Githyanki

Threat comes from beyond, Safety from within. Crush flesh and bone, Mind and spirit soar. Inner passions rule, Change destroys all. Threat comes from beyond, Safety from within.   "The Eri'in," githyanki hymn
  No other race in the multiverse has triumphed over hardship as the githyanki and the githzerai. In many ways, the two are inextricably linked. Yet none can deny that they are the bitterest of foes. The githyanki race has been shaped by their hardships, their hatred, and their environment.

Basic Information

Anatomy

The githyanki resemble the humans that they descended from in the most basic ways only. While still humanoid, their rough, leathery skin is pale yellow, and their features are gaunt in the extreme. Fact is, some githyanki could be described as skeletal in appearance. Their black eyes've sunk far back into their long, angular skulls, and their noses've receded to become very small and highly placed, giving their entire face the appearance of having been stretched vertically. Raven-black or fire-red hair adorns their heads and is usually worn to reveal their pronounced, pointed ears which are often marked by ridges gained in dark ceremonies.   The dark of it is that while they were illithid slaves, the githyanki (and githzerai) underwent horrible experiments by their masters in an attempt to make them great warriors for the mind flayer empire. They were also forced to work in areas no human was ever meant to be, where strange energies altered them for all time. Lastly, those who would one day become githyanki altered themselves with their own incredible resolve and hatred, twisting themselves in mind, body, and spirit.   A githyanki's lifespan is approximately twice that of a human's. However, since they do not age on the Astral Plane (where time does not pass), githyanki lives usually end up lasting much longer (to the perceptions of those involved). The githyanki have developed a spell so that time does not catch up with them when they leave their home plane. If a githyanki does not have access to such magic, he may be loath to leave the Astral, especially if he is old, because of the instant aging that would occur. Those that frequent other planes do not worry as much since they haven't cheated time as much as other githyanki.

Genetics and Reproduction

The most pronounced deviation of the githyanki from their human origins is that they have become egg-layers. This is either the result of some experiment of the illithids or the exposure to some strange astral energies. In either case, this method of reproduction closely resembles that of reptilian creatures. Within githyanki communities, there is always an egg chamber (or possibly many of them), where all eggs are kept and guarded. Caretakers raise the young in a communal fashion - there are no githyanki families.   Because of the lack of actual time passage on the Astral Plane, caretakers (known as varsh) of eggs and young, must Plane Shift the objects of their attention to another plane (usually the Prime) periodically so that they can mature. Because of this hassle, and because githyanki live so long, the birth rate is usually fairly low. Once beyond the very young stage, githyanki trainees are usually forced to spend a great deal of their time on the Prime or another plane, both for the experience and so that they will finish physically maturing in a temporal environment.

Ecology and Habitats

Githyanki Cities

Tu'narath is the largest and greatest of the githyanki communities. It's built upon the body of an unnamed god, said to have been aeons-dead when even the githyanki came to the plane. The lich-queen dwells here, rarely leaving the inner sanctum of her gigantic palace.   Githmir is another major githyanki center, being the heart of githyanki commerce, particularly with other races. In this way, Githmir is the most cosmopolitan of all githyanki communities — humans, bariaur, Fiends, and other races can be found here in small numbers (and in certain restricted areas). Most are of a neutral or (more likely) evil bent, since dealing with the githyanki is a little unpalatable to strictly good beings. Because of githyanki nature, the natives watch these visitors closely and never trust them.   T'n'ekris and Xamvadi'm are also well-known, populated githyanki cities. Each provides homes for approximately 8,000 githyanki. They are situated "far apart" as things are reckoned on the Astral, since they are rival communities. Though each serves the lich-queen, there is an age-old animosity between these two cities. Githyanki never war among themselves, but they can be quite snobbish toward each other at times.   The bulk of the githyanki population dwells in much smaller communities. The tiny fortresses which dot the Astral "landscape" are virtually countless.  

A Typical Astral Fortress

Though no two githyanki fortresses are exactly the same, the following is provided as an example of how a typical, small installation would appear. Note that the term fortress is both accurate and misleading. While this is a defensible structure, all githyanki holdings are "fortresses." The term should not be taken to imply a military fortification any more than any other githyanki citadel.  
  This fortress can be used as is, or it can be taken as a sample of what one might look like as the DM designs his own. Refer to the map when reading the following text.   Despite the fact that it was designed and built to be in a weightless environment, the citadel does not differ too much from one found on another plane, except that each building and tower has a different orientation. Many doors are located in the center of the wall rather than at the floor, and sometimes all surfaces (walls, ceiling, and floor) are utilized for furnishings and whatnot. Even though it is a place without gravity, things stay where a body puts them, so a table or shelfs contents, for example, stay put until someone moves them.   The entire fortress is ornately decorated. Statuary is commonplace. Bas reliefs can be found on every wall. While most are abstract, some depict githyanki passions: freedom, magic, psionics, their hatred for illithids and githzerai, etc.   This fortress is too small to warrant any full-time g'lathk to produce food. Instead, when someone requires food (only when trips to another plane are made), it is brought in from a larger community nearby. Some food can be found in the storage. Similar fortresses that do not have access to a larger support facility have a small g'lathk "garden" in an underground chamber under Building 3.  
Outer Areas
Defense Tower: On the map above, four defense towers are positioned about the island, each with a different orientation. Each is manned in times of conflict with at least one warlock or gish to cast spells. Five to ten githwarriors use crossbows or triple crossbows to cut down advancing foes. Of course, the number and placement of defense towers varies from fortress to fortress because of terrain, area covered, and so on.   Hound Kennel: Githyanki fortresses of this size keep approximately ten spectral hounds to use as guardians and hunting companions.   Ship Mooring: A fortress this size usually has only one or two astral ships stationed here, though there is room for four or five to dock.  
Building 1
1. Common Room: Social activities (including dancing and theater performances) are conducted in this large room, as are required assemblies and other meetings.   2. Individual Quarters: All githyanki have their own individual (albeit small) quarters, though sometimes close friends or lovers live together (remember, githyanki have no family units). Githwarriors (about 40), warlocks (about 8), gish (2-3), mlar (2-4), and hr'a'cknir (1-2) dwell here. Higher ranking (in other words, higher level) githyanki have better quarters and possessions, with gish and hr'a'cknir being even more favored. There are usually more quarters than inhabitants so that visiting githyanki have a place to stay.  
Building 2
3. Sarth Quarters: Four warriors of this rank dwell in quarters that are somewhat larger than other githyanki quarters. Note that while sarth have nominal authority over other githyanki, most would avoid exerting this privilege over gish or higher-level warlocks (who cannot become sarth no matter what level they are).   4. Kith'rak Quarters: These are the fortress subcommanders. Two are typically stationed here, answering only to the leader (and possibly the knight).   5. Knight's Quarters: A typical fortress of this size has but a single knight who watches over the activities of the people and enforces the will of the lich-queen. Usually, the knight's quarters are second only to the leader's in lavishness and comfort.   6. Leader's Quarters: With command over every githyanki in the fortress, the leader has the finest of everything the citadel can provide.  
Building 3
7. Egg Chamber: The varsh caretakers of the eggs dwell here alongside their charges, although in a citadel this small, there are probably only one or two caretakers. This chamber holds 10-40 eggs in various stages of incubation.   8. Storage Rooms: This is where all the supplies required byathe citadel are stored. These rooms take up most of the building.   9. Workshops: Three to five rooms in this building are dedicated to creating and repairing equipment, weapons, and other items. The fortress's mlar spend most of their time here, with hr'a'cknir occasionally helping.   10. Crematorium: This is a fiery furnace where the githyanki burn their dead. A short ceremony is conducted beforehand, dedicating the spirit to the lich-queen (though githyanki do not go to her as petitioners — she's not a real power).   11. Prison: Though it could hold up to 20 prisoners, a typical githyanki prison will usually contain only 2 to 8 captives. These will usually be human or demihuman. Githzerai and illithids are rarely suffered to live, even as prisoners. When needed, the captives found here will be used as slaves.   The prison also contains facilities for extracting information (by means of torture).  

Larger Fortresses

Obviously, much larger githyanki fortresses exist that more closely resemble terrestrial cities than the smaller example above does. Only large githyanki citadels have actual marketplaces, astral shipyards, theaters (and similar structures dedicated to the arts), g'lathk farms, libraries and research facilities, training centers (although most training takes place off the Astral), or other facilities common to urban areas.   These large cities are usually built upon godisles, since they offer more space than the floating earth chunks like the one in the example. Some small fortresses aren't actually built on anything, but instead are free-floating structures all their own.

Dietary Needs and Habits

Like everyone else, githyanki don't need to eat on the Astral Plane. For their frequent off-plane missions and adventures, however, they usually take food and supplies with them. Although omnivorous, the githyanki digestive system (which has atrophied slightly due to long periods of dormancy) requires frequent repasts of meat. Hunters sometimes travel to other planes to obtain meat, although astral whales are also common prey. If necessary (that is, if they are desperate), the githyanki will eat fallen foes, except that they'll never partake of the foul flesh of illithids, and they are not cannibals, so they also refuse the flesh of githzerai and other githyanki. Farmers called g"lathk raise fungi and other plants that don't require sunlight within githyanki cities and fortresses.

Behaviour

The githyanki mind has become a twisted, alien thing when compared to its human origins. Their culture's filled with — perhaps based on — contradictions. They value isolation and conquest, inner strength and material possessions, obedience and freedom.   As a race, they're undeniably evil. They hate virtually anything not githyanki and delight in the conquest, enslavement, torture, and destruction of all not of their race. Yet among their own kind, the githyanki are peaceful, polite, and respectful. No githyanki would ever attack another willingly, for all of their aggression and hatred (which is considerable) is focused outward.   Though obviously all githyanki are individuals, a body can make a few generalizations about them as a culture. They're first and foremost a warrior culture, with both males and females training to be either fighters or wizards (or in some cases, both). Weapons and armor are the most valued possessions and're always ornate and well-cared for.   Skill in combat, whether it be physical or magical in nature, determines a body's rank in githyanki society (see below). Interestingly, unlike many warrior cultures, rank is not based on actual achievements or victories in battle, but on pure skill, which is tested and classified by those above the individual in question (ultimately, for the most powerful, by the queen herself).   The githyanki consider personal freedoms and individuality highly important. Their history of enslavement, though long since past, shapes even their current actions and attitudes. Most githyanki would choose death over surrender if defeat meant captivity or slavery. For themselves, they make slaves of their enemies only for short periods of intense humiliation. Slaves are always ritually sacrificed to the queen, eventually.   Individuality's expressed through dress, art, and even combat techniques. This is where much of the inherent contradictions of githyanki nature lie. While they profess to be more interested in the inner being (hence their fascination with psionics), githyanki focus much of their time and energy on outward appearances. Flamboyance in combative style is common among githwarriors, as it is in spellcasting among the warlocks. Githyanki use large, sweeping gestures and sword strikes with intricate flourishes and practiced movements.   Likewise, githyanki dress and manufactured items - in particular weapons and armor — are gaudy, elaborate affairs. Baroque ornamentation and design (sometimes with a sinister style) covers their possessions, giving githyanki an ostentatious image. Of course, these items are well-cared for and are always pristine in appearance. Warriors spend a great deal of their off-hours mending, polishing, sharpening, and generally maintaining the condition of the weapons and armor.   Not surprisingly, githyanki art is an important facet of their society. In addition to the ornate decoration of their weapons and dress, they create elaborate sculptures and paintings, often with what humans would call a surrealistic nature. The githyanki artists claim that long-term exposure to the astral energies have given them the power to see things most mortals cannot, and their art is actually realistic depictions of what they see. Even drama, poetry, and song are created by the githyanki, although these are so strange (often actually containing psionic elements or references to astral intricacies) that most nongithyanki are literally unable to comprehend them. Most githyanki artists, poets, or other creators don't pursue the arts full-time, and instead are warriors or warlocks who dabble in their spare time.   Though subject to the rulership of the queen and their other superiors, githyanki retain a great deal of personal freedom. This is true in part because of the isolation of most githyanki communities, even from each other. The queen's usually unable to direct specific activities of communities.   Further, no githyanki in a position of power would violate an individual's rights of privacy, speech, movement, or expression without very good reason. It's simply in their nature to preserve and respect such rights. For the most part, a githyanki can flap his bone-box or come and go as he pleases.   Of course, a githyanki loses his rights of individuality by either committing a crime or failing in an important task. In fact, such a failure is usually considered to be the greatest crime of all, for it is a crime against the queen herself. Such an outlook gives warriors even more reasons to fight to the death — defeat in an important battle usually means the dead-book for githwarriors anyway.   No official code of githyanki laws exists. Most githyanki are too individualistic for that. Instead, the queen and, in turn, each community's leader (sometimes called the supreme leader), issue orders that must be followed. Respect for the high-ups and the threat of death ensures that these commands are virtually always obeyed. Githyanki so chaotic in nature that they cannot abide such rigidity either leave their race or find themselves well-lanned in the githyanki version of the leafless tree.   Githyanki disdain for all things nongithyanki makes them unwilling to learn the languages, skills, or spells of other races. Likewise, while they will take trophies from fallen foes, they're unlikely to use the spoils, unless it's a magical item so powerful that its use cannot be resisted. Even then, they rationalize the act by saying that such an elegant and strong weapon was probably originally a githyanki item, or the knowledge to create it originated with their people.

Additional Information

Social Structure

For a people with strong individualistic tendencies, the society of the githyanki is well-defined and neatly structured. Some have observed that the githyanki are inwardly orderly, but chaotic in respect to everyone else. Their society is divided among the specialized githyanki professions.  

Knights

Knights are the greatest of the githwarriors, and therefore some of the most influential of the githyanki. These folks are warriors who have devoted themselves to the direct service of the lich-queen (before her reign, no githyanki knights existed). They serve as her eyes and ears in all situations, so any important mission will have at least one knight, and all fortresses, towns, or outposts also have a knight. People both revere and fear the knights, for they know that they report directly to the queen. Failure in githyanki society is bad, but failure in front of a knight is usually a fatal mistake.   Knights never become high-ups in the conventional sense but are always involved in important decisions, and it is forbidden to keep secrets from them. Essentially, they function outside the normal hierarchy. In addition to serving as elite combat troops, knights monitor internal matters and enforce the will of the queen and whatever supreme leader they are assigned to.   Knights are as close to religious figures as the githyanki have, since there are no priests or clerics of any kind. The githyanki are too centered around the concept of individuality to have a formal, organized religion, but since the coming of the lich-queen, their reverence for her approaches worship. They recognize no other gods. It is difficult for a people who build their homes on the backs of dead powers to recognize such beings to be divine. As they focus so much devotion toward their mistress, the knights gain quasi-religious powers. Each knight has the special abilities of a paladin, except that they are perverted toward evil. These reversed abilities include Detect Good (as the spell) at will, Cause Disease (as the spell) once per week for every five levels, Protection from Good, 10' radius (continuous), and they can Cause Wounds by their touch, inflicting 2 points of damage per experience level once per day. Like paladins, they're immune to disease and gain a +2 bonus to all saving throws. Because the lichqueen is not an actual deity, they gain no power over undead and don't receive any spells from her. The Protection from Good power is particularly useful against meddlesome primes or even invaders from planes other than the Astral.   Knights carry the infamous silver swords known throughout the planes. These special magical two-handed blades can sever the silver cord of a sod traveling through the Astral in an astral form (see below). These weapons are given to knights of 7th level or higher. Half of those of 5th or 6th level wield two-handed swords +1, the rest using nonmagical two-handed swords. Those of lesser status use either long swords and shields or two-handed swords.   Knights always wear plate mail or plate armor - it doesn't affect their movement on the Astral Plane at all. Some knights ride nightmares into battle, but only when the fiendish steeds' combat abilities are important, because the knights are faster unmounted.  
 

Githwarriors

Githyanki fighters're called githwarriors. While not as respected as knights, they can raise themselves to positions of real authority. Most aspire to become supreme leaders of a fortress or city. The supreme leader's will is unchallenged and he or she has complete control over all aspects of life of those under him or her.   As a githwarrior rises in the ranks, he gains the title sarth, or "sergeant." From there, a warrior can raise to the rank of kith'rak, or "captain." Kith'rak are answerable only to the supreme leader they serve (and as always, the queen).   Once again, it's important to remember that knights function outside this ranking system.   Githwarriors use a variety of weapons. Although long swords and two-handed swords are the most common, githwarriors also wield bardiches, halberds, large spiked flails, scythes, and barbed whips. A recent innovation is the triple crossbow, a baroque-looking affair that can fire three bolts separately or simultaneously as a light crossbow. Half of the githwarriors of 5th level or over are given two-handed swords +1, while those of 7th level or higher have a 60% chance of having a long sword +2. Those with one-handed weapons use shields or a second weapon in their other hand. All githwarriors wear chainmail, banded mail, plate mail, or plate armor.  

Warlocks

Warlocks're githyanki wizards, the title having nothing to do with gender. To the githyanki, magic's just another tool or weapon, and so these individuals gain no greater or lesser station than nonwizards.   Despite all of the utility of wizard spells, warlocks are primarily combat mages - warriors with spells rather than swords. Magic missile, Melfs acid arrow, fireball, lightning bolt, and ice storm are some of their favored spells. Direct, destructive magic is their forte, with other sorts of spells used only when necessary. Although necromancy that involves the killing or stealing of life force is also used, githyanki warlocks rarely animate the dead.   Warlocks can be any manner of specialty wizard that a human can be. These wizards particularly like the school of evocation/invocation for its destructive spells. They have all of the proper spell keys for casting spells on the Astral, and many know keys for the various Lower Planes as well. A rare few have access to spell keys created to cope with Limbo's chaotic ways, in order to make attacks against the githzerai.   Warlocks obviously never use armor, and those of very high level usually discard the use of weapons as well. Those of low or medium level use daggers.  

Gish

Githyanki call those who are trained in both fighting and spellcasting gish, meaning "skilled." These talented individuals are rare and well-respected, often becoming leaders or other people of influence. These men and women are multiclassed fighter/wizards - the only type of multiclass allowed to githyanki. Gish are rarely specialty wizards, but, like the warlocks, have the proper spell keys needed on the Astral.   Gish use the same sort of weapons that regular githwarriors use, except that they rarely use two-handed weapons and never use shields. They have the same chances for magical weapons as do their nonspellslinging brethren.  

Psionicists

For those DMs who use this optional character class, it is also available for githyanki. About three-fourths of the githyanki are wild talents, and a great many have the special training of a psionicist. In virtually every respect, these cutters are treated as warlocks and are sometimes even called warlocks. The githyanki do not distinguish much between magic and psionics despite their great differences — they are both just weapons to be used to their fullest extent.  

Mlar

A profession unique to the githyanki, mlar are magical artisans and craftsmen. Most specialize in the construction and repair of buildings, tools, weapons, and other needed things, but others use their powers to create sculpture and other art pieces. For all basic purposes, these individuals are noncombatants and hold a special purpose in githyanki society. Almost all items — including buildings and fortifications — are constructed by mlar, as are all the astral ships. Githyanki wizards, working with mlar, construct magical items like the silver swords.   These githyanki're treated as wizards, except that they have no spellcasting abilities. Instead, they have the following special magical powers, each usable once per day for every five experience levels. (Note to DMs: There should be no player character mlar.)   Wall of Stone: as the spell.   Stone Shape: as the spell   Fabricate: as the spell   Decorate: using this power, the mlar can create intricate, elaborate, permanent decoration on a single object which does not significantly change the shape or strength of the object   Color: this ability allows the mlar to change the color of an object permanently (or until the mlar wishes to change the color again)   Construct: a mlar can take existing materials and make them into a desired product (sword, shoe, rope, building, wall, sculpture, etc.) at ten times the rate a normal individual could. Basically, the mlar can do the work of ten nonmlar.   Repair: this ability allows the mlar to restore a damaged or broken object to its original state, as long as at least 75% of the object is intact. Greater damage cannot be repaired and must be rebuilt.   Fortify: the skill insures that the creations of a mlar are twice as durable and resistant to damage as a normal creation of the same type.  

Hr'a'cknir

On the Astral Plane, there are energies flowing through the void found nowhere else on the planes. No one's done a job of finding, cataloging, and experimenting with these energies like the githyanki. These energies, they've found, can be used for various purposes. Hr'a'cknir are healers (physical, mental, and spiritual), craftsmen, seers, and transport specialists. Each focuses his skills on one type of energy and its usage.   Hr'a'cknir ghustil are healers who can focus astral energies and gain the following spell-like abilities: cure light wounds (3 times per day), cure disease (1 time per week), cure blindness or deafness (1 time per week), remove paralysis (1 time per week), remove curse (1 time per week), and restoration (1 time per month).   The var'ith'n are hr'a'cknir who collect astral energies in conjunction with mlar craftsmen in order to construct special creations like astral ships.   Senja 'si are githyanki seers who look into the astral energies to predict the future and view the present and past. Each has the ability of the astrology, the clairvoyance and clairaudience spells (1 time per day each), and legend lore (1 time per week).   Lastly, the y'rn are transport specialist hr'a'cknir. By utilizing the currents of astral energies, they can teleport up to 2,000 pounds of material anywhere on the Astral Plane one time per day.   All hr'a'cknir abilities are usable only on the Astral Plane. In all respects other than those presented here, these individuals are treated as wizards with abilities rather than spells. Like mlar, hr'a'cknir cannot be player characters.  

G'lathk

For lack of a better term, g'lathk are githyanki farmers. Fact is, however, they are much more than that. Harnessing the strange, astral energies of their plane, as well as employing a little of their race's inherent magic, the g'lathk grow food where nothing should be able to grow. Much of what they produce is a fungus-like organism, which requires no sunlight to thrive. Others cultivate and harvest a tiny grub that grows only within the flesh of one of the dead god islands. Still others grow tiny plants and animals in tanks or pools of specially treated water.   Despite their important duties, these githyanki do not have the respect that warriors or warlocks do. Often, g'lathk are former warriors who have been injured in a debilitating way. Because githyanki need food only for when they are on another plane, there's not a need for huge numbers of these folks.  

Others

Other positions within githyanki society include caretakers (called varsh) that raise the young and provide them with their rudimentary training. Menial labor is often done by the young (while still training for their eventual position) or by slaves. There are githyanki merchants in larger communities (to transport and sell those goods made by the mlar), as well as criminals (though the githyanki flamboyant, straightforward style doesn't lend them to becoming good thieves).  

Tl'a'ikiths

Tl'a'ikiths, also known as "sword spirits" (not to be confused with the residents of Acheron by the same name), are undead githyanki knights that remain on the Astral Plane (and sometimes other planes) as invisible spirits animating the sword they used in their life.   Tl'a'ikiths hold a strange place in githyanki society. They no longer possess the ability to interact in any fashion other than combat — they cannot speak, and they cannot affect objects other than the silver swords they used in life. So these spirits act as guardians that watch over important locales, such as treasure vaults, egg chambers, and high-up quarters. The lich-queen's palace is said to have hundreds of these undead entities serving as an elite guard.   Although all githyanki are aware of the existence of tl'a'ikiths, they cannot communicate with them, so they are virtually ignored. Military commanders cannot count on the spirits to help, since they cannot give them orders, but the bloods usually know when and where they will appear.   Overall, however, the spirits do as they please — which usually entails guarding an area they had regarded as important while they lived. They fight with the same abilities and skills that they had in life, save that they are now invisible spirits.

Perception and Sensory Capabilities

Githyanki have an inherent magical nature. Each can travel the planes at will, using an ability most nongithyanki call Plane Shift, and the githyanki call jez'rathki, meaning literally "seeping through the cracks." They're also capable of other magical skills not available to humans or other races (see below).   Of course, most githyanki exhibit psionic talents as well. As with humans, all attacks, defenses, disciplines, sciences, and devotions are available. These abilities give a wide gamut of powers to the githyanki, shaping their outlook, tactics, and strength.

Civilization and Culture

Major Language Groups and Dialects

Culture and Cultural Heritage

Activities on the Astral Plane

Although when they are on another plane githyanki tend to work in groups, on the Astral it's very possible to come upon a lone individual. Not all of them stay in their fortress cities. Many like to explore the infinite expanse of the Silver Void, and some do so solo. Githyanki explorers can be found wandering alone or in small groups on or off an astral ship.   Both to hone their various skills and to stockpile food for planar trips, githyanki enjoy hunting. In the Silver Void, astral whales provide great challenges for the githyanki manning their harpoon-laden ships. Top-shelf, well-armed parties will go after more powerful prey, such as an astral deva, a dhour, a foo creature, or a shedu. No githyanki will ever attack an astral dreadnought - they're too canny for such extreme foolishness.   Githyanki hr'a'cknir study the flows of astral energies throughout the plane. They operate essence mines on a select few dead gods to draw forth some of the strange energies involved with a power's corpse (always careful not to offend the Guardian of the Dead Gods). Hr'a'cknir are always accompanied by retinues of other githyanki as escorts.   Sometimes a githyanki will spend his or her time on the Astral alone, contemplating some lofty concept, some grand plan, or the energy patterns of the Astral itself. One thing is always true of the githyanki, though — they never think small.   The githyanki hate the Athar and resent their presence on the Astral — not because of their beliefs, but because they are intruders into their space. When it suits them, they wage war on the faction members and its headquarters. Other times, they'll attack some of the other planars that have settled here — particularly those that stray too near githyanki "territory." Fortunately for nongithyanki, most of the githyanki's military might is saved for the githzerai or the illithids.  

Beyond the Astral

"Damned mind flayers." Quith looked down at the body that the two trainers were carrying after shifting in from the Outlands. The back of the knight's skull was torn open, exposing an empty brain cavity.   "Don't worry," Sarth Ris 'a 'n said as he clasped Quith on the shoulder. "We got the flayer that did this . . . and we recovered Ter'ath 's blade."   Quith grunted noncommittally. Ris 'a 'n paid him no attention and moved ahead to the crematorium where the body was being taken to be destroyed. Quith wasn 't going to have to go on an off-plane trip for some time, and he was glad. The Astral was his home and he loved its crystal clarity. He looked around him at the silvery, almost reflective atmosphere that surrounded the githyanki citadel where he lived (larger than many, but still no city). The "sky" held tiny pinpricks of light that were nothing but a trick of the plane. The long conduit that throbbed and vibrated just fifty yards or so away was no trick, but the way it faded at both ends into the silvery void at the point where his visual range ended would've seemed strange and alien to someone not acquainted with the ways of the plane.   The githwarrior was torn from his thoughts by the sound of clashing metal. Quith had to get to his practice, or the kith 'rak would not be pleased, and he chose not to dwell on what his punishment would be. As he ran off to the practice hall, he glanced toward the mooring. A particularly large astral ship was coming in, and Quith knew that it carried a new knight, probably carrying a whole set of new edicts from the Revered Queen. The last thing Quith wanted was a new set of rules to have to obey. It was so hard to keep it all straight. He'd read about other races on other planes, and he knew that many (perhaps most) had much more solidified and rigid laws to deal with — he couldn 't imagine having such fetters upon his life.   Nevertheless, the new knight would be bringing changes, that was certain. Life was hard, Quith thought, but it was never stagnant.
  Although the vast majority of the githyanki dwell on the Astral Plane, some have left to explore, wander, or even conquer. Most of these individuals still adhere to the structure of the githyanki society and outlook.  
Githyanki on the Prime
The most common place for the githyanki to be found outside the Astral is on the Prime Material Plane. More times than not, these githyanki are there under direct orders of the lich-queen, although occasionally independent interests send troops there as well.   The lich-queen has two reasons for sending githyanki to the Prime. The first is to establish bases there, with the simple goal of maintaining a presence and keeping a watchful eye on things. The githyanki have always had an interest in their plane of origin and are constantly looking for a world there that they can conquer completely or in part.   The second reason the lich-queen has for dispatching warriors to the Prime is to attack the illithids. The Prime Material Plane is still the main domain of the mind flayers, and the githyanki try whatever they can to do them ill. The illithids are usually well-hidden, however, and only rarely gather into groups, so githyanki hunting parties have a difficult time finding more than a few and entering their names into the dead-book.   Even when the githyanki operate on the Prime Material and are not hunting illithids, they maintain an extreme wariness. The leaders insist on continuous battle-readiness for all warriors. The Prime is hostile territory in their eyes, even if no one is aware of their presence. Most primes don't even know a githyanki when they see one, but the githyanki don't realize that and avoid contact unless they are making a raid.   Sometimes, the githyanki forge temporary alliances with prime-material races or groups. One famous alliance transpired with the dark elves of a world in order to wage a war with a community of mind flayers in the underworld there. Other alliances have included evil humans, chaotic evil undead and monsters, and various other non-native invaders like demons and yugoloths.   Further, the pact that was forged between Tiamat and Gith aeons ago still holds true, and so githyanki on the Prime always have red dragon allies if they want them. The dragons are simply there waiting when the githyanki arrive, alerted magically ahead of time and compelled to work with the planar visitors. The dragons vary in age, but normally it's the younger members of the species that are forced to heed the call. Young, young adult, and adult dragons are those commonly found in the company of the githyanki warriors. The githyanki respect these powerful friends and generally use them as efficiently as possible, utilizing their flight, fear aura, and breath weapons in offensive actions, and their toughness and sheer mass in defense. Four to six githyanki will ride the monsters into battle when possible, backing up the dragon's attacks with missile weapons, spells, and psionics. Of course, the dragons won't fight to the death, but they will aid the githyanki to the best of their ability, carrying out the terms of the magically forged pact created so long ago by their mistress.  
Other Planes
Even though they have the ability to plane shift anywhere they please, the githyanki avoid most of the Outer Planes, too wary of the dangers and the natives to explore. Only the Lower Planes are even occasionally visited by the githyanki, and then only covertly. They trade and deal with demons (and less frequently the yugoloths) but are rightfully wary of these fiends.   Githyanki parties can sometimes be found wandering the Inner Planes, looking for a magical item or ingredient. At one time there were permanent githyanki fortresses on the plane of Fire and the plane of Smoke, but neither is currently occupied.

History

Note: This information comes from A Glimpse Through the Mists, a tome of ancient lore. The book's sources are occasionally suspect, and it often presents as fact that which others call legend, but it is probably more accurate than not.   In a time before most of the prime worlds known today were born, when the gate-towns of the Outlands all went by different names, when beings that could recall days before the creation of then-bejeweled Sigil still existed, the illithids held an ancient empire. This great empire stretched throughout many prime worlds, infested both Astral and Ethereal, and threatened the borders of many of the Outer Planes. The mind flayer dominion was so powerful that vast planar armies marshaled to defend their respective realms. Even the fiends paused in their eternal Blood War long enough to determine if the illithids would attack the Lower Planes as well. Despite the fact that most tomes of historical lore make no mention of it (for truly ancient was this time, and older still the roots of the illithid empire), never has there been a time since then when the entire multiverse has been so vexed by a single threat.   Salvation came not from without, but rather within. The illithids had enslaved all of the humans that they had come upon and (as they are still wont to do) used them as beasts of burden and livestock upon which to feed. These slaves were without number, and many were actually descendants of those who had originally been conquered, so that they knew no life beyond mind flayer enslavement, nor did their parents, nor indeed even their parents before them. Slavery and other unspeakable influences of the illithids twisted these wretches in form as well as spirit, but many still clung to the ever-present need for freedom.   Slave revolts clawed at the illithid empire, but never posed a true threat. What hope did poorly armed, malnourished slaves have against the awesome mental powers of their illithid masters? The slaves knew that only through the development of their own psionic powers, coupled with martial strength, would they ever emerge victorious. From their number arose a champion, greater in mental strength and resolve (and most likely hatred) than her peers.   Her name was Gith.   With her leadership at its crest, the wave of slaves washed over the illithid empire without mercy. Fueled by her power and rage, the rebellion tore asunder the mind flayer's dominion, casting the shreds to the wind. Not every illithid was killed, and not every stronghold fell (as was Gith's wish), but the ties of the empire were broken, and the defeat was one from which the mind flayers would never completely recover. The slaves were freed, most tasting the sweet nectar of liberty for the first time.   At this point, when Gith ordered her people to continue their campaign to annihilate the illithids and establish an empire of conquest of their own, not all followed her command. A new figure, by the name of Zerthimon, had gained a significant following and challenged Gith's plans and her leadership. Gith was evil, the newcomer claimed, and would lead the people into darkness and tyranny not unlike the illithids themselves.   Thus, no sooner had the people finished their war for freedom than they engaged in a bitter and bloody civil war. In the ensuing conflict, Zerthimon was killed and his followers, now called githzerai, retreated to Limbo in defeat. The losses that Gith's forces had sustained, however, were too severe for them to press forward in further conquest. Gith led her people, who now called themselves githyanki, "the children of Gith," to the conquered illithid settlements on the Astral Plane. There, she believed, they would be safest until such time as they could once again begin their conquest of the multiverse, as well as the eradication of the illithids and the githzerai.   Soon after the githyanki had established themselves in the virtually lifeless Astral Plane, a wizardess named Vlaakith began advising Gith in matters of state. She advised the ruler that the githyanki were in need of allies, and Gith reluctantly agreed. After a failed attempt to gain the slaadi, Limbo's native race, as allies against the githzerai, Vlaakith advised Gith to descend into Hell to meet with the legendary Tiamat. What actually occurred at that meeting is one of the best-kept secrets in all the planes. Simply put, no one knows but Gith, Tiamat, and apparently one of Tiamat's consorts, a red great wyrm named Ephelomon. What is known is that Ephelomon came to the Astral and instructed Vlaakith that Gith had named the wizardess as the githyanki leader's successor, and that she was to carry on her legacy of conquest, for Gith would not be returning. The great wyrm also announced that an eternal pact between red dragons and the githyanki was now in place.   Ephelomon's words proved true, as the githyanki found when they traveled to the Prime Material. Whenever, wherever the githyanki arrived on the Prime, red dragons were willing to work with them in their schemes and goals.   Vlaakith and her descendants have always ruled the githyanki since then, but they have slowly lost the resolve and focus of Gith. The githyanki have become fragmented, forming small isolated groups rather than maintaining a single, unified nation. Although no conflict exists between the groups, and they all ultimately serve the queen, each has its own separate goals.   As a final note, some texts (although not A Glimpse Through the Mists) state that the woman Gith took her name from the prime-material world from which most or all of her people originated. Others neglect mentioning the leader at all, but point out the reference to the name of the world as the root of the githyanki and githzerai names. Too many sources, however, mention Gith specifically and with such detail to be discounted. Although she lived almost unimaginably far in the past, Gith did exist and was unquestionably instrumental in the liberation of her people.

Historical Figures

The Lich Queen

The most recent queen of the githyanki is also the longest reigning sovereign the race has ever had. Queen Vlaakith CLVII is most commonly called the lich-queen by nongithyanki, for that's exactly what she is. She's ruled her people for well over a thousand years, and there's really no end in sight. In fact, unlike all her predecessors, this Vlaakith is a lich, has no heirs, and in her undead state, is now unable to produce them. Should the lich-queen be destroyed, her aeons-old bloodline will die with her.   She dwells in the githyanki city of Tu'narath, arguably the largest and most important githyanki community. This community has a population of over 10,000 and yet is dominated by the fantastic, grand palace in which the lichqueen alone dwells.   Hideous in appearance, the lich-queen resembles an aged, blackened corpse with smoldering emerald eyes. She normally wears long purple robes with intricate gold embroidery, although she also favors a black cloak with a silver star pattern woven into it. Her office is marked by an elaborate headdress of gold and rubies, as well as a golden scepter encrusted with yet more rubies and topped with a head of a red dragon (legend has it that this device was given to the original Vlaakith by Tiamat's red consort, Ephelomon).   Githyanki refer to her as the Revered Queen, and their adoration for her is as close as they get to actual worship. As the descendant of the original Vlaakith, the people see her as Gith's representative in all things. Even though they know she is a lich, they still follow her because they don't particularly care. Her word is law. Her word is truth. Without her, they believe, they couldn't survive — they'd risk the chance of enslavement by another race once again. With their fear of slavery so closely tied to their dependence upon the queen, it's not surprising that the loyalty of the githyanki to their ruler is so fanatical.   The lich-queen jealously guards her position. She devours the life essence of any githyanki blood that rises above 11th level (see below for what happens to player character githyanki), both in order to feed on their power and to eliminate potential future rivals. Despite the widespread loyalty of her people, the lich-queen is paranoid and occasionally delusional. She trusts no one and fears virtually everything and everyone — and her reaction to what she fears is to master or destroy it. As a result, nobody truly knows where her phylactery is hidden or even what it is. The most current chant has it that she's hidden it on one of the dead gods. Of course, because of her peery nature, no one has completely figured out the dark of her occasional barminess, although the cause might simply be her incredible longevity.

Interspecies Relations and Assumptions

Githyanki / Githzerai Warfare

Quith had never been in the City of Doors before, but he'd heard about how horrible it was. He'd never imagined the true "dark" of it, as they said here. The worst thing happened when he stumbled into that candlemaker's shop and saw him.   There he was, standing behind a table dipping wicks into hot wax so smugly — like he owned the place. (Revered Queen, perhaps he did . . . what kind of place would allow such a thing?)   Githzerai. Follower of the traitor, Zerthimon. Slayer of children and perverter of their noble race. Right there, in front of him making candles. The abomination looked up from his work and saw Quith. He-who-should-not-be flinched visibly, probably from fear of a Vindicating Son of Gith, Quith thought. He spoke, his words like worms crawling across Quith's flesh. "Need something?"   Quith thought about drawing his sword and severing the offal-eater's head for saying such vile hateful things, but he realized that the whole thing was probably an elaborate trap set for him. Hordes of githzerai might be waiting for him in the back of the shop. He had to think quickly.   "Ah, no. I, uh . . . Sorry. Wrong shop."   Making good his escape, Quith breathed a sigh of relief. He thought for a moment he heard the betrayer of Gith sigh similarly as he left, but he realized that he must be mistaken. No Zerth lover would react as a true Son of Gith did. Looking around the busy street, he realized he'd have to try to remember this place. Perhaps he could convince his sarth to allow him to lead the warriors back here and raze the place. At the very least perhaps a warlock or gish could boil the blood in his foul heart.
  Because of the number of githzerai that have taken up residence in various places on the Outer Planes (particularly Sigil), the githyanki are careful to remain fairly anonymous when "abroad" in small numbers. Though the racial hatred of the two runs deep, they'll not blindly attack one another if there's obvious music to pay. For example, neither side is so stupid that they'll attack each other outright if the odds are obviously against them. Further, the Lady of Pain (or the threat of her presence), as well as the Harmonium, keep Sigil from becoming a githyanki/githzerai battleground. The githzerai and githyanki will not ever deal with each other in any affable capacity, however — at best, they ignore each other.   When one side or the other looks to make an actual assault against their enemies, they carry the battle straight into enemy territory. The githyanki almost yearly stage a campaign into Limbo to attack and waylay githzerai caravans and travelers. An attack against one of the fortress cities there has never been successful, so such assaults and sieges are virtually never attempted today.   Surprisingly, the githzerai are more daring with their attacks. Assaults onto the Astral occur much more infrequently, but when they do attack, they strike at githyanki strongholds and major cities. Great loss of life is incurred in the battles, but they are rarely conclusive.  

Illithid Hunters

Every githwarrior, as well as most warlocks and gish, must serve time in an illithid hunting party as a means of training and initiation. These githyanki units travel to other planes — usually the Prime, but sometimes the Outlands or Lower Planes — to find illithids and slay them. In this way, every githyanki warrior has some of the same experiences as his forebears who warred with the mind flayers for their freedom. Of course, as an added bonus, this practice also serves to strike great blows against the illithids, keeping them from ever attaining the great empire they once held.   Illithid hunting parties are usually made up of a knight of at least 7th level, a warlock of at least 5th level or a gish of at least 4th/4th level, and three to nine githwarriors or warlocks of 1st to 3rd level. Larger groups are also known (especially when a lair of multiple mind flayers has been detected), up to twice the size with the leaders being at least two levels higher. On the Prime, they will be accompanied by one or two red dragons.   These hunting parties know illithid tactics, habits, and powers very well. They are aware of mind flayer servants such as intellect devourers and grimlocks. In short, they are efficient and deadly. Despite their usual contempt for other races, the illithids truly fear these hunters, doing what they can to conceal and protect themselves from them.   The githzerai have similar hunting groups, called rrakkma bands. Despite their similar missions, the rrakkma and the githyanki hunters never ally, and as often as not they come to blows if they encounter one another. If possible, illithids use this sort of hatred to their advantage, trying to lure these groups into confrontation.
Genetic Ancestor(s)
Lifespan
160 years
Geographic Distribution

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