Steam and soot darken the skies above the city of Flint, and winds sweeping across its majestic harbor blow the choking products of industrial forges into the fey rainforests that dot its knife-toothed mountains. Since the earliest ages when the people of Risur founded this city, they feared the capricious beings that hid in those fog-shrouded peaks, but now as the march of progress and the demands of national defense turn Flint into a garden for artifice and technology, the old faiths and rituals that kept the lurkers of the woods at bay are being abandoned.
The Unseen Court, the Great Hunt, and the many spirits of the land long ago conquered by Risur’s kings no longer receive tribute, but they cannot enter these new cities of steam and steel to demand their tithe. The impoverished workers who huddle in factory slums fear monsters of a different breed, shadowy children of this new urban labyrinth. Even their modern religions have no defenses against these fiends.
Times are turning. The skyseers – Risurs folk prophets since their homeland’s birth – witness omens in the starry wheels of heaven, and they warn that a new age is nigh. But what they cannot foresee, hidden beyond the steam and soot of the night sky, is the face of this coming era, the spirit of the age. The zeitgeist.

ZEITGEISTâ„¢ is an adventure path for D&D 4th Edition and PATHFINDER RPG, taking a party of heroes from Level 1 to Level 30 (D&D 4E) or 1st-20th Level (PATHFINDER), brought to you by the same people who created the critically-acclaimed War of the Burning Sky campaign saga and featuring the same level of intriguing plot, memorable NPCs , and a strong, immersive storyline.

In the ZEITGEIST™ campaign saga, your characters serve in the Homeland Constabulary of the nation of Risur, protecting the country and its citizens from foreign threats lurking within Risur’s borders. During missions of espionage and assassination, your duty will be to root out hostile spies and pursue international conspiracies. As you learn more of your homeland’s own secrets, however, your loyalties may be tested, may even be turned, and you may find that it is you whose hand controls the gears of the turning age.

The ZEITGEISTâ„¢ campaign saga consists of twelve intricately crafted adventures, and is carefully designed to allow starting and stopping points (covering each of D&D 4E's tiers of play in the 4E version) while providing a cohesive, well-plotted story arc. The ZEITGEISTâ„¢ campaign saga is available to EN World subscribers.

The level ranges for the adventures below refer to the D&D 4E versions of the adventures. The PATHFINDER versions differ. Note that the PATHFINDER versions are not simply re-statted versions of the 4E adventures - they include rewrites where necessary to suit the different game systems.

Act One: Heroic Tier
The heroes investigate conspiracies in order to protect Risur and Danor’s imminent peace treaty.

Island at the Axis of the World. Level 1.
The Dying Skyseer. Level 2-4.
Digging for Lies. Level 5-7.
Always on Time. Level 8-9.
Cauldron-Born. Level 10-11.

Act Two: Paragon Tier
The heroes fight a conspiracy’s plot to alter reality so they can ascend to power.
Revelations from the Mouth of a Madman. Level 12-14.
Schism. Level 15-17.
Diaspora. Level 18-19.
The Last Starry Sky. Level 20-21.

Act Three: Epic Tier
The villains rule a world twisted to fit their philosophy. The heroes topple them and set a new course for the world.
Godmind. Level 22-24.
Gorged on Ruins. Level 25-27.
The Grinding Gears of Heaven. Level 28-29.
Avatar of Revolution. Level 30.


Edition: 1st

Publisher: EN Publishing

Default Rule System: Pathfinder (1st)

Create a campaign in this setting


Kuknus Classifieds Setting: Zeitgeist GM: Fav_tinyNaveen (kuknus)
RandomRollPlay Setting: Zeitgeist GM: Image_tinyWarrior (WarriorX)