GITH (Gi-th)

The warlike gith'yanki and the contemplative gith'zerai are a sundered people – two cultures that utterly despise one another. The brutal githyanki are trained from birth as warriors, while the gith'zerai hone their minds to a razor’s edge in their fortresses within Limbo. But before there were gith'yanki or gith'zerai, these creatures were a single race enslaved by the illithids.   Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose. After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle. Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day: the Githyanki in the Way of Gith, and the Gith'zerai in the Way of Zerthimon.   Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the illithids enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.   The gith'yanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armour and weapons – the legendary silver swords with which they cut through their foes. Since winning their freedom from the illithids, the gith'yanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.   Focused philosophers and austere ascetics, the gith'zerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike gith'yanki kin, the gith'zerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.  

GITH

  • Ability Score Increase. Your Intelligence score increases by +1.
  • Age. Gith reach adulthood in their late teens and live for about a century.
  • Size. Gith are taller and leaner than humans, with most a slender 6 feet in height. Your size is Medium.
  • Speed. Your base walking speed is 30 feet.
  • Languages. You can speak, read, and write Common and Gith.
 
GITHYANKI
  • Ability Score Increase. Your Strength score increases by +2.
  • Alignment. Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.
  • Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.
  • Martial Prodigy. You are proficient with light and medium armour and with short-swords, longswords, and great-swords.
  • Githyanki Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
  • When you reach 3rd level, you can cast the Jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Misty Step spell once with this trait, and you regain the ability to do so when you finish a long rest.-- Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
HEIGHT AND WEIGHT TABLE
 
GENDER BASE HEIGHT HEIGHT MODIFIER HEIGHT RANGE AVERAGE HEIGHT
MALE 5'0'' +(2d12) 5'2''-7'0'' 6'1''
FEMALE 5'0'' +(2d12) 5'2''-7'0'' 6'1''
 
GENDER BASE WEIGHT WEIGHT MODIFIER WEIGHT RANGE AVERAGE WEIGHT
MALE 100 lbs x(2d4) 104-292 lbs 165 lbs
FEMALE 97 lbs x(2d4) 101-288 lbs 162 lbs
DESCRIPTION
Like all gith, gith'yanki was tall and slender humanoids with rough, leathery yellow skin and bright black eyes that were sunken deep in their orbits. They had long and angular skulls, with small and highly placed flat noses, and ears that were pointed and serrated in the backside. They typically grew either red or black hair, which they styled in topknots. Their teeth were pointed.  
PERSONALITY
Gith'yanki were typically cruel, arrogant, and aggressive. The few exceptional individuals who deserted from the rigid gith'yanki militaristic society tended to develop a disdain for rules. The high value they placed on individuality also caused them to become ambitious and self-centred. They were also known for their long memories.   Even the most open-minded gith'yanki came across as smug, sarcastic, rude, and overconfident, but they were generally capable of withstanding adversity without complaining. Clever and resourceful, gith'yanki adventurers were not known for their loyalty or ability to make new friends, but they were extremely persistent in the face of danger. Although rare, it was possible for gith'yanki to become disillusioned with their people's unsavoury habits and to try to set up a reputation on their own acts.   As a result of their long-lasting presence in the Astral Plane, where time did not pass, the gith'yanki developed a decadent lifestyle, picking up hobbies, arts, and studies in an endless search for novelty. After centuries, they developed a hollow culture of shallow and unfinished undertakings, never truly mastering any task or seeing any personal project to completion. This constant interest in novelty was also reflected in their dressing style: gith'yanki was fond of collecting and wearing extremely ornate and elaborate tokens of their defeated foes. It was common for their armour and weapons to be overly decorated with gems, feathers, precious metals, and other ostentatious ornaments.  
ECOLOGY
Gith'yanki were similar to humans in many superficial respects, but generations of experimentation at the hands of mind flayers, as well as prolonged exposure to the Astral Plane, generated noticeable differences in their physiology, in addition to their innate psionic abilities. As a result of spending long periods of time without consuming food, their digestive systems had atrophied. For that reason, whenever they were outside of the Astral Plane, gith'yanki required frequent meals, often rich in meat. In addition, they found the gravity of Prime Material worlds uncomfortable.    Gith'yanki reproduced by laying eggs. It was unknown whether this trait had been acquired during their period of enslavement or as a result of exposure to the Astral Plane.  
SOCIETY
Githyanki society was extremely well organized and orderly. It had a martial and meritocratic structure, with no regard for blood ties, and with both males and females training heavily in magic and combat. Although they were loyal to each other, they were also fiercely individualistic. Raiding illithid strongholds was considered a rite of passage.   Githyanki society was divided into three main castes. Although rigid, there was the possibility of moving between castes through intense competition. The major caste was the military, followed by the smaller mlar, who was in charge of crafts and specialized tasks, and the g'lathk, who was in charge of food production and labour.   Within each of the castes, there were further subdivisions according to specialized professions. The military caste included the knights and the warriors within the military hierarchy, in addition to the gish and other spellcasters.   The mlar were responsible for the construction of weapons, including silver swords, and astral ships. They were also in charge of constructing and repairing all gith'yanki buildings and tools, as well as the occasional art piece. Mlar used their psionic abilities to replicate the effects of the fabricate, stone shape, and wall of stone spells, as well as other unique abilities to decorate and repair structures at a much higher efficiency than that of a regular worker.   The g'lathk were most closely associated with farmers, although their main ability was to induce food growth in the Astral Plane, where nothing grew. Some channelled their psionic abilities to grow a type of fungus that required no sunlight, while others harvested an edible substance that grew only on the bodies of the god-isles. A third group cultivated plants and animals in tanks of magically treated water. This caste did not receive a lot of respect from other members of gith'yanki society, despite their importance. They were always found in small numbers, given that the gith'yanki only required food while outside of the Astral Plane.   Some gith'yanki specialized in manipulating the raw energy of the Astral Plane for various purposes. Known as hr'a'cknir, they worked as healers, seers, and as helpers to the mlar, depending on the type of energy they specialized in.  
  • The ghustil were healers, specialized in channeling Astral energy into effects similar to cure wounds and remove curse, among others. Their abilities were crucial since natural healing did not work in the Astral Plane.
  • The var'ith'n were responsible for converting energy into materials that the mlar could use to build special structures, such as astral ships.
  • The senja'si were seers, focused on concentrating Astral energy into abilities similar to clairaudience/clairvoyance and legend lore.
  • The y'rn specialized in transportation. They were capable of teleporting large amounts of material within the Astral Plane.
CITIES AND COMMUNITIES
In the timeless Astral Plane, the gith'yanki inhabited numerous fortresses constructed from materials imported to the plane, as well as cities built upon god-isles, the corpses of dead deities that could be found throughout the Astral Plane. Their largest residences were massive, lavishly decorated castles that, owing to the xenophobic nature of gith'yanki, were usually avoided by other creatures in the Astral Plane. These fortresses were sometimes as large as cities and were the centres of gith'yanki commerce and manufacturing.   Within their communities, gith'yanki typically lived alone, unless they chose to share their dwellings with someone close. Since there were no family units, those bonds were most common among training partners.   The gith'yanki capital and largest city, Tu'narath, was built on the corpse of a deceased power known only as The One in the Void. The most important commercial city was Githmir, also the most cosmopolitan of gith'yanki communities. Other cities of note were T'n'rekris and Xamvadi'm, which were notorious rivals. Most of the gith'yanki population, however, lived in countless, much smaller communities scattered across the Astral Plane.  
RELIGION
There was no religion in gith'yanki society. Their culture was too strongly based on individuality for any organized religion to thrive. Moreover, as a civilization that built its cities on top of the corpses of deities, they had difficulty recognizing divinity. However, they revered Vlaakith almost to the level of religious worship, and the lich-queen herself destroyed any gith'yanki who would start following another deity. For that reason, gith'yanki clerics existed, but were extremely rare and had to live in hiding.   The closest the gith'yanki had to religious figures were the knights, whose devotion to Vlaakith was comparable to that of paladins, even granting them a few powers similar to those of a paladin, such as detect good, cause disease, and protection from good. Since Vlaakith was not a true deity, they did not receive spells or powers against undead.  
RAIDS
The central aspect of gith'yanki society was its culture of plunder. Their ultimate goal, under Vlaakith, was to treat all worlds of the Material Plane as the gith'yanki's gardens, which they could loot at will and bring the spoils to their home in the Astral Plane, where they would never have to worry about food, water, and other concerns that were considered to be beneath them. The secondary goal was to root out and destroy as many illithid colonies as they could find, so illithid hunting parties were common. Since mind flayers were usually well hidden, gith'yanki warriors in the Material Plane were in a state of constant readiness for combat.   Participation in raids was seen as a great honour, met with excitement and anticipation by all members of gith'yanki society. Raiders expected to honour Vlaakith's will by maximizing plundering and the destruction left in their wake.   Raids were organized by the opening of gates into a Material Plane world by Vlaakith herself, who could hold it open long enough for thousands of soldiers and tens of sky-ships to pass through in tight formation.   Raiding ships consisted of different kinds of flying ships operated by spelljamming helms, whose technology the gith'yanki obtained from the mind flayers' nautiloids. Typical gith'yanki fleets consisted of small astral skiffs, capable of carrying about a dozen passengers; larger astral brigs that were more heavily armed and could carry up to 60 passengers; and a few planar raiders, their largest ships that could transport up to 100 passengers and served as their mobile headquarters during the raid. Each ship was usually piloted by a gish. Supreme commanders usually rode their red dragons into battle.   Raiding ships also frequently engaged in hunting, in particular astral whales, which were used as an additional source of food for raiding parties outside of the Astral. They sometimes also hunted other powerful creatures, such as astral devas, dhours, foo creatures, and shedim. They never hunted astral dreadnoughts.   The faction of gith'yanki society that remained most loyal to their original project of revenge against the mind flayers was known as the gul'othran. They were usually the first responders whenever an illithid threat was detected, and they usually organized their main offensives on illithid colonies outside of the Astral Plane. Their ultimate goal, however, was to eliminate the illithid threat by conquest, permanently occupying worlds they invaded in order to prevent mind flayers from ever presenting a threat to those worlds again. Their goals differed from the rest of gith'yanki society, in the sense that they sought permanent conquest instead of mere plunder.  
FAMILY AND PARENTING
Since it was impossible to age while in the Astral Plane, gith'yanki needed to hatch their eggs and raise their young in other planes of existence until they reached maturity. This difficulty, added with the gith'yanki's extremely long lifespan while in the Astral, led to a very low birth rate. Their favoured locations to raise and train young gith'yanki were hidden crèches located in remote places of the Prime Material Plane. There, caretakers known as varsh were responsible for hatching the eggs and collectively raising the young. The length of an egg's stay in the Material Plane was timed carefully so that all eggs in a clutch hatched simultaneously. There were no families in gith'yanki society.   From a very young age, githyanki went through a rigid regime of training and combat practice, with increasingly higher expectations and more severe punishments, all the while hearing tales of Vlaakith and her immortal warriors. Fights to the death during training were not uncommon. Finally, at the conclusion of a young githyanki's training, the last test was to slay a mind flayer and bring its head to Vlaakith in Tu'narath. This rite of passage marked the githyanki's entry into adulthood and into the community.  
RELATIONSHIPS
As a people, gith'yanki were generally proud and xenophobic. They viewed all other races with contempt and were generally unwilling to learn anything about other cultures, including other languages. They viewed Material Plane–dwellers as ignorant and incompetent, or, in worse cases, as potential slaves. They could only bring themselves to use magic items not of gith'yanki design if they were extremely powerful, and even then by rationalizing that any such items must have been designed with gith'yanki knowledge to begin with. It was uncommon, but not impossible, for a gith'yanki to overcome the prejudices of its people and start regarding others with respect.   A small contingent of red dragons served high-ranking gith'yanki as mounts and companions, following a treaty established with Sinainea early on in their history. They served their riders dutifully and without complaining or offering advice, which kept them outside of githyanki politics. Typically, the dragons served the gith'yanki during their young age, stationed at Tu'narath waiting to be dispatched on raids or as guards protecting their crèches in the Prime Material Plane. As soon as they reached adulthood, the red dragons were dismissed, keeping the wealth accumulated over their years of service. They were then replaced by younger dragons, who were recruited by gith'yanki promising large treasures and long lives.   Since dragons did not age while in the Astral Plane, their preferred postings were those that allowed them to spend the most time in the Material Plane, such as overlooking crèches or participating in raids as frequently as possible. Some dragons forged a particularly strong mental bond with their riders, which turned the pair into a deadly weapon. Gul'othran dragon riders preferred to bond with dragons native to the Material Plane, while Tu'narathi dragon riders, who were in charge of defending the city of Tu'narath, tended to prefer to bond with red dragons native to the Astral Plane.   The dragons resented their time of servitude, but were easily convinced to participate in raids by the promise of treasure and of growing in power. The terms of the treaty forbade the githyanki to influence the dragons' behavior with psionics, but the dragons remained loyal as long as they were treated respectfully and were given ample opportunities to pillage. Although not all red dragons participated in the alliance with the githyanki, most did not consider them as enemies.   A common trait among all gith'yanki was their burning hatred of mind flayers and githzerai. They never ignored an opportunity to harm either, but were not above teaming up with gith'zerai against the illithids, their common enemy. In addition, gith'yanki generally abhorred flumphs and attacked them on sight.  
DISSIDENTS
There was a small sect within githyanki society that fostered a reunification between the gith'yanki and the gith'zerai, known as the Sha'sal Khou. Led by Zetch'r'r from his stronghold in Tu'narath and composed of both gith'yanki and gith'zerai agents, the group acted by discouraging skirmishes between the two gith races, while at the same time looking for new recruits. The group maintained redoubts in the Prime Material Plane and hoped to build a nation where members of both races would call their children simply "Gith".   Another gith'yanki sect broke off from their hierarchy at the time of the founding of Tu'narath. Pledging to never give up their freedom and mobility, the group, which became known as the far travelers, adopted a nomadic lifestyle of raiding and pillaging, living aboard their ships and never settling down in any location. Cut off from the rest of githyanki society, the far travelers did not participate in the pact with red dragons and did not have access to silver swords, but they still honored the rest of their race by sending annual tributes to Tu'narath.
HISTORY
The origin of the gith race before their enslavement was largely unknown. Not even the original name of the race was remembered, but it was referred to by some as "the forerunners". Some sources claimed that they were originally humans from a world called Pharagos. In all accounts, the forerunners had at some point become slaves of the illithids, a race devoted to mentally dominating sentient humanoids to work as the backbone of their vast empire, and were transformed through selective breeding and genetic experiments for several millennia.   After eventually developing mental resistance to their masters' mind control, the slaves revolted. Led by Gith, the several rebellious factions united, thus causing the fall of the illithid empire.   Not satisfied with regaining their freedom and splintering the illithids' empire, Gith advocated for a campaign of total annihilation of the mind flayers and the subsequent destruction of any race that could potentially enslave them again. However, a faction within the society fostered peace, arguing that the race should focus on rebuilding their society in seclusion instead of persisting in a tyrannical conflict. Led by Zerthimon, the splinter faction started undermining the gith'yanki's war efforts.[19] After a long civil war, Zerthimon was killed and the gith'yanki moved to the Astral Plane. The defeated faction, who called themselves githzerai, retreated to Limbo. A third faction chose to relocate to wildspace to hunt down spacefaring mind flayers. They were known as the Pirates of Gith.   In the aftermath of the civil war, the once-slave race had been splintered into the gith'yanki and the gith'zerai, the latter of whom were hated by the githyanki because their betrayal allowed the surviving illithids to retreat to isolated subterranean strongholds. The two races then began pursuing their separate agendas, but they grew a deep hatred of each other and were at war ever since.   In the first years after their independence, the githyanki started experimenting with breeding dogs in their colonies in the Material Plane in order to create a species that could aid them in their war effort against the mind flayers. This effort culminated with the creation of the breed of gith dogs known as the kaoulgrim, a race of vicious bear-like dogs that excelled at detecting and hunting illithids.   Years after their exile in the Astral Plane, during the continuing war with the illithids, Gith's advisor, Vlaakith I, suggested that she search for allies in the Outer Planes, in particular from Sincainea. Gith agreed to visit the Nine Hells for an audience, but never returned. Instead, the red dragon envoy Ephelomon returned with a pledge from Sincainea that all red dragons would be allies to the gith'yanki and that a small contingent of red dragons would serve them as steeds. The envoy also decreed that Vlaakith I and her descendants would rule the gith'yanki in Gith's stead. Vlaakith I also played a crucial role in securing the githyanki's position in the Astral Plane. Ephelomon remained Vlaakith's consort ever since.   The latest descendant of the Vlaakith bloodline was Vlaakith CLVII (157th), the Lich-Queen, who had no heirs. She was the first of her line to follow the path of lichdom, feeding off the souls of her most powerful knights. She also secretly aspired to ascend to godhood by capturing the spark of divinity from The One in the Void. She was supported by a small sect of sycophants known as the ch'r'ai. After approximately 1,000 years of repeatedly casting wish spells for that purpose, she believed to be close to her goal, but some hr'a'cknir foresaw that the deity would instead awaken and destroy Tu'narath.   Vlaakith also devised a method to infuse red dragon blood into newborn githyanki, which resulted in the creation of a new hybrid race known as the duthka'gith. Generally despised by the rest of githyanki society, the duthka'gith served as elite shock warriors and palace guards.
GITHZERAI
  In their fortresses within Limbo, the gith'zerai hone their minds to a razor's edge.  
  • Ability Score Increase. Your Wisdom score increases by +2.
  • Alignment. Gith'zerai tend toward lawful neutral. Their rigorous training in psychic abilities requires an implacable mental discipline.
  • Mental Discipline. You have advantage on saving throws against the charmed and frightened conditions. Under the tutelage of monastic masters, gith'zerai learn to govern their own minds.
  • Gith'zerai Psionics. You know the Mage Hand cantrip, and the hand is invisible when you cast the cantrip with this trait.
  • When you reach 3rd level, you can cast the Shield spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Detect Thoughts spell once with this trait, and you regain the ability to do so when you finish a long rest.-- Wisdom is your spellcasting ability for these spells. When you cast them with this trait, they don't require components.
HEIGHT AND WEIGHT TABLE
 
GENDER BASE HEIGHT HEIGHT MODIFIER HEIGHT RANGE AVERAGE HEIGHT
MALE 4'11'' +(2d12) 5'1''-6'11'' 6'0''
FEMALE 4'10'' +(2d12) 5'-6'10'' 5'11''
 
GENDER BASE WEIGHT WEIGHT MODIFIER WEIGHT RANGE AVERAGE WEIGHT
MALE 90 lbs x(1d4) 92-186 lbs 129 lbs
FEMALE 87 lbs x(1d4) 89-184 lbs 125 lbs
DESCRIPTION
Like all gith, githzerai were tall and emaciated-looking humanoids, but, thanks to their rigid training, had more muscular bodies. They had pale yellow skin, sometimes with greenish or brownish tones. Their skulls were long and angular, with deep-set eyes, flattened noses, and long pointed ears. Typical hair colors included black, russet, and sometimes grey, which male githzerai either shaved or wore in braids. Their facial hair was also carefully groomed. Female githzerai usually wore their hair in buns or braids.   As a result of their long period of enslavement and manipulation by the mind flayers, all githzerai possessed psionic abilities. They were all capable of minor Telekinesis in a similar fashion to the Mage Hand spell and could also hone their abilities to become capable of innately casting Shield and Detect Thoughts.   An austere and frugal people, githzerai usually favoured practical and unadorned clothing, with at most some simple jewellery.  
PERSONALITY
Since their hard-won victory against the mind flayers, followed by their dissent and defeat at the hands of the gith'yanki, the githzerai became ascetics and philosophers, pursuing self-knowledge in the face of adversity. As a splinter group of an oppressed race, they were extremely distrustful of outsiders and were devoted to their self-preservation.   An intense and sometimes fanatical people, the githzerai kept the memory of their origins always alive and carried out all their affairs with a burning sense of righteousness.  
SOCIETY
Githzerai society was monastic and introspective. Many githzerai trained as monks, while others chose to lose their natural magic resistance and become wizards. Some multi-talented githzerai became Zerths, blending magic, combat, and psionics into their fighting. The zerth's also held special significance as religious leaders in githzerai society. Like their cousins and enemies, the gith'yanki, githzerai often formed hunting bands for the purpose of seeking out and destroying the hated illithids.   Despite their strong sense of loyalty, the githzerai also placed immense value on their personal freedom.   The githzerai dwelt mostly in the chaos of Limbo. There, they used their natural psionic abilities and mental focus to channel the power of the Spawning Stone to control the swirling chaos of the plane, shaping it into great adamantine fortresses and monasteries. Those fortresses, and the ones established outside of Limbo, were maintained by extremely powerful githzerai known as Anarchs, who were capable of mentally manipulating the raw stuff of Limbo into whatever form and landscape they desired. This power extended for a distance of up to 5 miles (8 kilometres) from the anarch.   Githzerai presence in Limbo was not confined to fortresses, but also included cities. Although city inhabitants did not follow the strict martial discipline enforced in monasteries, they revered and respected the martial discipline of their brethren. Their largest city there was called Shra'kt'lor, an austere fortress-city that served as both the capital of the githzerai civilization and its military headquarters. Shra'kt'lor's fortifications were coordinated by Menyar-Ag himself, who dwelt in the centre of the city and was considered akin to a deity.   The githzerai kept several outposts in the Underdark from where they observed gith'yanki and mind flayer activity.   There were also a number of githzerai settlements located in the Elemental Chaos. The largest such city/monastery was called Zerth'Ad'lun, an oasis of peace among the plane's chaos. The city consisted of an enormous spherical arrangement of stone spires that made use of the subjective gravity of the plane to create a complex and nontrivial internal architecture. It contained numerous temples dedicated to several deities, including Arvanos, Ergo, and the Raven Queen. The monastery's headmaster, Sensei Bertholomais, thought of a martial art called Zerthi, which granted its practitioners the ability to briefly glimpse into the future during a battle. The teachings were open to non-githzerai as well. Practitioners of zerthi were known as Cenobites.  
HISTORY
The githzerai descended from the same race as the gith'yanki, a race which some referred to as "the forerunners" and whose exact origin, and even its name, was lost to time. Some sources claimed that they were originally humans from a world called Pharagos, located in an unknown crystal sphere that had been conquered by the illithids during the expansion of their empire, and who had been slowly altered by the mind flayers' genetic experiments, while others claimed that they might have been created by the illithids themselves through mixing humanoid hosts with powers from the Far Realm.   After centuries of servitude, the forerunners revolted under the guidance of their leader Gith, conquering their freedom and spreading unprecedented devastation through the illithid empire, bringing the mind flayers to the brink of extinction. However, Gith ordered the continuation of the war effort until the last mind flayer was destroyed and the gith became masters of their own empire based on conquest. At this point, Zerthimon, a gith who had gathered a significant following during the uprising, challenged Gith's leadership and her motives, arguing that she would end up leading the people into a similar tyranny that their former masters enforced.   Zerthimon maintained that the mind flayers had already been defeated beyond recovery and that it was time for the fighting to stop and for the newly freed gith to learn about themselves and to improve as a culture, strengthening their unity and wisdom as a people, not to start another cycle of violence.   The disagreement led to a violent civil war. Zerthimon was killed and his followers, who called themselves "githzerai" (meaning "those who spurn Gith" in the Gith language), led by Menyar-Ag, retreated to Limbo in defeat. The fighting dealt substantial damage to Gith's forces, which had to retreat to the Astral Plane to regroup. This struggle gave sufficient time for the surviving mind flayers to retreat and hide in well-defended underground locations.

WORLD HISTORY

Since the appearance and sealing of the Rift - the Gith'zerai have made their presence known to the world and have intervened in different societies. Most prominently, the bejewelled and armoured warriors under the service of Vlaakith the Lich-Queen, have made connections between different factions and approached them in their desire to hunt and extinguish any signs of the Illithids left present and dormant amongst the lands of the world. Laying their communes in hidden places - but having approached the Elves of Dione'Leora, promising to vanquish any within their society, as well as the Tieflings & Dragonborn of Isla Bahatoor, the Bronzimm Concord and the Diarchy of Ankh'hera.   They are adamant that the Illithid have managed to worm their way into some of these societies, and are in the midst of infesting folk - they are out on patrol, hunting, ready to kidnap, interrogate and maim any that can divulge information about these groups. Most have come short - they have even reached out to the Requisition under back channels within the criminal underworld; their investigations point towards the south.   The Elves are interested in garnering their relationship with them, for their powers of psionics to use to their own advantage, as well as learning further of the planar interests of their realm - promising the locations and means to take down the Illithid, and giving resources towards their venture; in exchange to test their talents with their silver swords with their own eldritch knights and blade-singers.

GITH GENERAL INFORMATION

 
PATRON DEITY --
HOMELAND(s) Astral Plane, Limbo
DIET Omnivore
AVERAGE LIFESPAN 72-120 years (Immortal whilst on the Astral Plane)
ACTIVITY CYCLE ANY
VISION Darkvision (60 feet)
LANGUAGES Gith, Common, Draconic, Deep Speech
Subraces Gith'Yanki (Astral)-- Gith'Zerai (Limbo)
 
GITH'YANKI APPEARANCE
 
AVERAGE HEIGHT 5'5''-6'11'' (170-210 cm)
AVERAGE WEIGHT 124-280 lbs (56.2-130kg)
SKIN COLOUR(s) Yellow
EYE COLOUR(s) Black
HAIR COLOUR(s) Russet, Black (Topknots)
DISTINCTIONS Pointed ears, serrated in the back
 
AVERAGE HEIGHT 5'1''-7'0'' (150-210cm)
AVERAGE WEIGHT 92-196 lb (42-88.9 kg)
SKIN COLOUR(s) Fair, pale yellow with green or brown tones
HAIR COLOUR(s) Russet, black, grey (Shaved or braided, in a bun)
EYE COLOUR(s) Yellow
DISTINCTIONS Pointed ears, serrated in the back, calm, dextrous, cautious, psionically gifted, insightful, meditative