TEXT:  
  From the Pen of Ryan Nock 
   
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  EN5ider Presents:
  The Zeitgeist Adventure Path
  Player’s Guide
  Part 3
  Thoroughly Playtested for Maximum Enjoyment by 
  Jason Boss, David Braught, Josh Brzinski, Ted Brzinski, 
  Sam Coman, Neil D’Cruze, Francis Dickinson, 
  Robert M. Everson, Michael Gallogly, Matthew J. Hanson, 
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  Romana Perez, Hamid Raoof, Bryan Rennekamp, 
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  Seamlessly Updated to Fifth Edition by 
  Ryan Nock and James J. Haeck
   
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  and to the over one thousand generous patrons of EN World EN5ider whose support 
  has made this Fifth Edition update possible.
  
  2 | EN5ider Presents: The Zeitgeist Player’s Guide • Part 3
  City of Flint Vital Statistics
  Population: 800,000
  Head of Government: Governor Roland Stanfield.
  Key Districts:  The Ayres, Bosum Strand, 
  Central District, the Cloudwood, 
  the Nettles, North Shore, Parity Lake, 
  Pine Island, Stray River.
  Prominent Landmarks:  Cauldron Hill, Parity Lake, 
  Stanfield Canal.
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  this article, including maps and illustrations (including public domain illustrations), narrative and descriptive text, character and 
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  The City of Flint
  t
  he city of Flint is the heart of Risur’s indus-
  trial revolution, and it is the base of operations for 
  the PCs. You and your fellow players should have at least 
  passing familiarity with this primer, for in the second 
  Zeitgeist adventure a murder mystery will take the con-
  stables from the heights of the city’s majestic rainforest 
  mountains to the depths of its criminal underbelly. Also 
  described within is the Royal Homeland Constabulary, 
  the organization the PCs belong to, and techniques used 
  to apprehend and interrogate enemies of Risur. 
  
  EN5ider Presents: The Zeitgeist Player’s Guide • Part 3 | 3
  The City of Flint
  City Districts
  Each district has its own mayor who handles local affairs, all of 
  whom are elected except the mayor of The Nettles, whose additional 
  role as guardian of the cursed Cauldron Hill requires he be ap-
  pointed by the governor and approved by the king. 
  Districts also elect representatives to the city council, whose 
  authority is balanced against that of the city governor, Roland 
  Stanfield. Technically the position of governor is elected, but aside 
  from brief periods after the deaths of various incarnations, Stan-
  field has held the position for over four centuries.
  Bosum Strand
  Depending on who you ask, the name Bosum Strand comes either 
  from the boatswains who frequented its taverns, or from the har-
  bor’s more traditional name, which translated to bosom of the sea. 
  In either case, the docks along the east shore of Flint Bay are the 
  heart of the city’s trade, culture, and crime.
  Hundreds of warehouses serve Flint’s merchant fleet, and doz-
  ens of bars, taverns, gambling houses, and brothels serve its dock 
  workers. Craftsmen, artists, and money changers own shops sur-
  rounding several scattered public squares throughout the district, 
  and the district’s mayor Griffin Stowe has strong-armed property 
  owners along major streets to ensure that when the wealthy and 
  influential travel the strand they are not forced to see any of the 
  district’s uncouth underbelly.
  This is why, of course, the dockers make a point to perform on as 
  many street corners and squares as possible.
  The district is currently clearing out tenants and demolishing 
  buildings for a freight rail line. The station is already under con-
  struction, and once complete it will speed delivery of raw materials 
  and natural exports. More importantly, it will let Flint share its 
  industrial bounty with the rest of the nation. Unusually, many local 
  druids have been recruited to speak with the spirits of the land and 
  appease them so they will not disrupt the building process.
  The Night of the Mirror Moon occurs when the High Winter 
  moon is the fourth full moon of the season. From the moment the 
  moon shines on Flint Harbor, anyone who enters the water while 
  holding a mirror will emerge in the Dreaming analogue of Bosum 
  Strand. There, it is said, the docks are replaced by a glorious beach 
  where all the fey from miles around gather for the wildest party one 
  could ever imagine. Sometimes people fail to get back before the 
  moon sets, while others return with magical powers, a gift or bar-
  gain from the fey. The last such Mirror Moon happened seventeen 
  years ago, in 483 a.o.v., and the next will be in two years.
  
  4 | EN5ider Presents: The Zeitgeist Player’s Guide • Part 3
  The City of Flint
  Central
  The oldest and most developed district of Flint is 
  home to its main government structures, including 
  the city council, superior court, police headquar-
  ters, and the offices of various civil functionaries 
  like tax collectors. Grand party halls, ornate druid-
  ic garden temples, and parks filled with monuments 
  to old wars provide recreation and entertainment 
  for the city’s nobility and prospering middle class, 
  while the Orange Street commodities market and 
  the prestigious Pardwight University are the dual 
  hearts of Flint’s economic and academic cultures.
  The district mayor Oncala Putnam recently ap-
  proved construction of a grand subrail station to 
  serve as the hub of a city-wide transportation net-
  work. Currently the Central district is often clogged 
  with traffic from the surface rail station, since the 
  proposed tunnel through Humble Hill in the Net-
  tles, meant to provide an easier route to the factories 
  of Parity Lake, has been dogged by sabotage from 
  elements opposed to the industrialization of Risur.
  Just off the coast in Flint Bay, the city governor’s 
  mansion occupies what was once an island for-
  tress. For the past 400 years Roland Stanfield has, 
  through various incarnations and with only rare 
  disruption, served as city governor, earning near 
  universal respect for his wisdom and leadership.
  Perhaps most importantly for the PCs, Central 
  district is home to the local headquarters of the 
  Royal Homeland Constabulary, headed by Lady 
  Inspectress Margaret Saxby. Extensive details of 
  the local branch are presented below, in the Royal 
  Homeland Constabulary section.
  Subrail Construction.
  A major freight and passenger railroad line en-
  ters from the south and stops at King’s Station, 
  but local light rail routes are being constructed 
  throughout Central District. Most of this route 
  travels underground, thus earning the moniker 
  subrail. One section parallel to the freight line 
  travels aboveground in the same corridor, and a 
  brief stretch of track near Pardwight University 
  rises to the surface by necessity, due to some magi-
  cal quirks of geography.
  Cloudwood
  The eastern outskirts of Flint are dominated by tow-
  ering mountains, their peaks constantly shrouded 
  in clouds that feed lush rainforests and verdant 
  streams. The steep highlands are sparsely popu-
  lated, but numerous plantations and small farms 
  fill the flatter terrain near the coast. Few city folk 
  venture out to these lands, believing that here the 
  veil between the real world and the Dreaming is 
  thin. Local myths include countless tales of farm-
  ers, travelers, and juvenile miscreants who wander 
  into the foggy woods and suffer wretched fates at 
  the hands of capricious fey.
  While most who live in Cloudwood consider it 
  common courtesy to share a bowl of milk or plates 
  of sliced fruit with unseen nightly visitors, the 
  district’s new mayor, Doyle Idylls, has forbidden dis-
  trict employees from engaging in the old tradition. 
  Mayor Idylls shares his office with the local police 
  branch, and he recently had salt baked into bricks 
  around its base in order to keep away curious fey. 
  Soon after, the building developed a gopher problem.
  Though criminals in Flint tend to make the Net-
  tles their first stop when on the run from the law, 
  those who really need to lay low find the wild rain-
  forests of Cloudwood ideal. The most rural areas of 
  the district are practically independent thorps and 
  hamlets, many of which are sympathetic to desper-
  ate outsiders. Until recently they reaped rewards 
  from collaborating with at least three gangs which 
  operated out of the forest, but a new player in the 
  area has somehow managed to get the gangs to call 
  off their attacks.
  Navras Opera House
  Flint’s oldest surviving building is the Navras 
  Opera House in the central district. Navras, 
  an eladrin who fled Elfaivar after the Great 
  Malice, designed the opera house and laid the 
  cornerstone with a brick he had brought from his 
  homeland. He spent nearly two hundred years 
  personally overseeing its construction, and was 
  aided by no less than eight Risuri kings. When 
  he completed the building, incongruously huge 
  for what was at the time just a small river fort 
  city, Navras gave the first performance by sing-
  ing the dirge of Vekesh. As the audience cheered 
  and wept at his performance, he walked off the 
  stage and disappeared forever.
  The acoustic design of the performance hall 
  somehow captures magical power from song, 
  or from the emotional reactions of the audi-
  ence. Impresarios who coordinate performance 
  almost always hire spellcasting bards to harness 
  this energy and craft a magic item as a me-
  mento of the show. In the three hundred years 
  since the Navras Opera House opened, most of 
  these items have found their ways into private 
  collections, but a rare few have become famous, 
  such as the Hurricane Violin, which commemo-
  rated the Fable of Seaquen and later banished 
  a sea monster that threatened Flint Harbor in 
  417 a.o.v.
  City Governor
  Roland Stanfield
  Lady Inspectress 
  Margaret Saxby
  Hana “Gale” Soliogn
  
  EN5ider Presents: The Zeitgeist Player’s Guide • Part 3 | 5
  The City of Flint
  Somewhere in the high misty mountains hides 
  Hana “Gale” Soliogn, an eladrin who fled to Risur 
  after she escaped the rich Danoran family who had 
  kept her as a trophy for over a century. Upon leaving 
  the dead magic zone of Danor, Soliogn discovered 
  an exceedingly rare talent for innately controlling 
  winds and weather, which earned her the name Gale.
  She enjoyed a brief celebrity upon arriving in 
  Flint a year ago, but almost immediately withdrew 
  into the wilderness and began recruiting followers 
  among those opposed to the influx of industry. Law 
  enforcement officials believe she’s trying to punish 
  Danor by proxy, and in the past several months 
  hundreds of acts of sabotage on factories and 
  steamships have been linked to her. In one incident, 
  Gale was caught in the act of trying to assassinate a 
  sleeping industrialist, but she managed to fly away 
  and avoid capture. 
  The Nettles
  A small spur of the mountains of the Cloudwood 
  cuts into the heart of Flint, and for most of the 
  city’s history these hills were home to druidic ritu-
  als, or simply let romantics witness wondrous vistas 
  of the beaches from on high. Their traditional 
  name came from an old commander of the Flint 
  fort, who saw them as a thorny barrier against at-
  tack from the north.
  But then in 346 a.o.v. a coven of witches took res-
  idence upon a jagged mountain at the range’s edge, 
  which ever since has been called Cauldron Hill. For 
  decades they terrorized the city, sending goblins 
  and specters to abduct people for sacrificial rites, 
  then hiding in the veil between this world and the 
  Bleak Gate whenever any tried to assault them. 
  Eventually the witches were defeated when King 
  Lorcan allied with a Crisillyiri godhand and led 
  an assault during a lunar eclipse. Ever since, the 
  peak of Cauldron Hill has been rife with haunt-
  ing and spirit activity, and one of the key tasks of 
  the district mayor has been to keep daring fools 
  from ascending the mountain and coming down 
  possessed.
  The greatest achievement of the previous district 
  mayor was constructing a highway across Humble 
  Hill to make travel across the city easier, but in 
  the past few decades the district, even the base of 
  Cauldron Hill itself, have grown thick with slum 
  housing, as more and more people flock to Flint 
  hoping to find work in the factories. The broad 
  switchbacks of the highway are cluttered with 
  shacks, often with two or three families sharing 
  the same building. Poorly crafted houses cling to 
  the sides of slopes, and they have become a night-
  mare for local police to patrol, giving a whole new 
  connotation to the name “The Nettles.”
  Mayor Reed Macbannin
  Lorcan Kell
  A View from Cauldron Hill.
  
  6 | EN5ider Presents: The Zeitgeist Player’s Guide • Part 3
  The City of Flint
  Current district mayor Reed Macbannin has been unable to 
  halt the new arrivals, and he hasn’t been helped by the common 
  prejudice that the factory workers are prone to crime, laziness, and 
  general mayhem. Despite this, he has managed to earn passing 
  respect from the people of his district; few are trusted with the 
  stewardship of Cauldron Hill, and he has leveraged his office to get 
  city tax money for the poorest of the poor.
  North Shore
  The sun rises through the mists of Cloudwood, banishing the night 
  with pale purple clouds dashed by the golden gleam of dawn. Fresh 
  sea breezes sweep the gloomy haze of soot away from pristine 
  beaches, letting clear daylight fall upon gently crashing waves. The 
  day wanes, and the sky explodes with crimson and vermilion as the 
  sun sets behind the twin peaks of Great Horned Mountain. Night 
  drapes a starry curtain across the world, and still the waves gently 
  lap upon the North Shore.
  Home to the most beautiful urban beaches in all of Lanjyr, 
  Flint’s North Shore district prides itself on its appearance, despite 
  being so close to the polluted Parity Lake. Demand for beachside 
  property has pushed out all but the wealthiest land-owners, those 
  who can afford to hire druids to pray for favorable winds to keep the 
  smoke at bay, and armies of cleaning crews to scrub their walls and 
  streets when the druids fail.
  Of course with wealth comes corruption and temptation. Young 
  girls end up dead in alleys. Criminals stage daring robberies of 
  villas protected by curses. Destitute nobles, dragged down from 
  their towers by the machinations of rivals, stumble from nighttime 
  streets into strangely-scented shops they’d never seen before and 
  find offers they cannot refuse.
  The district mayor, Aaron Choir, unabashedly serves the inter-
  ests of the wealthy, and he is currently petitioning to build a wall 
  between North Shore and Parity Lake to keep out “undesirables.” 
  Likewise, police violently deter the occasional protest that crops 
  up outside the Danoran consulate, which sits a few blocks inland 
  from the shore. Mayor Choir is careful, of course, not to appear too 
  friendly with the unpopular Danorans, no matter how much they 
  pay him in kick-backs.
  Traversing Flint
  Flint is a sprawling city, and often the party’s investigations will 
  take them across it and back in the course of a single day. If you 
  use carriages, as the genteel almost always do, it takes roughly 
  half an hour to move from the heart of one district to the heart of 
  an adjacent one. Walking doubles this time.
  Crossing Flint’s harbor or reaching one of The Ayres is usu-
  ally an hour-long affair by sailboat, or half an hour if you know a 
  friendly steamboat captain. Moving through the maze of rook-
  eries in the Nettles can take hours, and it’s always faster to just 
  go around than go over. Few paved roads lead to the Cloudwood, 
  which makes carriages unsuitable, and one could spend hours or 
  days roaming the mountains to the east or bayous to the west.
  The few completed subrail stations in Central District do 
  provide fairly swift transport, on par with a carriage while being 
  cheaper and able to carry more people. Once the full subrail net-
  work is completed, it should be possible to move between Central 
  district and either Bosum Strand or Stray River in as few as ten 
  minutes. And if ever the route under the Nettles can overcome 
  sabotage, it could shave nearly an hour off the time it takes to go 
  around the troublesome hills.
  The R.N.S. Coaltongue Under Steam.
  
  EN5ider Presents: The Zeitgeist Player’s Guide • Part 3 | 7
  The City of Flint
  Parity Lake
  When Flint first began building factories, this inland lake, fed by 
  run-off from the Nettles, was chosen by Governor Stanfield. A mas-
  sive construction project widened and deepened a natural river that 
  ran from the lake to the Bosum Strand harbor, providing easy transit 
  of manufactured goods out of — and coal or heating oil into — the 
  district. Homes of fishermen on the lake were demolished, while 
  new flophouses and stacked tenements were erected for the waves of 
  people who came from around the country seeking work in the new 
  factories. Wealth poured into the city’s coffers, and into the pockets 
  of those canny enough to lease their land here, rather than sell it.
  During the Fourth Yerasol War seven years ago, factories in Par-
  ity Lake mass-produced firearms, cannons, and other weapons, and 
  a lumber mill transformed logs from the Cloudwood into compo-
  nents for shipyards in Bosum Strand. New factories sprang up to 
  create armor for men and ships, and soon even steam engines were 
  being churned out to retrofit Risur’s fleet.
  The war effort transformed Parity Lake from a booming col-
  lective of new businesses to a crowded, foul-smelling, soot-choked 
  warren, over-crowded with the children of now second-generation 
  factory workers, surrounding a pool that every day more resembles 
  sludge than water. The police manage to keep crime down through 
  heavy-handed measures; the district’s mayor Rosa Gohins has pub-
  licly stated that the safety and stability of the factories are more 
  important than the moral of the factory workers.
  In the past few months a spate of fires have struck around the dis-
  trict, which authorities suspect to be arson, possibly tied to the fey 
  terrorist known as Gale (see The Cloudwood, above). The fires have 
  precisely targeted individual homes and businesses related to local 
  industrialists, but despite their minimal collateral damage, people 
  in the district fear an inferno if one goes out of control. 
  More dreaded, however, is a killer known as the Ragman, who 
  is said to stalk dark alleys near the canals and drag young men into 
  the sewers. He has been tied to at least six disappearances in the 
  past year, but so far law enforcement have taken few steps to catch 
  him. Strange occult symbols scrawled on the undersides of bridges 
  that cross the canal have provoked suspicions that the Ragman 
  might be retribution from the long dead witches of Cauldron Hill.
  Those with more level heads tend to see the Ragman story as a 
  cover for the murders committed by the local guild of thieves, led by 
  strongman Lorcan Kell. Kell’s guild is best known for high-profile 
  abductions and ransoms, while their more mundane crimes often 
  go unreported since three journalists were found decapitated and 
  holding their heads on the bridges over the Stanfield Canal. Many 
  locals allege that the police know perfectly well where to find Kell 
  himself, but are either too corrupt or too scared to go after him.
  Pine Island
  Though the ground of most of Flint’s coast is rocky and hilly, the 
  western coast of the bay has a strange sprawling bayou surrounding 
  dozens of short granite hill-islands. Pine Island takes its name from 
  the aquatic pine trees that anchor the bits of dry land throughout 
  the bayou, though the hills are mostly grassy ranchland. Not as well 
  known or developed as the bustling east coast, this district never-
  theless plays a significant role in the city’s business. 
  While Bosum Strand handles industrial and textile trade, Pine 
  Island services hundreds of plantations in its soggy lowlands and 
  small ranches in its western hills. The main docks on Flint Bay 
  are practically a floating city of wooden bridges and stone anchors, 
  which has slowly grown away from the silt of the bayou to better 
  serve deep-water merchant ships. Further inland, complicated 
  streets, connected by ferries and bridges, weave between islands 
  ranging from the size of a single house to a small neighborhood.
  Criminals ply the waters of the bayous in shallow boats, often 
  parking ships of smuggled drugs, magic, or women just off shore, 
  then taking circuitous routes through the flooded forests in order to 
  bypass dock authorities. While most dock-side businesses are legiti-
  mate, deeper in the bayou you can find gambling houses, brothels, 
  and fey pepper dens. Pacts with local fey who are angry with the 
  spinning gears on the other side of the bay help these criminal es-
  tablishments hide from law enforcement, all for the low price of just 
  a few newborns a year.
  Farther west, where there are no longer even occasional hills, 
  the Battalion academy trains elite soldiers and martial scientists in 
  the ways of war, with an emphasis on wilderness survival and the 
  best techniques of intimidation against an occupying force. The dis-
  trict’s mayor, Roger Pepper, is a graduate. Many of the Battalion’s 
  teachers served in the Yerasol Wars and various skirmishes, and 
  the common fishermen of Pine Island say some of them brought 
  back strange spirits from those distant islands. Recent folk tales 
  tell of pale fish-scaled men who steal fowl and livestock each month 
  during the neap tide.
  Stray River
  The cluster of businesses and homes where Stray River empties into 
  the bay is the closest thing to a typical Risuri city one can find 
  in Flint. The Stray River district has well-tended streets, quaint 
  two-story brick houses, and enjoys easy prosperity as the place most 
  visitors to the city stay. The district is also home of some of the old-
  est mills in Risur, powered by small canals that loop off the main 
  river to avoid disrupting water traffic.
  One strange attraction of the district is the Penny Pyre. Origi-
  nally it was a small blackened pit, where a mage’s accident caused 
  copper to burn as easily as wood, but last far longer. When the 
  effect persisted, it became a fixture of the district’s festivals. Vari-
  ous copper sculptures are designed by the districts artisans and 
  placed atop the pit to burn over the course of hours or days. On 
  normal occasions, people will occasionally toss a spare copper coin 
  into the pyre for good luck. The royal mint has tried to end the 
  practice, but the district’s mayor, Chrystine Robinson, defends 
  the tradition, saying more coins are simply lost in the dirt than 
  tossed in the pyre.
  The Ayres
  North of the city lie a clear island chain and several satellite islands. 
  Many of these are merely rocky sandbars with a few trees, but a 
  few larger islands serve as remote villas for the city’s wealthiest. 
  Nobles hold many family estates here, though one island is owned 
  by a man new to his money: Guy Goodson, who swindled his initial 
  wealth from a dozen naïve villages, and invested early in Flint’s 
  
  8 | EN5ider Presents: The Zeitgeist Player’s Guide • Part 3
  The City of Flint
  industrial boom. Today he owns dozens of factories in Parity Lake, 
  and regularly dines with his noble neighbors, who delight in the 
  small steamboat he uses to visit them.
  Since technically The Ayres is considered part of North Shore, it 
  does not have its own district mayor. In practice, law and govern-
  ment officials never bothers the nobles on their islands unless an 
  equally wealthy or powerful individual lodges a complaint.
  The Military
  The Battalion school of war in the bayous of Pine Island trains 
  hundreds of future officers every year, and works in connection 
  with various district forts throughout the city, as well as naval bases 
  on an island near the mouth of Flint Harbor. Flint still remembers 
  a few naval skirmishes that threatened shipping eight years ago, 
  and so the military maintains a constant watch for possible threats. 
  Normally, though, they will not respond unless a district mayor or 
  the city governor himself calls on them.
  While few individual soldiers have magical training, the military 
  has acquired over the years a wide variety of enchanted weapons 
  and defenses. Perhaps foremost among these, every soldier sta-
  tioned in The Nettles district fort is given an amulet to ward them 
  against supernatural influence, should they be called upon to face 
  a reawakening of the eldritch horrors that reigned over Cauldron 
  Hill during the time of the witches.
  The local commander of Flint land forces is Colonel Greg Mas-
  terson, while the naval defenses are overseen by Rear Admiral 
  Morris Dawkins.
  A Risuri Steamship Confronts a Danoran Frigate During the Fourth Yerasol War.
  
  EN5ider Presents: The Zeitgeist Player’s Guide • Part 3 | 9
  t
  he Zeitgeist adventure path assumes the 
  PCs will begin as agents of the Royal Homeland 
  Constabulary. RHC constables are law enforcement 
  officers tasked with protecting Risur from serious 
  threats, usually in the form of foreign plots, magical-
  ly-equipped criminals, and various supernatural foes 
  everyday police are not capable of handling.
  The directorate in Flint generally keeps busy thwart-
  ing arms smuggling, industrial espionage, and the 
  sorts of magical and monstrous threats once handled 
  by plucky self-motivated “adventurers.”
  Authority and the Law
  Constables are invested with the authority of the king, and so are 
  granted great leeway in their pursuit of justice and safety. While 
  normal police must acquire warrants before they can search a build-
  ing, RHC constables are trusted to not abuse their authority, and 
  so can act as swiftly as needed. However, they are required to fill 
  out proper paperwork and give testimony justifying their actions. 
  A constable who uses his power for personal gain — or to harass 
  anyone of political clout without good reason — will find himself 
  penalized, demoted, and possibly even in prison.
  Constables are expected to take suspects alive whenever possible. 
  Do note that the Fifth Edition rules allow characters to choose to 
  subdue an enemy rather than kill it when it’s reduced to 0 hit points, 
  so long as they use a melee weapon and are within 5 feet of the 
  target. Execution is a likely punishment if a trial deems a suspect to 
  be an enduring threat, though some criminals with political value 
  might be kept under special house arrest, as long as they do not 
  actively pursue plots against Risur.
  Every constable has access to binding ropes as well as handcuffs 
  (albeit not quite as advanced as the modern variety). Most hand-
  cuffs include gold wire or thread, which can be tied off after the 
  cuffs are closed to prevent creatures from teleporting while wear-
  ing them. In special cases, mage-cuffs can be requisitioned. 
  Constables can usually hand over arrested suspects to the police, 
  though the RHC headquarters in Flint does have specially pre-
  pared cells to handle more dangerous criminals. These cells are all 
  lined with enchantments similar to those of mage-cuffs, and are 
  surrounded by rings of gold and bricks baked with salt and other 
  warding agents. When needed, even more specialized items can be 
  used, such as chains that can hold incorporeal entities or prevent 
  shapechanging, hoods that block gaze attacks, and sigils to nullify 
  innate energy threats like flaming elementals.
  When it comes to interrogations, this is not a modern police 
  force. Characters who choose to be enlightened and use less-vio-
  lent approaches can often get what they need with less hassle, but 
  threats and actual violence are common tools when trying to make 
  suspects talk, and most superiors won’t bat an eye as long as no one 
  is seriously injured or dies.
  Loyalty to Risur
  The RHC recruits from police, military, universities, and many oth-
  er sources of talent, occasionally even accepting foreign applicants. 
  In addition to requiring extensive background checks, recruits 
  must undergo a magical inquisition. The king grants each branch’s 
  local director the ability to test the loyalty of all who would apply to 
  join the constabulary. 
  A candidate who agrees to 
  undertake the test opens their 
  mind so the director may sense 
  their true intentions. If they 
  have any ill will to Risur, its 
  people, or its leaders, it will be 
  revealed. More importantly, the 
  candidate must show a devotion 
  to protecting Risur. Risur need 
  not be the primary concern of 
  the applicant — people are ex-
  pected, after all, to value their 
  family, friends, even careers — but 
  this precaution has kept the RHC 
  from ever having produced a trai-
  tor in the thirty years it has been 
  active.
  Royal Homeland 
  Constabulary
  New Magic Item
  Mage-Cuffs
  Uncommon Item
  Price: 250 gp.
  Property: When a person wearing mage-cuffs casts a spell 
  or activates a magical power, the cuffs glow, make a warning 
  whistle sound, and deal 10 force damage to the wearer. A crea-
  ture reduced to 0 hit points this way is knocked unconscious but 
  stabilized.
  Mage-cuffs can only be applied to willing or restrained crea-
  tures of Small or Medium size.
  Assistant Chief Inspector
  Stover Delft
  
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  Royal Homeland Constabulary
  Hierarchy and Teams
  Approximately twenty constables are active in the Royal Homeland 
  Constabulary’s Flint directorate, supported by almost a hundred 
  researchers, office assistants, laboratory technicians, security 
  guards, carriage drivers, and the like.
  Leadership.
  The Flint branch is run by Lady Inspectress Margaret Saxby, a 
  former superstar investigator who cracked many famous cases, be-
  came the darling of the public, and earned herself a knighthood. 
  During the Fourth Yerasol War she married a young nobleman, 
  acquiring clout among aristocratic circles. When the then-director 
  of Flint’s branch of the RHC lost favor in a scandal, she easily won 
  the appointment to take his place.
  Lady Saxby leads her branch with incisive intelligence and an ex-
  perienced intuition for determining which of her constables should 
  pursue which threats. On the other hand, some complain that her 
  confidence borders on megalomania. On several occasions under-
  lings who have become a bit too popular for her liking have received 
  transfers to less prestigious postings.
  At nearly fifty, Lady Saxby remains quite fit and retains youthful 
  beauty. She demands authority wherever she goes, and uses many 
  subtle reminders to let people know who is boss. For example, there 
  is only one (expensive, comfortable) chair in her office: hers.
  Units and Oversight.
  Saxby’s role as director often has her dealing with bureaucrats and 
  nobles, and while she officially is also the Chief Inspector, she leaves 
  most affairs of investigations to Assistant Chief Inspector Stover 
  Delft, who oversees four units of constables and coordinates their 
  activities.
  A local Flinter in his early 40s, Delft gets squinty and conde-
  scending when his authority is questioned, but he recognizes talent 
  and good work. Since his own days as a constable, Delft has served a 
  vital role handling logistics; in the past few years he’s even acquired 
  a modicum of leadership skill. He often expresses pride for three of 
  his old underlings who went on to head spy cells overseas.
  Delft chews leaf of Nicodemus, and thinks he looks charming if 
  he grins while sucking the juices. He walks with a cane because a 
  mimic tore a chunk out of his leg fifteen years ago. He has a habit of 
  poking inanimate objects with his cane before he gets too close to 
  them, and spitting on them when he wants to be extra sure.
  Other Prominent NPCs.
  Some other constables in the Flint branch include.
  * Carlao, a human veteran of the Fourth Yerasol War who 
  proudly wears his plate armor even in the city. He’s some-
  thing of a director’s pet, and acts as Saxby’s trusted aide.
  * Serena, a human tinkerer who often crafts gadgets useful for 
  spying and “wet works,” but is surprisingly cheery, seeing all 
  female constables as her sisters.
  * Kaea, an eladrin evoker widely distrusted by the local fey 
  and druids after she went undercover among the skyseers to 
  expose a vekeshi murderer.
  * Dima, a dwarf priest with an unhealthy fondness for filing 
  paperwork.
  * Josiah, a human sniper constantly fiddling with his rifle 
  when he’s not on mission seducing people of interest.
  * Gaethan, a half-elf ranger whose ability to speak with the 
  dead has made him a bit addled and unreliable, having to 
  carry a notebook to remind himself of his daily affairs.
  
  EN5ider Presents: The Zeitgeist Player’s Guide • Part 3 | 11
  Royal Homeland Constabulary
  Headquarters
  Located in Central District, the Flint branch of the RHC has one 
  primary headquarters building, plus three satellite buildings con-
  taining libraries, laboratories, and more supplies and offices. The 
  main headquarters has two floors, plus a basement for captured 
  suspects. The jail has only twice reached capacity in the past thirty 
  years.
  Most rooms have gas-lit lamps either along the walls of in re-
  cesses in the ceiling. 
  First Floor.
  1. Entrance. At least two guards are on duty at all times.
  2. Lower Hallway. 
  3. Western Stairwell. 
  4. Eastern Stairwell.
  5. Interrogation Rooms. 
  6. Quartermaster Office. 
  7. General Supplies. Door locked. Quartermaster can access. 
  8. Evidence. Door locked. Requires paperwork to access.
  9. Secretary Pool. 
  10. Guard Room. Each room typically has another two guards.
  11. Morgue. 
   Second Floor.
  12. Inspector’s Desks. 
  13. Delft’s Office. 
  14. Support Offices.
  15. Break Room. 
  16. Upper Hallway. 
  17. Saxby’s Office.
  Basement.
  18. Holding Cells. At least two guards are on duty at all times.
  19. Magic Cells. Spellcasters are kept here. The cells are 
  enchanted to function like mage-cuffs; any attempt to use 
  magical powers sounds an alarm and deals 10 force damage 
  to the prisoner. A golden ward also blocks teleportation and 
  summoning. Two columns glow with pale white light, which 
  grants everyone within 5 squares resistance against all 
  energy types.
  Investigation and 
  Interrogation
  Two common challenges during the Zeitgeist adventure path will 
  be following suspects to see where they go, and interrogating sus-
  pects. While you and your GM can always handle these situations 
  narratively or with ad hoc dice rolls, those who want more structure 
  can use the following mechanics as a baseline. In these checks, as in 
  Zeitgeist in general, you can use skill proficiencies with abilities 
  that don’t typically represent them, like using a Strength (Intimi-
  dation) check instead of a traditional Charisma (Intimidation) 
  check, or Intelligence (Stealth) instead of Dexterity (Stealth). 
  Tailing a Suspect
  Key Skills: Athletics, Deception, Perception, Stealth
  Sometimes following a suspect is easy, and only one check is re-
  quired to avoid being spotted. But if a target is trying to avoid being 
  followed, the tailing challenge will include at least three “stages.” 
  Each stage represents one attempt by the target to get somewhere 
  or do something without being spotted.
  For instance, a target might take a carriage to a merchant dis-
  trict (stage one), shop innocuously for a bit (stage two), then slip 
  into a shop that sells contraband (stage three). Or a particularly 
  cautious target might travel the streets in random routes (stage 
  one), switch clothes (stage two), hop onto a ferry (stage three), wait 
  for everyone else to get off the ferry first before leaving (stage four), 
  then spend an hour in a busy dockside bar (stage five), before head-
  ing a few blocks away to an illicit meeting (stage six).
  For each stage, the GM narrates what the target is doing, then 
  you must make two checks: one to keep up, and the other to stay 
  hidden. The skill checks required will depend on the circumstances 
  and your ingenuity. Based on the result of your checks and the tar-
  get’s plans, the GM can narrate the next stage of the pursuit.
  * “Keep up” DC = 5 + the target’s INT (Deception) or DEX 
  (Stealth) bonus
  * “Stay hidden” DC = 10 + the target’s WIS (Insight) or WIS 
  (Perception) bonus
  You can choose to hang back (you suffer disadvantage on the 
  “keep up” check to gain advantage on the “stay hidden” check) or 
  press the pursuit (gaining advantage on the “keep up” check but 
  suffering disadvantage on the “stay hidden” check).
  If you fail a “keep up” check, the GM should increase the DC of 
  further “keep up” checks by 5, regardless of what skill is used. This 
  represents you falling behind and having trouble seeing where the 
  target is going. A second failed “keep up” check means that you 
  have lost the target.
  Likewise, if you fail a “stay hidden” check, the GM should in-
  crease the DC of further “stay hidden” checks by 5. The target 
  has become suspicious and is more on guard. A second failed “stay 
  hidden” check means the target has become aware of you. The tar-
  get’s reaction will vary based on situation and personality — flight, 
  confrontation, attack, calling for help — but your target almost cer-
  tainly won’t let you see anything incriminating.
  Of course direct observation is not the only tool in your deductive 
  arsenal. In some situations, it can be more prudent to try another 
  way to learn about the target, instead of risking tipping them off.
  Before Adventure Two
  The second Zeitgeist adventure, The Dying Skyseer, takes place 
  within Flint, as do parts of other adventures. To help players learn 
  about the city, after the end of Adventure One and before the 
  start of Adventure Two, the GM should ask each player to pick 
  two districts and come up with a contact his or her character has 
  in each district.
  This contact could be a friend or family member, a criminal 
  informant, an ex-boyfriend, a merchant whose shop the PC fre-
  quents, a minor noble who owes the PC a favor, a religious figure, 
  the PC’s fey pepper dealer, or many other options. These NPCs 
  help connect the PCs to the city, and they will come in handy as 
  the heroes investigate a murder mystery and other threats.
  
  12 | EN5ider Presents: The Zeitgeist Player’s Guide • Part 3
  Royal Homeland Constabulary
  Keeping Up.
  Each stage requires you to make a skill check, typically Perception. 
  If the target runs it might be Athletics. If the target goes through 
  a crowded district, perhaps an Acrobatics check would let the con-
  stable weave through crowds, or even follow along on rooftops. If 
  the target is a corrupt police officer and has other officers block 
  anyone from taking the same route as him, Persuasion might allay 
  the guards’ suspicions. Feel free to come up with your own solutions 
  to these challenges, and the GM might grant advantage to a check 
  for a clever plan.
  Stay Hidden.
  Each stage requires you to make a check, typically Stealth. De-
  ception might let you blend in with the patrons at a coffee shop. 
  Perhaps you might even hold your breath and hide underwater with 
  a Constitution check when following a target near the docks.
  Multiple PCs.
  There are benefits and drawbacks to sending multiple constables 
  to follow a target. It’s easier to keep up because you have more eyes 
  watching the target, but it’s easier for the suspect to notice a group 
  that keeps following him. 
  If multiple PCs trail the same target, each PC makes the checks. 
  If anyone succeeds the “keep up” check, it counts as a success for 
  the whole team. However, if anyone fails the “stay hidden” check, 
  it counts as a failure for the whole team and increases the DC for 
  future checks of that sort. If the team gets a second failure to stay 
  hidden, only those who failed their checks are spotted by the target.
  Other Complications.
  This just presents a fairly simple situation of tailing a single target. 
  In practice, the enemies of the RHC often are clever in avoiding 
  detection and pursuit. Avoiding an ambush by the minions of a po-
  tential suspect might be more important to the mission’s success 
  than simply following blithely, and cracking enough skulls won’t 
  necessarily crack the case.
  Interrogating a Suspect
  Key Skills: Deception, Insight, Intimidation, Persuasion
  An interrogation might involve subtly getting a suspect to talk 
  about himself, verbally intimidating or manipulating a prisoner 
  into confessing a secret, or physically punishing a target until he 
  breaks. To get useful information, you must establish and maintain 
  a rapport, and then extract information out of the target.
  When running an interrogation as a sequence of skill checks, 
  the GM should first have the players explain or roleplay how the 
  characters attempt to establish rapport and only then make a check. 
  If they succeed, they can explain what information they’re trying to 
  extract, and they can then make a check for that (see “Extraction”).
  Rapport.
  Rapport reflects the target’s trust of its interrogator, or at least 
  willingness to talk to you. In a casual conversation, a target might 
  think you are just a normal person and have no reason to look for ul-
  terior motives, and after establishing a rapport with you, the target 
  might be willing to share things they wouldn’t with a total stranger. 
  During a harsher interrogation, you must make sure that the tar-
  get’s anger or loathing of his captor does not overwhelm whatever 
  other emotion the interrogator is trying to evoke.
  To establish rapport, you must make a skill check, typically 
  against DC 10 + the target’s Wisdom (Insight) bonus. If you have 
  a genuine connection to the target, they might make a Persuasion 
  check to keep the target happy. Deception works if the target is 
  faking a connection, particularly for seduction. If the target is a 
  mage or scholar, you might even use Arcana, History, Nature, or 
  Religion to make the target think you have common interests. In-
  timidation also works, but will usually leave the target unfriendly 
  or even openly hostile after the interrogation.
  The GM should considering granting advantage or imposing dis-
  advantage depending on the circumstances of the interaction.
  If you succeed on this check, rapport is established, and you can 
  move on to “extraction.” If you fail this check, the target cannot 
  be convinced to open up. You can try again, but the DC increases 
  by 5. If you fail a second time, the target won’t respond to further 
  attempts unless something changes in his or her relation with you 
  (such as if you save the target’s life).
  Torture and the Rule of Law
  This is a topic the group should probably discuss before starting 
  this campaign. Maybe everyone is alright with violent interroga-
  tions, but not with outright sadism. Perhaps they’d prefer to have 
  a more heroic tone, where all the “good guys” have to do is feign 
  that they’d hurt a prisoner to get him to open up. Or the group 
  might desire a grimmer take, recognizing the fact that throughout 
  most of history and even today, many in law enforcement believe 
  that hurting someone will get them to talk.
  Just make sure to go no farther than any player is willing to 
  deal with. It becomes everyone’s responsibility to make sure a 
  social and supposedly “fun” game doesn’t cause friends to be un-
  comfortable around each other. Personally, we suggest that King 
  Aodhan won’t allow his representatives to subject prisoners to tor-
  ture, and that prolonged violence has been thoroughly discredited 
  as an interrogation tactic by modern society. 
  
  EN5ider Presents: The Zeitgeist Player’s Guide • Part 3 | 13
  Royal Homeland Constabulary
  Extraction.
  Once you have established rapport, you can make a skill check to ex-
  tract information from the target. This is almost always an Insight 
  check against DC 10 + the target’s Charisma (Deception) bonus. 
  On a success, you coax the target to reveal something useful, or 
  discern a key clue from how the target phrases their statements. 
  The target might even tell a total lie, but you are able to see through 
  it and figure out what’s really true.
  If you fail this check, the target gives up nothing and becomes a 
  little wary. If you fail a second time, you lose your rapport with the 
  target (this counts as one failure on a “rapport” check).
  Good Cop, Bad Cop.
  When two or more characters coordinate in an interrogation, each 
  PC can make a check to establish rapport. As long as at least one 
  PC succeeds his check, the whole team establishes rapport. Only if 
  everyone fails does the DC for further attempts increase.
  Once the team has established rapport, anyone can actually ask 
  the questions, but they just make one Insight check to extract infor-
  mation, using whosever skill modifier is highest.
  In the classic “good cop, bad cop” situation, the pair coordinate 
  to get the target to open up, and then the character with a stronger 
  insight asks the questions. A variant is to have one person physically 
  break a target, and then afterward a different interrogator asks the 
  questions. Or the same mechanics could handle five PCs carousing 
  at a bar, getting a suspect drunk and then encouraging him to brag 
  about his secret mission.
  First Mission: 
  Launch Party
  It is spring of the year 500 a.o.v. (After Our Victory). 
  Seven years after the end of the Fourth Yerasol War, the 
  shipyards in Flint have completed the first Risuri warship powered 
  solely by steam engine. King Aodhan has come himself to Flint 
  to witness the launch of this mighty vessel. Wooden-hulled but 
  with a heart and skin of iron, the Royal Naval Ship Coaltongue will 
  deter future aggression from Risur’s enemy across the sea, the 
  nation of Danor. 
  The Royal Homeland Constabulary has been called upon to 
  provide security, and you have spent the past several weeks work-
  ing to make sure this event goes off without a hitch: canvassing 
  the docks, performing background checks on the guest list, co-
  ordinating with the local police to set up a perimeter around the 
  royal docks, and following various directives of your superiors. 
  Now, as a warm breeze off the sea mingles the scents of elaborate 
  floral decorations with the pervasive coal soot that always hovers 
  over Flint, the king’s carriage approaches, and you spy disgruntled 
  faces amid the cheering crowd. 
  Start your mission in Zeitgeist Adventure One, Island at the 
  Axis of the World, coming soon in EN5ider!
  A Danoran Official Arrives in Upper Flint Bay.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/EN World EN5ider/EN5ider 139 - Zeitgeist Players Guide Part 3.pdf