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  Skyseer
  Theme.
  ™
  THE GEARS OF REVOLUTION
  I
  n the past few centuries, the many orders and factions of 
   skyseers in Risur have struggled to divine much of import from 
  the stars. Their visions, never precise or clear to begin with, failed to 
  foresee the rise of Danor’s industry, failed to avert scores of natural di-
  sasters and man-made tragedies. The people of Risur still go through 
  the motions of skyseer rituals, but the old druids’ influence has faded. 
  Few young people today aspire to join their once-prestigious ranks.
  Skyseers Today.
  Those few who study to be skyseers usually have a druid mentor. 
  Some spent countless nights as children staring up at the stars be-
  fore one night waking from a vivid, prophetic dream. Apprenticed 
  to an elder skyseer, they learned the names of the stars and planets, 
  their patterns and influence. Though precise visions are rare, it is 
  still indisputable that magic of travel works better under the full 
  moon, and that any ship that sets sail the night when Jiese enters 
  retrograde within the constellation of the Mad Pirate will face great 
  misfortune before it reaches its destination.
  Skyseers favor the night, and with a glance at the starry sky can 
  tell time as precisely as any clock. Even in this new age of technology, 
  most Risuri ship captains won’t sail beyond sight of shore without 
  a skyseer aboard. Though their influence has faded somewhat, they 
  still have strong connections with many families, villages, and or-
  ganizations, and they can easily find a welcome home—as long as 
  they do not begin speaking of prophecies.
  T
  ruly ancient lore suggests that the 
   mortal races were once able to travel to 
  the stars with the aid of magic now lost, much 
  like demons and angels can be briefly sum-
  moned into this world. But for the full length 
  of remembered history, the heavens have 
  been nearly inscrutable. The druids, used to 
  thinking in long terms of seasons, years, and 
  the lifespan of trees, were the first to notice 
  subtle connections between the movements 
  of stars and the affairs of this world. They too 
  were first to learn how to step through the 
  veils that lead to the Dreaming or the Bleak 
  Gate, and without their aid King Kelland 
  could never have defeated the fey titans.
  For over a thousand years, the druids would 
  gaze into the sky night after night, awaiting 
  dreams that would grant revelations of the 
  future. These seers, by guiding journeyers 
  and heroes with their visions, averted many 
  catastrophes. When the Second Victory led 
  to Srasama’s fall, the skyseers read the signs 
  and helped hundreds of eladrin women flee 
  their homeland so they could avoid genocide. 
  “For the Pathfinder RPG®”
   
   
  
  2
  ZEITGEIST: The Gears of Revolution
  Skyseer Theme
   The Distant Planes. 
  Common lore in Risur claim the heavens are a massive distant dome, and 
  that the planets of the night sky move in reaction to the unseen hand of 
  fate. According to the skyseers, each star is a source of magic, and the 
  planets in particular are the source of key elemental powers. 
   
  Each planet and star is conceived of as an empty garden that only 
  comes alive when an outsider enters, and which has no permanent ex-
  istence. Skyseer myths say ancient men once traveled freely to these 
  worlds, where they could tap directly into powerful magic, but that the 
  stars grew distant. Even today, though, wise men can look skyward and 
  see clues to the course of fate.
   
  The Clergy, by contrast, believe that the heavens are a black sea, and 
  that every star and planet is a physical world, each with its own people and 
  gods. Danoran astronomers, though usually loathe to agree with the Clergy 
  on anything, claim that they have seen the surfaces of the planets through 
  their finely-crafted telescopes, though they cannot confirm any civiliza-
  tions. Meanwhile, a few modern adventurers tell wild tales of using magic 
  to visit these worlds, meet the strange locals, and return with treasure as 
  proof. Skyseers dismiss such claims as stories by fools being tricked by fey.
   
  Appearing at right is a list the most prominent objects in the sky, along 
  with the myths and theories associated with each. These myths aren’t 
  necessarily consistent with each other.
  Vona.
   •
   The sun, source of pure arcane force and magical radiance; its 
  surface is too bright to observe directly. It influences revelations and 
  discoveries.
  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. In-
  fluences weather, notable deaths, and animals.
  Av.
   •
   This ancient name for the moon comes from a legend about a sleep-
  ing 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.
  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 some-
  times fall from the sky bearing precious 
  ores and accursed worms. Influences the 
  earth, the rise and fall of fortunes, and ran-
  dom 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 unknow-
  able 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 si-
  lently through the heavens, devouring stars 
  and leaving nothing but a hole in the night. 
  Influences secrets and the dead.
  The planets of the heavens, greatly enlarged to show detail.
  From left to right: Jiese (plane of fire), Av (the moon, plane of dreams), Avilona (plane of air),
  Mavisha (plane of water), Urim (plane of earth), Apet (the distant plane), Nem (plane of ruins).
  The Skyseer Character Theme.
  As introduced in the Advanced Player’s Guide, the trait rules allow 
  characters to take two traits at first level to better immerse their 
  characters into the campaign. In Zeitgeist™, each character may, 
  instead of selecting traits, select a single free theme feat. These feats 
  are stronger than normal feats and may only be selected at 1st level. 
  Skyseer (Theme Feat).
  Having been raised with teachings of the Skyseers, you have access to 
  various abilities relating to heavenly guidance.
  Benefit: Immediately prior to a period of extended rest (8 hours 
  minimum) during which the night sky is visible, you may focus your 
  mind on the future and receive a prophetic dream regarding one 
  question. Upon completion of your rest you awaken with insights 
  into the future as though you had cast an augury spell and received 
  a meaningful reply.
  In addition, once every combat you may touch an ally and give 
  them insight into future actions. The touched ally chooses one of 
  the following—attack roll, saving throw, skill check, or Concentra-
  tion check—and then rolls a d20. The next time the ally would roll the 
  selected action, the ally may use the previously rolled result or opt to 
  make a new roll. Other abilities that allow re-rolls may not be used in 
  conjunction with this ability. If the action would have multiple rolls 
  (such as iterative attacks), only the first roll is replaced.
  Special:  You may only choose a theme feat as a 1st-level character. 
  You may only possess one theme feat. 
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/EN Publishing/Zeitgeist/Skyseeer Theme.pdf