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Published by goroiamanuci, 2023-03-29 04:56:50

Githvyrik - The Third Gith _ GM Binder

Githvyrik - The Third Gith _ GM Binder

W Githvyrik hen the "Pronouncement of Two Skies" fractured the forerunner people of the Gith race into the githyanki and the githzerai, there existed a separate sect of freedom fighters who sought to pursue freedom no matter the cost - with or without their brethren. These individualists are known as the Githvyrik - which loosely translates into "those who wander from gith" - and they are descended from the select few gith who fled from the conflict that waged in the wake of the pronouncement of two skies. These Githvyrik saw the inherent flaws in both sides of their warring brothers, and took the opportunity to seize the true freedom they so rightfully gained by overthrowing their captors - and not by engaging in needless war with their kin. Their flight has earned them the title of "coward" to the Githyanki, and "betrayer" to the Githzerai, and have found little welcome in either sect of their brethren as they wander the outskirts of the multiverse in their pursuit of freedom and intellectual gain. The Sojourner "The laws of the universe are tumultuous as they are powerful; a chaotic entropy with patterns inherent. True freedom is the ability to harness those natural patterns." --- The Dictates of Vhostym, the Sojourner One of the most renowned members of the Githvyrik is the psycho-arcanist known as Vhostym, the Sojourner; an incredibly intelligent individual who sought the truths inherent in the laws of nature and the cosmos itself - seeking enlightenment through theory, experimentation and solution. A celebrated, immortal archmage and master mystic, Vhostym worshiped no god or goddess, as he saw the gods as nothing compared to the utter randomness and enormity of the universe. The only order and predictability that the universe had to offer him was its perfect Mathematics - which he used to bolster his spellcraft, making him near unrivaled by any but the gods themselves. Vhostym resolved through his increase in power that the only true law in the universe was that those who are weak should suffer the will of the powerful, and that morality - whether good or evil - was merely a fiction created by sentient beings to bring purpose to the entropic meaninglessness of the cosmos. The powerful Gith went on in his youth to build and use his strength for his own desires, razing forgotten worlds, slaughtering thousands perhaps millions of creatures, and gathering the resources necessary to provide for outposts of fellow Githvyrik - who he looked upon with abject comfort and a sense of responsibility. Vhostym took no pleasure from the suffering of others, while not hesitating to wipe out civilizations and worlds for his whims and gain. He neither loved nor hated any being in a universe so inherently unpredictable. The only times his hand would remain stayed was when the lives of the Githvyrik were on the line - as their survival would ensure his teachings live on through the ages. Rules of Nature Vhostym's study of natural phenomena and alchemical augmentation allowed him to expand his natural lifespan well past 10,000 years without the need for divine will through the form of worship or faith - an aspect of the gods he considered to be fickle and unnatural. Although the details of this ritualistic augmentation process are unknown, it is thought that a record of this experiment he performed upon himself exists still within the written word and mental records he left behind - trapped behind centuries upon centuries of cipher, scribble and code. Disease and Dream In his later life, Vhostym contracted an extraplanar disease that caused his body to decay rapidly while within the light of any sun or star. Through his intensive study of magic and natural formulas of physical augmentation, he was able to hinder the progression of the disease, yet remained unable to prevent it from slowly consuming him over a span of a few hundred years. Seeing his inevitable demise, he began to conceive of a plot where he could again walk upon the material plane within his own physical body, without succumbing to the fatal star sensitivity that stemmed from his diseased condition. He started calling himself "The Sojourner" and began preparations to cast one of the greatest spells the multiverse would ever see. 1


A Crowning Achievement One of the final acts of Vhostym's life was a star-system wide congregation of natural anomalies, outsider life energies, and magical experiments intended to bring about a natural magic nexus to pull forth a meteor from its normal path to create an artificial eclipse over the world of Abeir-Toril - an act of spellwork he had named the "Crown of Flame". In his last moments, his body succumbed to the wither and decay of the extraplanar disease as he lay upon the silty sands of an ancient moon, staring up towards the corona of the eclipse he had created - and as it shattered and spelled doom for the world below, Vhostym smiled, knowing he had succeeded where even the gods had failed ... A victory of nature against fate itself. Hidden Existence "Without the guidance of the Sojourner, our kind would still be lost within the darkness of ignorance, of fear and faith in those who would sooner exploit us than allow us to outgrow our restraints and exercise true power." --- Shraak Roepict, Githvyrik Exemplar Although the Githvyrik have existed since the pronouncement of two skies, the majority of their kind was restricted to isolated pockets of wanderers and vagabonds who clung to lives of solitary complacency within their hidden compounds in the deepest recesses of the multiverse. More often than not, these conclaves would take the form of fleets of spelljammer ships repurposed for extensive life in space. Very rarely, more sedentary conclaves (known as sanctuaries) could be found in areas uninhabited by other sentient races - such as the underdark, upon abandoned planets and moons within wildspace, or even in extradimensional demiplanes. Regardless of the form in which a conclave takes, one fact remains true: Life as a Githvyrik is a lonely and dangerous existence where everyday is a fight for survival. Limited Life Members of these conclaves would only leave the safety of their hidden sanctuaries for the sole purpose of hunting out resources and supplies necessary to keep their fellow Githvyrik alive and functioning. The Githvyrik's top priority is the survival and sustainability of their Conclacve. Most of their laws and customs revolve around this goal. It is illegal for couples to have more than one child at a time, so that the conclave can maintain zero population growth (if the population begins to shrink, this rule is temporarily lifted, and incentives may be provided to encourage multiple births). Too many Githvyrik at once draws the attention and ire of not only the local sentients who catch wind of their existence, but of Illithid and other Gith as well. Families are thus very small and closeknit. Because every Githvyrik depends on their fellow conclave members to survive, they are much more community-minded than the other sects of Gith. Loyalty, trust, and cooperation are highly prized qualities amongst conclaves of Githvyrik, and they often enjoy storytelling as a means of escape from their often trying lives within their conclaves, and are known to hold lorekeepers, scientists, and inventors in high esteem. Flight for Survival Because of a Conclave's limited resources, Githvyrik often send out groups of individuals whose sole intention is the gathering of resources for their respective conclave. These groups are sometimes outfitted with a ship to strip-mine moons, comets, and meteors they pass by - as well as loot derelicts and abandoned ruins for supplies and valuables - which often puts them at odds with any species currently settled within the area. Often times when a conclave has drawn too much attention to defer onlookers and would-be assailants, their main contingency plan is to vacate the area and "Jump Ship" - taking all evidence of their existence with them. This means that all conclaves function with the express purpose of transport via multiple means - whether through teleportation, flight, mobile ground units or rapid deconstruction - this has often led to seemingly "false sightings" of Githvyrik conclaves flotillas in star systems or on the edge of civilization. The unpopularity of the Githvyrik, and the fact that an entire conclave typically travels and works as one, makes most Githvyrik quite insular, caring only about the continued survival of the Conclave and themselves. Their nomadic life and exclusion from most civilized societies mean that the concerns of the other races don't particularly interest or impress them. 2


Life within the Conclave "The Conclave holds you within guarded grasp, her hands which tremble with every gasp. As you look below, so too above, for through your life, she draws her love." --- Githvyrik Conclave Motto Life as a Gitvyrik is one consisting of notably fleeting moments of safety and security amidst the conflict and entropy inherent in the universe - a constant fight for survival against fate itself which the Githvyrik revel within. Because of their survivalist lifestyle and individualist mindset interwoven with a conclave-centric system of goals, members of the Githvyrik participate in a system of neartribal, feudal law. This system of governance has a trickledown form of oversight which flows as shown below: Overguard Vanguards Wayfarers Overguard Because of the isolated nature of Githvyrik conclaves, no particular central form of governance exists between separate conclaves. Instead, the Githvyrik Vanguard who has benefited the conclave with at least ten separate occasions in regards to resources, discoveries, or accomplishments gains the ranking of "Overguard". Conclave Overguards are incredibly powerful Githvyrik elders responsible for overseeing the overarching plans and goals of the conclave, their continued existence, supply distribution, as well as their course of action should a decision affect the conclave as a whole. In addition, when a crime has been committed by a member of the Conclave, the offender is brought forth on trial with the Overguard acting as judge. The Overguard confers with the trusted council of Vanguards to oversee immediate issues within the Conclave itself. When many conclaves meet in one area, the Overguards of each Conclave meet in counsel with one another to determine what course of action must take place for the continued integrity of their individual conclaves. Vanguards Those who have undergone incredible hardships and accomplishments - but currently not overreaching those of the currently leading Conclave Overguard - represent the council of "Vanguards". Vanguards are trusted individuals akin to honored knights and hardened adventurers, each with at least one notable benefit they have brought forth for the benefit of the Conclave. These Vanguards are often times charged with the goal of leading adventuring parties consisting of groups of 3-5 other Githvyrik Wayfarers to venture forth and accomplish important requests and objectives set forth by the Overguard. More often than not, these Vanguards are meant to oversee small collections of Githvyrik families and to deliberate, police and regulate more menial - yet important - issues amongst the members of the Conclave. Wayfarers The last rung of the governing ladder of the Githvyrik are the individuals known as "Wayfarers". These eager and intuitive Gith seek to prove themselves to their superiors through the completion of vital goals, the upkeep of the conclave, and pursing training in their physical, mental, and magical prowess. Many of the tasks undertaken by Wayfarers include those of educational or functional purpose, such as leading the role of a teacher to pre-adolescent Githvyrik, a medical practitioner, scribe, mechanic, or various other non-lethal professions (at least in regards to the tasks undertaken by the Vanguards). Most other Githvyrik who are not Wayfarers are traditionally civilians or children. More often than not, Wayfarers are those who have piqued the interest of a Vanguard as one who has the potential to offer some benefit to the Conclave - through what means only time can tell. Other Social Roles Within Githvyrik society, not all roles fit any particular area of the feudal ladder. Exemplars One of the key aspects of life within a Githvyrik conclave is not only maintaining the conclave, but the idea of creating, discovering, or developing a new way to improve the lives of their fellow Githvyrik. Because of this, artificers, druids and wizards are all highly encouraged vocations. Mathematics, natural sciences, magical studies, and manufacturing are some of the most fundamental skills that are taught amidst the conclaves. Those that have achieved great accomplishments in regards to grand inventions or discoveries gain the honorific title of "Exemplar" and often have their names and life history archived within a conclave's library, using their memories to teach future generations. Amongst these memorable Exemplars, the teachings of Vhostym remain some of the most celebrated studies for all Githvyrik - as his lessons on universal truths, individualistic mindsets, preternatural mathematics and intensive manipulation of magic remain essential to Conclave life. Exiles When a member of Githvyrik society has committed a crime seen as absolutely unforgivable within the eyes of the Conclave, the offending member is cast out to seek refuge on their own accord - no longer permitted to find sanctuary within any Githvyrik conclave. Before being omitted from the Conclave, the "Exile" is branded by the Overguard with a sigil scar of a slashed eye; a sign to other Githvyrik that their crime is so heinous as for all Conclaves to turn their sights away from their words and deeds. It is a rare occurrence for a Githvyrik to commit a crime against the Conclave so heinous - and rarer still for one to be forgiven for it. 3


Githvyrik within the Verse "As we wander the stars and spheres of this vast cosmos, indeed do we feel the grander scope of existence more than our close-minded brethren - yet we shall hold out for the night where the two skies blend upon the horizon; where we all shall sail past into the void beyond." --- Daro Breziah, Githvyrik Overguard and Sha'Sal Khou Unlike the Githyanki who reside in the city of Tu'narath within the Astral Plane, and their Githzerai kin who hold Shra'kt'lor as their main fortress in Limbo, Githvyrik hold no particular plane, star-system, or world to call their home. Instead, they make their home amidst the stars and planar pathways that web throughout the multiverse, never staying in one spot for long. Githvyrik life is one where constant travel is the only assured fact of their existence - one which they embrace as the main price for their untethered freedom. Conclave Flotillas Almost all Githvyrik conclaves wander about the multiverse through collections of various vessels and spelljammer ships called Flotillas. Conclave Flotillas are fleets of repurposed and modified ships that house the various families of Githvyrik - where each able bodied member of those families are expected to serve as crewmates or support positions within the ship they live, making life a constant struggle. Conclave Flotillas typically consist of an Overvessel, 4-6 Wardships, and one-to-two dozen Kinships. The Flotilla drifts between star systems looking for any resources that can bolster or upgrade their ships, with many vessels being centuries old with modern or state-of-the-art enhancements. Overvessel. The head spelljammer ship of the Concalve Flotilla is called the Overvessel, aptly named as it holds the Conclave's Overguard, who supervises the actions of the Flotilla itself, rarely ever leaving the safety of the wellguarded Overvessel. The Overvessel is always the most heavily modified and armored ship in the flotilla - to protect not only the Overguard, but the Conclave's historical records which contain hundreds of generations worth of studies and information. Wherever the Overvessel goes, it is Conclave Law that the rest of the Flotilla follow. Wardships. Wardships are the heavily armed spelljammer ships that reside upon the outside edge of the conclave flotilla itself - representing the first defense and offense against oncoming threats to not only the Overvessel, but the multiple Kinships which cling to the safety of the Overvessel. Each Wardship is captained by a Vanguard and maned by a crew of seasoned wayfarers who oversee the coordination efforts of not only their personal Wardship, but a collection of Kinships which they zealously guard with fervor and stalwart determination - knowing full well that those families onboard are within their charge and protection, and if they fail, those families will perish. Wardships are the first to respond to overwhelming danger to the flotilla - and all crew onboard recognize the duty they uphold, and if necessary, they would charge headfirst into danger to buy time for the Conclave to escape, even at a cost of their lives. Kinships. The various, ramshackle vessels which make up the "cloud" of ships which surround the Overvessel, Kinships contain the majority of civilians and non-combatants within the Githvyrik Conclave. Kinships generally contain a useful function or necessary profession such as a medical facility, agricultural area, or manufacturing unit - which Githvyrik from other kinships may visit by teleportation or utilizing a skiff to go from ship-to-ship. Most Kinships are captained by a Wayfarer whose main charge is to ensure the kinship survives, and takes orders directly from the Vanguard of their corresponding Wardship. Less Pirates, More Scavengers While the Githvyrik have been known to engage in piracy from time to time, most Conclave Flotillas only do so when supplies are incredibly low and desperation is high. The reasons for being adverse to partaking in raids is due to attempting to avoid drawing unwanted attention to the Flotilla. This being said, if a Flotilla is resorting to open raiding parties in lieu of scavenging or salvaging operations, it means the Conclave is in a state of absolute emergency. 4


Wandering Enterprise Githvyrik Conclaves make a habit of never staying in one place for very long, as their desire for discovery as well as their need to remain ever-moving makes it difficult to keep track of the Flotilla. One of the most captivating aspects of the Githvyrik is their propensity to experience the edges of the cosmos in ways very few ever have the privilege of considering. Travel and Discovery. Usually, a Conclave Flotilla will anchor itself on the darkside of a nearby moon or within the shadow of a planetoid, where they will send out one to two Wardships and a few Kinships to scour the nearby worlds for resources. Through these scouting and salvage missions, many Githvyrik find themselves on new and alien worlds, and they often wander these exotic locations to not only experience it for themselves, but to record it for stories, songs, and studies. The strange, bizarre, alien, and otherworldly are as commonly accepted by Githvyrik as the concept of matter - these things do not strike them as odd in such ways as other races may be affected by seeing something unexplainable; To the Githvyrik, that is everyday life. Wanderers. At times, while on missions requested by their Overguard, some Githvyrik will become enamored by the things they experience and split off from the Conclave to pursue their own interests. These individuals are not exiles, but they are usually attempting to either educate themselves in matters they find interesting, find objects, items or artifacts that would benefit the conclave, or to simply find a life of their own. Regardless of the reasoning, these Githvyrik are always welcomed back into the Conclave whenever they choose to return - but it merely a matter of finding the conclave after they have left the system. Often times, these stragglers will not always be able to find their way back to the Conclave, but over time may wander the cosmos in search of them - sometimes waiting in areas the Flotilla has been to before, or in locations they would visit. Ironically enough, they may come across other Githvyrik in their travels, sometimes banding together to create their own Conclave which wanders the cosmos. Flotilla Emergency Jump. All Conclave Flotillas are outfitted with the means to spontaneously perform an emergency teleportation maneuver. Doing so links all flotilla ships into a singular teleport spell that transpositions the entire conclave to a previously visited location in the Overvessel's star charts. The emergency jump can only be utilized once every 24 hours, and expends a great deal of either physical fuel, or mental energy to link all ships into one singular jump. So it is usually only used as a last resort when coming across overwhelming jeopardy - and requires immediate resupplying, lest the Flotilla become adrift and derelict. Sanctuaries In the untold millennia since the Pronouncement of Two Skies took place, and when the Githvyrik first began to take to the stars in their flotillas, an aspect of their existence has revolved around the concept of finally discovering a home of their own. To this end, many Conclaves have attempted to set up permanent fortresses in the far corners of the multiverse - places untouched or unknown to other sentient lifeforms (or by the grace and cooperation of some friendly or useful enough to lend their aid). Unfortunately, many of these Sanctuaries have been left abandoned or forgotten throughout time; befalling tragedies such as raids, diseases, natural disasters or self-destruction. Many Conclave Flotillas will attempt scavenging operations upon those they come across, desperately trying to recover any lost knowledge and valuable resources from their longdead kin. Kalach'a'Vah. Legends tell of a Sanctuary utilized by Vhostym, the Sojourner which remains undiscovered since his self-induced death. The Sanctuary's name translates to "Shard of the Star" and is said to be amongst one of the first Githvyrik sanctuaries created by the original Gith who fled from the Proclamation of Two Skies. If stories are to be believed, the Sanctuary itself resembles a massive metallic column which revolves around a barren world set in a pulsar star system. The reasoning for Kalach'a'Vah being constructed - let alone in an incredibly dangerous system - is unknown, but presumably it was created in such traumatizing conditions to deter the enemies of the Githvyrik. Rumors abound that the final teachings of Vhostym reside within a vast library of knowledge alongside the original stories of the Gith Forerunners, Zerthimon's secret tomes, and the dictates of Gith herself. 5


Gith Characters At the DM's option, you can create a gith character, using the following traits. Gith Traits Your character shares the following traits with other 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. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and Gith. Subrace. There are two common kinds of gith: the githyanki and githzerai. The third is the Githvyrik, which is listed here. Githvyrik Those that wander the horizons and limnal spaces, the Githvyrik are outfitted for speed and skill. Ability Score Increase. Your Dexterity score increases by 1, and your Intelligence score increases by 1. Alignment. Githvyrik tend towards neutral. Their detachment from morality and self-serving natures make them standoffish and distant. Darkvision. Accustomed to the liminal dark and the starry void of space, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Supernatural Wards. You have a +2 bonus on saving throws against spells and other magical effects. Taught the inherent preternatural mathematics of the cosmos has yielded great magic defenses. Githvyrik 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 Mage Armor 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 Borrowed Knowledge 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. Githvyrik Names Githvyrik utilize the same naming scheme as their brethren kin, but end their name with the title of their family's ship to state their upbringing - but will drop the ship name while in the presence of other races. Male Names: Galo, Hanik, Hiloc, Keenah, Lemc, Prazzi, Saath, Veeto, Ysin, Zono Female Names: Amith, Brezi, Elani, Fedee, Jurai, Izera, Laele, Meeri, Tali, Uweya Ship Names: Honorata, Idenna, Moreh, Neema, Novarra, Rayaya, Roepict, Tesileni, Tonbay, Ulnay, Usela Sha'Sal Khou Sympathists Despite holding a detached view of other races and the innerworkings of their lives or struggles, Gitvyrik hold the war between the Githyanki and the Githzerai as something incredibly close to their hearts - as they wish for their warring kin to cease their petty conflict and join them in the discovery of the cosmos. Because of their intense desire for unification, they welcome the radicals and rebels from both sides into their ranks whenever their ideals are proven true - and will lend as much aid in their personal objectives as their solitary lives will allow. 6


Githvyrik Character Origins Utilize these tables when wanting to add additional flavor to your Githvyrik character. Any of the options presented here replace the options of your background if you choose them. Githvyrik Personality Traits d4 Trait 1 The cosmos is a vast and terrifying thing, but all corners are worth discovering. 2 What is exciting in life is what makes a good story. 3 Work before play, sleep before day, never go astray. 4 Those who you hold close are the only things worth living - and dying - for. Githvyrik Ideals d4 Trait 1 Flow. One's ability to adapt to change is what sets them apart from the weak and stagnant. 2 Balance. All existence relies upon a perfect mixture of substance and energy - maintain it. 3 Duty. It is each of our responsibilities to keep the Conclave functioning. 4 Freedom. No strong soul should be enslaved. Better to die first than live as another's puppet. Githvyrik Bonds d4 Bond 1 I live by the scientific laws of Vhostym, the Sojourner. 2 My Overguard saw potential in me where others did not, I strive to prove them right. 3 I will one day make a discovery or creation that will mark me as an Exemplar. 4 My family and friends died during an assault on my Conclave, I live to remember their names. Githvyrik Flaws d4 Flaw 1 Everything is so beautiful and profound to me, and I take an exorbitant amount of time experiencing it all. 2 Stillness is painful to me; I can never stop moving. 3 I am an exile from my Conclave, and as improbable as it is, I wish to earn my right to come back home. 4 I desperately chase the idea of continuously outdoing my peers and superiors.


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