Githzerai

Githzerai

"My master was a githzerai monk, a master of the open palm. He was closer to enlightenment than any other being I knew. It was my privilege to serve him and learn at his feet."-Xei Jaong, monk of the Dragon Empire, in response to concerns about the growing percentage of githzerai within the Empire.

"Bah, they spit on Gith! I long for the day when they are slaughtered like the malcontents they are!"-Devoxa, githyanki warrior, echoing the common sentiment of her species.

"Disciplined. Focused. Good friends."-Heboonozh, a lucantusk of few words.

"Children of the Planes, on a never ending quest to quell the chaos within them so that they may be truly devoted to their enlightenment. Worthwhile goal."- Drintagar Ruggedeye, minotaur sage, while researching a presentation on The Planes.

After the Githyanki overthrew their mind flayer masters in the far future, on a different plane of existance, there were some who rejected the tyrannical teachings of Gith. They had been slaves, they would not be slavers themselves, nor slaves again to the will of Gith. It was mighty Zerthimon who said, "there cannot be two skies." The following civil war led to the two races of today, the ascetic githzerai and the militaristic githyanki. The meditative githzerai live in monasteries on the Plane of Limbo, where they meditate and focus on conquering the weaknesses of their flesh. Many however, spend a great deal of time on Apia itself, either on pilgrimages of unknown purpose or training in monasteries. Some actually develop or lead monasteries of their own, particularly in the Dragon Empire, where githzerai have become a minority of the population (3-5%). Even those with dwellings on Apia however, do still spend much of their time in Limbo, thus preserving their lives many centuries. They are a calming, stoic prescience for those who know them.

Physical 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 gray, which male githzerai either shaved or wore in braids. Their facial hair was also carefully groomed and typically featured long mustaches. Female githzerai usually wore their hair in buns or braids. An austere and frugal people, githzerai usually favored practical and unadorned clothing, usually a long monkish robe and a simple pair of sandals. If they do chose to wear jewelry it is simple and eloquent but typically of very little value. While piercings are not common, mystic tattoos are, with the teachings of Zerthimon or the sayings of Zaerith Menyar-Ag-Gith being particularly popular as tattoos.

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History: After the gith people won their freedom from their mind flayers (see Githyanki) Gith, the warrior leader of their race, became more and more tyrannical, obsessed with killing, destruction and conquest. The mind flayers must be destroyed, that wasn't in question, but her methods were inhumane. She became more and more like those mind flayers they had destroyed. It was Zerthimon, the mystic, a great champion of Gith, who questioned her heart. He spoke of healing the people, of knowing their purpose and then, in time, taking the fight to the mind flayers alone, not on a path of conquest. He wanted to calm the fire that burned in Gith's heart and the hearts of all gith, so that they may knew peace. Yet Gith was not interested in peace, only in destruction and war. Zerthimon spoke of leaving, of taking his followers and trying to establish their own place, where they might focus on inner peace. Gith would not allow so many to leave and so civil war split the gith into two people, the githyanki and Zerthimon's followers, the githzerai. Despite the best efforts of the githzerai, they could not overcome the odds stacked against them and, when Zerthimon fell at Gith's hands, the war was lost. Zaerith Menyar-Ag-Gith, Zerthimon's apprentice, led the githzerai survivors in a great exodus from the Astral plane to Limbo, the great plane of chaos. Limbo's energies would shield them from the scrying attentions of the githyanki. Despite countless years, the githyanki have been unable to find all of the hidden fortress-monasteries the githzerai created for themselves and so the two people grew apart, battling whenever they met one another. Zaerith led the construction of several fortress-monasteries made from adamantine, shielding the githzerai from the chaos energies of Limbo. The sheer mental fortitude of thousands of githzerai monks calmed the energy of Limbo in the area around their monasteries, allowing them to live safely. However, the githzerai required a place on the material plane where they could raise their children, as Limbo's ever churning chaos was inopportune, to say the least. Besides that, the mind flayer threat had to be dealt with. While the githzerai were preparing to endure the oncoming storm, some believed that preventing the rise of that foul empire was the solution. According to the Zerths, the closest thing the githzerai have to priests, a great Zerth named Dak'kon led a contingent of githzerai to Apia, in the vicinity of the Dragon Empire. There, they established monasteries on the material plane where they could raise their children and meditate, befriending many locals along the way. Githzerai are a common enough sight on Apia now, particularly the farther west one goes on the continent.

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Geography: Githzerai are a sizable minority in the Dragon Empire. They are found in other places across Apia however, notably Taskanda and Demauric. Some have established a small monastery-city in the heart of the great plains and so they can be found there. Mind flayer hunting parties make their way into the Hollow on a regular basis. Individuals on pilgrimages or meditative journeys are common. Githzerai can ultimately be found almost anywhere.

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Personality: The githzerai are a contradictory sort of race. Whilst they cherish personal freedom, they are also quite monkish, believing that the path to freedom can be found through spiritual enlightenment and the understanding of one's self. This behavior is particularly prominent in the Zerths, who as the pseudo-priests of Zerthimon follow his Unbroken Circle, which emphasizes the knowing of oneself. They are quiet, taciturn even, not fond of speaking unless they have to, and then only as much as they need to. Most believe in patient contemplation and understanding of every aspect of what they are about to do before they make a decision; others follow the path of instinct, trusting in their knowledge of their body and their inner harmony to intuitively guide them along the correct path, making snap decisions. Githzerai don't do anything without a reason. They're naturally pragmatic and extremely stoic; they don't behave foolishly. They tend towards mild paranoia; though certainly healthier than their githyanki kinsfolk, their history as slaves has left its scars upon their psyches. They're slow to trust, but loyal if you can prove yourself. They value independence, and have a strong atheistic streak, outside of their reverence for Zerthimon as a secular messiah; they don't believe the gods are inherently evil or tyrannous, unlike githyanki, but they prefer to rely on their own strength and are unwilling to trust to the benevolence of deities. Despite constant adversary, the pursuit of self-knowledge continues.  Society: Unlike the githyanki, githzerai communities were largely independent from one another. Each community had an abbot, to ultimately make decisions in matters where an adjudication was need or in times of great crisis, but he or she was treated as a respected grandparent rather than a tyrannical leader. All abbots and all communities, followed the teachings of Zerthimon and tried to honor them, constantly honing their inner focus on the "Unbroken Circle," his personal teachings and parables. Their communities and individual lifestyles are quite monastic, with plenty of meditation, martial arts practice and spiritual peace. Zerths, fighter/mages and teachers of Zerthimon's philosophy, were key members of the monastic communities, aiding the abbot and the individuals within as they strove to achieve a proper peace. Unlike githyanki, the githzerai did have family units and family ties. A githzerai couple would tend to their own eggs and raise their own children, imparting their love and teachings onto them. Because of this familiar bond, githzerai communities were often made up of small dwellings that would house an entire extended family. While they are a reserved people, the githzerai know that true enlightenment is not found in the divorcing of emotion but in its control. Young githzeari are reared in stern but loving homes. Githzerai communities are self-sustaining, they tend their own crops, weave their own clothes and will trade fairly for those few things they need. They do not raid or pillage but will fiercely defend their homes if attacked. Occasionally, small bands of mind flayer hunters, called rrakkmas, will set out into the Hollow to look for illithids. Rrakkma bands will only returned with the head of at least one mind flayer. While they might seem odd, most communities value having a githzerai monastery in their settlement, as they are a peaceful people who don't distrube others but fight fanatically if cornered.

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Religion: Most githzerai are soft atheists. They don't disbelieve in the gods but they don't pray to them. Inner peace and enlightenment and the teachings of Zerthimon are what is important. It isn't against githzerai law to worship a god, it is simply unusual and mildly discouraged. If a githzerai does worship a god it is likely Klak'a'tuk.

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Alignment: Githzerai are mostly lawful good, neutral good or lawful neutral. They are a ridged people but without malice.

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Relations: Githzerai aren't the friendliest people but they do not cause harm and as a result they are tolerated most places. They have great relations with the Dragon Empire, where many are citizens. They respect and are respected by dwarves and metallic dragonborn, who appreciate their simple plain-spoken ways. Minotaurs also get along quite well with them. Tortles are usually friendly to them as well, appreciating their peaceful demeanor. Githyanki attack them on sight and mind flayers do the same. The slaad are known enemies of the githzerai.

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Language: Githzerai speak common and Gith. (Note, the version of Gith spoken by githzerai is fundamentally different than the githyanki version, though the language is compatible.)

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Adventurers: Many githzerai monks travel far and wide in their quest for enlightenment and take up the adventuring lifestyle. Others are hunting mind flayers or their wayward cousins and so travel in company for protection. As enlightenment can come from many sources, the githzerai will delve ancient ruins and haunted moors looking for lost wisdom, rather than gold or jewels. Often the journey itself is enough for them.

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Names: Githzerai use single names and the honorific "son of" or "daughter of" to distinguish themselves.

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Example male names: Nadahn, Khad, Drak, Zarnod, Barth, Grokran, Darram, Makran, Krazad, Narzth

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Example female names: Eszmira, Halmaya, Immerra, Niarel, Raszena, Raszerra, Magdeth, Ezhith, Lirmina, Sharmaka

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Traits: Githzerai traits are described below...

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+2 Dexterity, +2 Wisdom, -2 Intelligence, -2 Charisma. Githzerai are dexterous and wise, honing bodies and minds. However, their alien nature can come off as aloof and they are more focused on the why than the how of things, leaving little thought towards skill.

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Medium

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Base Land Speed 30 feet

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Darkvision 60 feet

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Naturally Psionic: Increase Psionic Power Points Pool by +2 Psi Points.

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Psi-Like Abilities: A githzerai can use the psi-like abilities of Inertial Armor, Psionic Daze, Catfall and Concussion, all 3/day. At 11th level, they can also use Psionic Plane Shift 1/day. Manifester level is equal to 1/2 Hit Dice (minimum 1st) and save DCs are Charisma based.

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Favored Class: Monk

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(Note, talk to DM about non-psionic substitute if desired.)

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Playable Races