Sunday, January 22, 2017
Zeitgeist's setting, and the deva & goblin.
So, it occurs to me that I could have a wee bit more about Zeitgeist's setting. Like anything at all. This is what I get for posting while on lunch at work.
Zeitgeist takes place on Lanjyr. It used to be a relatively stereotypical fantasy world until about 300 years before the start of the ap. A goddess died, terrible things happened, magic stopped working some places, etc. As a result of this, the industrial revolution came to the world.
The PCs start out in Risur, which has a rather Great Britain feel to it, but it's in a subtropical region. It's industrial revolution came a bit later, and there is a lot of social issues as a result. Risur has traditionally been very magic and nature oriented, and now it's moving to industry and technology. The PCs start out as members of what is essentially Risur's version of the Secret Service and/ or the FBI.
So you're starting from a very different place than in most aps. Some of my players had difficulty adjusting to this. Anyway, things happen, the PCs get thrust into the middle of it, and ultimately some really epic stuff happens.
So, the deva. In this setting, the deva is someone who was originally your garden variety mortal, but they were in the blast radius when that goddess died. As a result, a piece of her divinity became lodged in that person's soul and now they reincarnate when they die. The deva doesn't really have memories of their former lives, though there are vague rumors that some have managed to figure out how to do that.
Ability Score Increases: Your Intelligence score increases by 1, your Wisdom score by 2.
Age: Devas are reincarnated as adults and have an immortal life span. They can still died from disease or injury.
Alignment: Many devas tend towards good. Lifetime after lifetime has taught them that being virtuous to others has its own rewards.
Size: Your size is medium.
Speed: Your base walking speed is 30 ft.
Astral Resistance: You have resistance to necrotic & radiant damage.
Cantrip: You know one cantrip from the cleric spell list. Wisdom is your spellcasting ability score for this spell.
Memory of a Thousand Lifetimes: When you make an attack roll, saving throw, or ability check & don't like the result, you can roll 1d10 & add it to the result. You must complete a long rest before you can use this ability again.
Worldly Knowledge: You have proficiency in the History skill.
Languages: You can speak, read, and write Common & Elven. If you've lived in Risur for a significant amount of time, you can also speak, read, & write Primordial.
This is obviously very heavily borrowed from World Builder Blog.
As for the goblin:
Ability Score Increase: Your Dexterity score increases by 2, your Wisdom score by 1.
Age: Goblins mature faster than humans, reaching adulthood by age 10. Goblins rarely live past 50 years of age.
Alignment: Goblins used to tend towards Neutral Evil. In this new civilized age, goblins now tend towards Neutral.
Size: Goblins range 3 to 4 feet in height, and typically weigh 40 to 60 lbs. Your size is small.
Speed: Being unusually fleet of foot, your base walking speed is 30 ft.
Darkvision: Goblins are used to living underground. You can see in dim light as if it was bright light up to 60 ft., and in darkness as if it was dim light.
Nimble Escape: When an attacker targets you with a melee attack & misses, you may Disengage as a reaction and move away from your attacker.
Sneaky: You are proficient in the Stealth skill.
Goblin Weapon Training: You are proficient in the scimitar & shortbow.
Languages: You can speak, read, and write Common & Goblin. Goblin uses the Dwarven script. Immigrants to Risur are typically also able to speak, read, and write Primordial.
I borrowed heavily from Myth Weavers & the Small But Vicious Blog for the goblin.