ZEITGEIST Zeitgeist solar system

jacktannery

Explorer
My players are very anal, and keep asking me questions about the Zeitgeist solar system (we are playing through Adventure 3 Digging for Lies at the moment, where it's relevant). They have noticed the following inconsistencies:


''On page 21 of theZeitgeist Player's Guide, I noticed that in the Applied AstronomistParagon Path, under "Planar Connections", the planes arenumbered as follows:
Planar Connections:
1—Jiese, plane of fire.
2—Avilona, plane of air.
3—Av, plane of dreams.
4—Mavisha, plane of water.
5—Urim, plane of earth.
6—Apet, the distant plane.
7—Reida, plane of time.
8—Nem, plane of ruin.
Notice that Apet is#6, which is consistent with what we know about its placement in thesolar system. Also, having Jiese be the planet closest to the sun(and therefore the hottest planet) would make it very similar toMercury in our solar system, and Mercury/Jiese being a "plane offire" would make sense.

On that same page, the "HeavenlyFlare" Encounter power maintains the exact same order of planes:
Heavenly Flare:
* Jiese, plane of fire—Ongoing 10 fire damage (save ends)
* Avilona, plane of air—Deafened and slowed (save ends both)
* Av, plane of dreams—Dazed and insubstantial until the end of your next turn.
* Mavisha, plane of water—Slide 2 squares, and ongoing 5 acid damage (save ends)
* Urim, plane of earth—Cannot teleport (save ends) and knocked prone
* Apet, the distant plane—Teleport the target 6 squares.
* Reida, plane of time—Stunned until the end of your next turn. While stunned, the target is immune to damage, forced movement, and status effects.
* Nem, plane of ruin—Ongoing 10 necrotic damage (save ends)
The "StraddlingRealities" Daily power below it likewise maintains the sameorder:
Straddling Realities:
* Jiese, plane of fire—As a minor action you can create an object composed of solid firegem, of any rough shape, up to 3 squares across in any unoccupied space in the zone. The object is as durable as wood, but vanishes when the zone ends.
* Avilona, plane of air—Zone fills with fog (concealment), or winds up to 30 miles per hour (–2 penalty to ranged weapon attacks), or calm air (makes the temperature comfortable and the air breathable).
* Av, plane of dreams—Enemies in the zone take a –2 penalty to their Will defense. Allies gain a +2 bonus to theirs.
* Mavisha, plane of water—Zone fills with water to the depth of your choice, either calm (Athletics DC 10 to swim) or choppy (DC 20).
* Urim, plane of earth—As a minor action you can roughly tunnel through up to three 5-ft. cubes of stone or earth in the zone, or extrude an equal amount of stone from a rocky surface.
* Apet, the distant plane—Attacks originating inside the zone cannot affect targets outside the zone, and vice versa. It’s possible to step across the threshold and attack, but otherwise the distance is effectively infinite.
* Reida, plane of time—Creatures in the zone can take an extra minor action each turn.
* Nem, plane of ruin—Creatures that start their turn in the zone take 10 necrotic damage, and unattended objects in the zone are exposed to years’ worth of decay each round.
On page 22, the"Space Travel" ability follows a similar order,with one exception -- the placements of Jiese and Av are switched:
Space Travel:
* Av, plane of dreams—You gain a Climb speed (spiderclimb) equal to your walking speed.
* Avilona, plane of air—You gain a Fly speed equal to your walking speed, with clumsy maneuverability.
* Jiese, plane of fire—You can shift 1 square as a minor action.
* Mavisha, plane of water—You gain a Swim speed equal to your walking speed.
* Urim, plane of earth—You ignore the first square of forced movement whenever you’d be moved. You may automatically resist being teleported.
* Apet, the distant plane—You can teleport 2 squares as a move action.
* Reida, plane of time—+2 speed.
* Nem, plane of ruin—You hover slightly above the ground and seem to pass through small obstacles, allowing you to ignore difficult terrain.
Onthat same page, the illustration depicting the heavens also lists theplanes in a similar order, with the exception of Avilonaand Av, which have been reversed:
A skyseer examines the heavens for answers:
From left to right: Jiese, plane of fire; Av, the moon and plane of dreams; Avilona, plane of air; Mavisha, plane of water; Urim, plane of earth; Apet and its ring Reida, planes of distance and time; Nem, plane of ruin.
Onpage 46, the section on "Planets and Planes" once againmaintains a similar order, with the exception of Av (themoon) being listed first after the sun:


Planets and Planes:
Vona. The sun, source of pure arcane force and magical radiance, but too bright to observe the surface. It influences revelations and discoveries.
• Av. This ancient name for the moon comes from a legend about a sleeping queen of the fey, cursed to slumber after her soul was captured in her reflection on a bottomless pool. Influences nothing, but reflects subtle clues of people’s desires.
• Jiese. The plane of fire, home to serpent men whose skin glow like coal. Ancient myths claimed this was a dragon, which chased Avilona. Influences war and strife, as well as notable births.
• Avilona. The plane of air, where desolate islands of rock float amid the clouds, covered in long-abandoned ruins. Ancient myths claimed this world was a titanic eagle, constantly fleeing the ravenous Jiese. Influences weather, notable deaths, and animals.
• Mavisha. The plane of water, home to krakens lurking beneath the waters and leviathans swimming rippling liquid columns that writhe above the sea like the tentacles of a living world. Legend states that a drowned bride long ago cursed sailors to join her in the lightless depths of this endless ocean. Influences the seas, great movements of people, and conflicts within families.
• Urim. The plane of earth, or rather a scattered, shattered belt of relatively tiny shards of metal, which sometimes fall from the sky bearing precious ores and accursed worms. Influences the earth, the rise and fall of fortunes, and random meetings of strangers.
• Apet. The distant plane, said to be a permanent storm of sand and dust on a featureless plane, with the only point of reference being an arc of silver an unknowable distance above. Influences subtle nuances of distance and time, as well as the grand cycle of ages.
• Nem. The plane of ruin, this planet is a myth among the skyseers, who say it sheds no light, and can only be seen as it glides silently through the heavens, devouring stars and leaving nothing but a hole in the night. Influences secrets and the dead.
Ithink it's safe to assume that Mavisha, Urim, Apet, and Nem are the4th, 5th, 6th, and 7th planets/planes (note that Reida is a ringaround Apet, rather than a separate planet itself), as that order ismaintained in all of the above listings. Further, the Planets andPlanes section mentions that ancient myths claimed Avilona is"constantly fleeing the ravenous Jiese", which suggeststhat the two planets' orbits are adjacent to one another. I thinkJiese is supposed to be like the Zeitgeist version of Mercury (firstplanet from the sun), Avilona is like Venus (second from the sun),and the (unnamed?) earth/primary world along with its moon, Av, isthird from the sun (as in our real-life solar system).

What doyou think? '

???
 

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Elfshire

First Post
If you're looking for a definitive list, the diagrams on the traps in Chapter 3 are specifically crafted to designate their positions relative to the sun. On these diagrams, Vona is represented by a white stone surrounded by concentric rings. On the fire trap for example, the first of these rings is marked with a dot, which the adventure specifically says means that Jiese is closest.

So, the order is as follows.

Vona, the sun
Jiese
Avilona
The world / Av
Mavisha
Urim
Apet / Reida
Nem

So, you were right!
 
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Yes, what Elfshire said. I'm not sure why I did it in other orders sometimes. It might've just been whatever was on my mind.

And for the illo, well, the artist turned in a great piece with a lovely composition, so I wasn't going to quibble.

Just wait to see how confusing it gets in adventure 10!
 


Elfshire

First Post
Now that adventure 10's coming out, I'm struck with a bit of curiosity...

[sblock]What happens to PCs who've taken the Applied Astronomer paragon path, after the planets they've become used to channeling suddenly disappear?[/sblock]
 




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