Homebrew Goblins of guild Tezzi Species Details

"I have no patience for minds that do not inspire me...or explode by trying."

 

An accident of Multiversal Proportions. 

The only beings able to travel the planes have been those who command the spark. Some of these creatures  have created incredible inventions known as Planar Gateways which can allow even those without the spark to traverse the multiverse. This however has never been invented in the home realm of Acinvar. At least so it was thought. It is unknown of who cracked the code but the Goblins of Tezzi only know the creation was not stable and somehow upon its activation the entirety of the Goblin Boilerworks was transported to this foreign realm. Nor the one who made the machine nor the machine itself came along with the Goblins for the ride. It is believed that it was Vin-Tezzim himself, but this is highly debated. 

 

Legacy of the Boilerworks

In their home realm, Goblins were both the designers and workers within Acinvar's deep and complex underground fresh water and waste systems. Cleanliness and attention to detail were held as up to the highest standard, as one accidental turning of the wrong valve could instantly vaporize a unattentive goblin. The Boilerworks was a place where any vermin was incinerated instantly and the charred stone was scrubbed and polished clean. 

In the new world Tezzi Goblins maintain a city that follows a similar spirit with the remnants of the original Boilerworks at its core. Closed off to outsiders, any underground invaders find themselves blasted by fire or lightning before they have time to think twice. Then, like the rodents from back home, the ash is scrubbed and stone polished clean. 

Tezzi Goblins bare only a minor resemblance to local goblin tribes. They stand slightly taller with fair features. Long large ears and large noses is a hallmark of the race. Straight and clean teeth are among many differentiating features from the local goblins of the realm. And lastly, unlike their planar cousins, Tezzi goblins are eloquent and well spoken who are more likely to do good if the situation arises.

Keeping to tradition, young Tezzi goblins go through rigorous academic training. The textbooks all from their distant home, all written in the guild master's tongue forces all Tezzi goblins to be fluent in both Goblin and Draconic. Those who are chosen to explore the outside world are given a crash course in Common. 

Because of their unusual childhood, Tezzi goblins live long lives. Usually as old as 200 years. Unlike their native counterparts, Tezzi goblins are not particularly nimble and must train with great effort to maintain physical prowess. As such, Tezzi goblins care little for petty theft. Although this does not stop their deep desire for mischief. 

 

Fire and Water

Goblins of Tezzi have a social system built up around the education of, and later research and development of, two forms of Magic. Although being represented by Fire and Water, to Tezzi goblins these symbols represent Destruction (fire) and Control (water). Upon graduation from their academies, young goblins can choose to specialize in one of these schools or if they are exceptionally gifted can focus on a form of magic that mixes the two.

School of Destruction (fire): Goblins of this school find themselves mostly working to protect the city from invading foes. Specializing in fire, lightning and explosive magic, the best of these Goblins mix their magic with technology and create a multitude of automaton guardians that that can cast the same spells they do, while being massive, soulless hulks of polished steel.  

School of Control (Water): Goblins of this school find themselves in two camps. The majority find themselves researching and studying tirelessly on developing magic that can sustain the city while researching a planar gateway to return them all home. A small subgroup find themselves alongside those who patrol the borders and keep the peace. They are specialists with only 1 purpose: to keep mind flayers from getting into the city. 

School of the Master (Red/Blue): The chosen few, the brightest of the bright are those able to master both schools of magic and become worthy of the title of Master. These master Inventors and Spell casters most closely resemble the Guild master Himself Vin-Tezzim. Although never being able to come even remotely close to his Intellect, these Goblins at least are the most worthy of him and are recognized highly in Goblin society. It is only from this school that a Goblin may gain the ability to travel out of the city to search for new knowledge. 

 

WHO'S THE BOSS?

Vin-Tezzim is the draconic leader and parun of the Tezzi Guild and is at least 30,000 years old. His intellect exceeds that of mortals by several echelons. The Dragon is considered by many to be the most intelligent being in all of the multiverse. Although existing on a distance plane of the multiverse, The Dragon lord still commands respect by his followers in this foreign realm. The Goblins of Tezzi do not mindlessly worship him, but instead have developed such an unequaled respect for him that they devote their entire lives just to receive his approval. This unusual devotion is like a deep madness left over from the ancestors of these goblins, but is just enough to push them to become something unlike any other Goblins of the realm. 

Status Symbols

Much like their cousins in this realm, Goblins of Tezzi hold symbolism to high regard. For them these symbols denote their accomplishments and often are represented by awards or prizes for their inventions while in academy. Later in life, the city itself can award medals of honor for breakthroughs in science and/or magic. These symbols are used to show where a Goblin sits in their society and to what rights they have to living amedities and so on. Because of this cascading effect, many Goblins are eager to leave the city to learn something from the outside world to show when they return in hopes of receiving an honor which awards them better quality food, housing and research funding. As such, all Goblins hope to get into and complete Master training for the honor to leave. Unfortunately this culture of aggressive competition has lead to many "accidents" which are officially described as youths pushing boundaries they shouldn't have. 

Status Symbols

d20 Status Symbol
1 A degree from the School of Destruction
2 A degree from the School of Control
3 A Master's Degree signifying completion of both schools
4 An award for "Smallest explosive capable of killing a troll"
5 A lease for the Governor's Suite
6 An insignia of Professorship
7 A (non-functioning) Laser pen which won "best in show"
8 Diamond ring you created yourself (The Diamond! Not the ring)
9 Tattoo of the Slayer. Awarded for Killing a Mindflayer
10 Key to the City (You don't need to knock to get back in!)
11 "Boiler Pin" signifying you improved city efficiency by at least 1%
12 Mind Flayer Skull adorned in Gold (signifying you killed it by hand)
13 Tezzi Charm (Awarded for inventing an essential tool for city life)
14 Research Grant Paperwork
15 Manager's Crest signifying you a high position in the city
16 Commerce Pin signifying you have the right to experiment on food
17 Military cap signifying you are of high rank in the town guard
18 Head Master's Robe (only worn by the Dean of all Schools) 
19 Senator's Ring (only warn by the de facto leader of the city)
20 A mysterious Scroll from Vin-Tezzim himself

The Goal of Returning Home

Above all else Goblins of Tezzi wish to return to their home plane of Acinvar. They consider this realm a disgusting backwater realm of hobos and giant idiot lizards who call themselves "Dragons". Even after hearing the stories of the most powerful dragons of this realm, most Tezzi Goblins still consider Vin-Tezzim the ultimate Master and more powerful than any other. They keep the location of their city as the highest possible secret and if one leaves the city limits it is only in hopes of returning with something that can help them return to Acinvar. In doing so the Goblins of guild Tezzi hope to earn the favor of the Guild master himself. This goal is the sole purpose for all Tezzi Goblins. This realm is only a temporary home. 

Goblins of guild Tezzi Traits

Your goblin character has the following racial traits.

Ability Score Increase

Your Intelligence score increases by 2, and your Charisma score increases by 1.

Age

Tezzi Goblins reach adulthood at age 20 and live up to 200 years.

Alignment

Tezzi Goblins are typically aligned True Neutral. This is mainly because they do not care about anything in this realm. 

Size

Tezzi Goblins are slightly larger than typical Goblins and are usually around 4 feet tall and weigh between 60 and 120 pounds. Your size is Small.

Speed

Your base walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fury of the Small

When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra lightning damage to the creature. The extra damage equals your level. Once you use this trait, you can’t use it again until you finish a short or long rest.

Prey's Lineage

You can take the Hide action as a bonus action on each of your turns.  You gain advantage if you are in low light. 

Languages

You can speak, read, and write Common, Draconic, and Goblin.

Hint of Genius

You gain advantage on any ability checks relating to Books & Scrolls while holding and attempting to read them. (This includes any attempted decoding without a corresponding cypher.)