, you can expend one use of mythic power as a free action to immediately end any one of the following conditions currently affecting you: bleed, dazzled, deafened, entangled, fascinated, fatigued, frightened, shaken, sickened, or staggered.

You can expend two uses of mythic power to immediately end one of the following conditions: blind, confused, cowering, dazed, exhausted, nauseated, panicked, paralyzed, or stunned.

You must spend one additional use of mythic power to end the effect if the effect you wish to end was caused by a mythic effect. If the effect is permanent, you must spend twice as many uses of mythic power as normal to end the effect. All other conditions and effects remain, even those resulting from the same spell or effect that caused the selected condition. You can use this ability at the start of your turn even if a condition would prevent you from acting."

Effects that ignore spell resistance: An effect that allows you to ignore spell resistance (when it would normally apply) only adds your mythic tier on caster level checks if the foe is also mythic. You apply an additional +2 circumstance bonus if you are casting a mythic spell.

Effects that ignore immunity to negative conditions: Creatures with a mythic tier higher than you are immune to any attempts to remove or bypass their immunity to negative conditions such as mind-affecting effects, death effects, petrification, etc.

Wild Arcana: Remember that this ability has been officially retconned as a standard action instead of a swift action.

Wish/Miracle/etc: These spells do not allow you to bypass the long cast times of certain spells like Geas, although they can still be cast through them. One more thing people need to know is that using the less-defined "wish-making" options (for lack of a better term) is something you need to reserve for the most dire situations because I absolutely will make the monkey's paw curl if you overreach with what you wish for.

Bans:
Leadership lets you play a second character and it's banned for that reason alone. This applies to similar feats and archetypes that grant cohorts as well. Certain class features that grant cohorts are not restricted like this, but I can implement any restrictions on character building options for those cohorts as I see fit.

Sacred Geometry has a calculator for it out there on the internet and that means it gets thrown into the trash bin where it belongs as well.

Animal Companions, Eidolons, Familiars, Mounts, Phantoms, etc:
I'm throwing a bone to those who get these so that the poor companions can actually do something.

Every one of the companion creatures gets a Mythic Simple Template off the rip.

They ALSO get the 'Automatic Bonus Progression-Lite' I detailed earlier for players.

Epic Boons:
Everyone gets their choice of two epic boons from the following list.

Boon of Wealth and Stature: You are the leader of a nation or organization. Access to their coffers grants you an additional million GP. Your position also comes with added bonus of having people under you, represented mechanically as followers gained as if you possessed the Leadership feat (you do not gain a cohort). This comes with the additional perk of owning land important to your nation or organization, as determined by you and the GM. Taking this boon twice grants you an additional million GP, doubles your followers, and grants you a cohort as Leadership, which the GM can choose to restrict at their discretion.

Boon of the Legend-Wielder: At some point in your life, you came into contact with an storied item of great power and history. You start with either one major artifacts or two minor artifacts in your possession. Your GM may veto certain artifacts at their discretion, such as a Sphere of Annihilation. Taking this boon allows you to choose an additional major artifact or two minor artifacts.

Boon of the Well-Traveled Wanderer: You have occupied many roles during your life and picked up many abilities and tricks during this time that would fall outside of a normal adventurer's purview as a result. This is represented by you gaining the class features of ten prestige class levels. These effective 'levels' worth of abilities can be mixed and matched as you see fit and you do not need to meet most qualifications unless they require continued devotion to a deity, one of the Parities, or a particular alignment. Note that this boon only grants the class features and none of the other things a normal prestige class could grant: HD, BAB, saves, skill points, spell/power progression, etc. Taking this boon twice grants you an additional ten levels of prestige class features.

Boon of the Apex Entity: You were either born as an apex being of your kind or became such somewhere along the way. This grants you the one of the basic Universal Deific Spheres suited to your character's themes and two talents that from that sphere. Taking this boon twice grants you three additional talents from that sphere. The GM can veto or alter any talents that do not suit the game as-written.

Boon of the Evolution's Chosen: Some circumstance in life has altered your very being in a fundamental way that sets you apart from normal beings of your species. As a result, you or a companion you gain from a class feature gain a number of templates of your choice less than or equal to a total CR value of +6. These must be cleared with the GM, who has the right to deny or alter any that they feel do not suit the game. You may take this boon more than once, but this new set of templates cannot be added to the same being.

Boon of the Storied Monster: This boon can only be taken by a character belonging to one of the races featured in Rite Publishing's In the Company of Monsters series. You were born as a monster and grew as one alongside developing other skills. As a result, you gain ten free levels worth of class features from the racial paragon class tied to your race. Taking this epic boon twice increases that by an additional ten levels for a grand total of twenty. Any levels in the racial paragon class that you already possess stack with this boon for the purposes of gaining new features.

One final thing before I close this out and take a well-deserved break for the night. A lot of work was put into this the last few days, so much so that forgetting to add one small piece of information or another is almost a foregone conclusion. Let me know if I've missed some crucial piece of information that you might need to work on your character.


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Well-met netizens of Paizo! My chosen nom de guerre is Pasha of the Nightsands- but please, just call me Pasha- and I've been wanting to run something that's a little too spicy for my local group. It's not really worth getting too granular with the details at this point, but just hear me out on the half-dozen or so things that need talking about and see if you're picking up what I'm putting down, as they say.

Let's start by ripping the bandaid off and talking about the gestalt. This isn't a vanilla gestalt game, no siree. Those can be far too bland for my tastes. No, this game has a special caveat to its gestalt: one side of the gestalt must be 100% third-party. No half-hearted one level dips or slapping third-party archetypes onto first-party classes will suffice. I want to see fresh concepts and the three-billionth Oradin just ain't it.

Since everyone is starting off with a single mythic tier, I'd be a fool to not mention that your mythic path is also gestalted. Before people panic, don't worry, I'm not requiring one of the paths be third-party. Now I am allowing people to take third-party mythic paths like the Hollow One, Overmind, or Worldsinger if they so choose, but they're not required. Some variation of mythic fixes will also be in play, but don't sweat the details about that right now.

One last mechanic needs explanation and that's for a set of options called Epic Boons. Players at this level are unique and exceptional and Epic Boons are meant to represent that mechanically. Players get their choice of two of these when creating a character and the things they can do are as varied as they are powerful, such as: having an extra million GP and both land and followers, owning one major artifact or two minor artifacts that have been pre-approved by yours truly, being able to select from a pool of pre-approved templates that they can split between themselves and any class feature companions they have, getting free features from a set number of prestige class levels that they don't necessarily need to qualify for, and being able to replace part of their build with a full-on CRed monster, albeit with certain limitations and my approval.

That's all I'm planning on discussing right now with regards to rules and all that jazz, so let's move on the topic of the campaign itself. The idea I have in mind is my own revamped take on Rite Publishing's Coliseum Morpheuon campaign module which, contrary to both the name and the fact that it has an arena arc, doesn't completely focus on gladiatorial stuff and instead goes deep with the planar weirdness and has a plotline that will have the characters squaring off against a nigh-on god by the end of it. I have done a LOT of work on expanding the game and bringing it up to my standards and that's something I want to elaborate on.

First things first, I've completely re-written almost every NPC and encounter to suit my spicy tastes and this game's increased power levels. Just how much did I alter it? Well, let's use one canon NPC as an example. This certain NPC in the original was a sentient psionic robot who believed in a concept called the Universal Pattern and was represented as a Lifespark Psi-Killer Construct Cleric of Law (can't remember the exact class level offhand). I took that NPC and, in trying to keep with its themes, ended up turning it into an Insane AI (a scaling third-party mythic template for those not in the know) Psimech Lifespark Psi-Killer Construct Cryptic20/Dread Juggernaut2 / Machinesmith12/Ioun Angel10 gestalt with several of the Artificial Intelligence deific universal spheres talents from the spheres wiki. THAT is the level of work I've put into changing NPCs to better suit my tastes, the veteran players I hope to attract, and the greatly evolved Pathfinder landscape that has changed so much in the years since the original module was written.

Speaking of NPCs, I've added dozens of them to the game. Probably the most notable of the bunch are the NPCs from the Faces of the Tarnished Souk supplements that were meant as canon additions to Coliseum Morpheuon. All of those NPCs have also been revised and organically incorporated into the game. I've also added many NPCs that are entirely of my own making such as a mysterious wooden karakuri ronin in search of treasures that flow both gold and red, a risen succubus songstress whose heart-wrenchingly beautiful music taps into the primordial magic of the Dreamlands, and the self-proclaimed "King of All Leshies" whose quixotic ideals of royal chivalry are backed up by quirky charm and a panoply of tiny floating soul blades.

I've also taken the liberty of adding in a LOT of extra content in both the main plotline and the many optional side plots of the game. Some of these will take the PCs to exotic places such as the City of Brass, the Heaven's Reach Mountains in the third-party Lands of the Jade Oath's Xianguong region, the Brightlands that are home to the fey, Valhalla, and the Fields of Asphodel in Hell's first layer, just to name a few.

There's one last thing I need to mention before we wrap things up: the plot hook. The party are all members of the Circle of Wardens- and by extension, members of one of the Parities that run parallel to Planescape's Factions- in the planar metropolis of Hyraeatan. They are all visited in their dreams by a mysterious woman who claims to represent the Oneirobound Lords of Dingue and extends an invitation to the party on their behalf to visit the Dreamlands and meet with them. She assures them that the matter is of great importance to both parties, one that could have far-reaching implications for not just the Dreamlands, but many other planes as well. They are each gifted a single key of glowing, opalescent energy that the woman claims will allow them to travel bodily to Alliala the City at the End of the Dream. When the PCs awaken, they find that they are still clutching those keys.

Whew, that was a lot to cover and I appreciate everyone who has stayed invested long enough to reach this point. So how about it? Did I manage to pique your interest so far? Are you willing to take the plunge and give a game in the spirit of old-school Planescape a shot?