| Gearmaster of the Turning Age |
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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.
- 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.
- 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.
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.
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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.
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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.
- 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!
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.
- 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.
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.
You also gain the ability score point from leveling and an additional +2 to any ability score you wish.
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.
Finally, everyone can pick up to three traits. Not interested in including drawbacks, so there's no need to ask about those.
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
- 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.