So, who does have at least one dimension door remaining? (Ya'shenn does...)
BoG'r OOC.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
(Ii'Jyka does not..if i am right, dm?.)
True, Du'minh used some, but I think only 2 ....
Before we proceed, I need to write a little about the astral skiffs and how they work in BoG'r. Each is contriled via a control skull. This is a psionic item crafted from an illithid skull and crystaline circuitry. A control skull is suficient to propell an astral ship on the Astral plane or the wildspace 'phlogistin' (which I consider another plane, possibly even a border area of the ethereal, which is much 'larger' and diverse in my cosmology). In order to deal with gravity on prime worlds, a spine of earthly wind is installed. The spine is a psi/arcane item which imprisons an air elemental. The control skull allows the pilot to control the elemental, who will obey the last order given.
So much for the basics, every PC knows the info above, but not every PC may have been trained on the particulars or ever piloted one before.
Na'rai probably has not. As a teleporter she is more useful as a shock troop than as a pilot.
Kirath may have, but he spent most of the Incursion in the underdark, so maybe not.
Of the Git'ribani PCs, Ya'shenn is the most likely to have piloted a skiff before. 1. She's a clairvoyant (see below) 2. She can coordinate attacks and send messages. Piloting a skiff is sort of like riding a motorcycle, it might take an hour to learn how to do it, but to do it well takes some practice.
Ar'dru, probably not, since he flys himself anyway.
Du'minh, maybe, but probably not.
---
Grasping the control skull results in a surge of psionic power. Harmonicly tuned to githyanki, the energy is damaging to graith, though it does not prevent control. When the skull is grasped, the pilot is aware of his ship, including the elemental in the spine. The skull grants a limited clairvoyance around the ship. The pilot can look in any direction, at ten times normal ranges, as if using a spy-glass. The skull also amplifies any existing inate abilities of a githyanki pilot. Telepaths, especially, have their abilities amplified. They are able to send messages to any ship in the fleet they know well (for free). This usually includes all major flagships and the ships of a pilot's squadron. Psions are usually chosen to pilot an astral ship, since most are at least somewhat telepathic. Clairvoyants are assigned to scout ships.
The basic formation of ships is the strikeforce. It consists of three ca pital ships (planar raiders), nine brigs, and about sixty astral skiffs. Loaded for war, a strikeforce carries about 1,000 githwarriors.
This... sounds fun...
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
That sounds awesome!
If Ya'shenn gots tha wheels for our getaway, Du'minh will ride shotgun and man arrowslits in case we get bandits on our six . Ahem.
Du only used a dimension door when engaging the Dread Gazebo, actually, so he'll still have one left after bringing him, Ya'shenn, and a third gith to the skiff.
Well, so the githyanki can all pretty much get into the skiffs. Ar'dru is big enough that only one other can be in his skiff, but any others can take 3 passengers each.
Protection From Arrows is a great spell.
She didn't mention the Band of Copper aloud.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Before we proceed, I need to write a little about the astral skiffs and how they work in BoG'r. Each is contriled via a control skull. This is a psionic item crafted from an illithid skull and crystaline circuitry. A control skull is suficient to propell an astral ship on the Astral plane or the wildspace 'phlogistin' (which I consider another plane, possibly even a border area of the ethereal, which is much 'larger' and diverse in my cosmology). In order to deal with gravity on prime worlds, a spine of earthly wind is installed. The spine is a psi/arcane item which imprisons an air elemental. The control skull allows the pilot to control the elemental, who will obey the last order given.
---
Grasping the control skull results in a surge of psionic power. Harmonicly tuned to githyanki, the energy is damaging to graith, though it does not prevent control. When the skull is grasped, the pilot is aware of his ship, including the elemental in the spine. The skull grants a limited clairvoyance around the ship. The pilot can look in any direction, at ten times normal ranges, as if using a spy-glass. The skull also amplifies any existing inate abilities of a githyanki pilot. Telepaths, especially, have their abilities amplified. They are able to send messages to any ship in the fleet they know well (for free). This usually includes all major flagships and the ships of a pilot's squadron. Psions are usually chosen to pilot an astral ship, since most are at least somewhat telepathic. Clairvoyants are assigned to scout ships.
The basic formation of ships is the strikeforce. It consists of three ca pital ships (planar raiders), nine brigs, and about sixty astral skiffs. Loaded for war, a strikeforce carries about 1,000 githwarriors.
A couple more things I forgot to mention:
Since the ships are propelled by elementals, they can be urged to extra efforts, i.e. made to 'run' unlike most other similar sized vehicles. The elemental inside can become fatigued, take damage, even escape the bonds of the spine if it is heavily damaged. If somehow the control skull is damaged but the spine remains intact, the ship could concievably 'go rogue'.
Astral ships are pretty well armored. Due to the control skull, the pilot needs no windows to see out of. A skiff has 2 arrow slits, one bottom hatch and a top/forward hatch. A brig has a score of arrow slits, and four hatches; top bottom, front, and back. The front and back hatches usually have balistas or flame-siphons. The bottom hatch sometimes has a ring of metal on which are inscribed runes for feather fall, for aiding drop troops. A planar raider has three full decks, with six to ten large weapons like balista. There are two bottom, two top, a front, and a back hatch, as well as three or four hatches on either side.
Shall i just go and stand in a corner and wait to be picked up by anybody that does not mind knights to much? jees...
It's an IC issue, though Na would probably find it somewhat amusing if/when she finds out that Ii isn't a 100% perfect ideology-happy knight. Also, you aren't seriously wounded. I personally don't hate you
I know, dont worry, lets see howthe story works out in regards of the not so logical knight..
Since this is the OOC, I must post this:
Or not...argh.
Heh. Can you feel the intra-party love?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Ii might actually be the last push Du needs for the next step in character development. One of those aspects being the impact rank and authority has on his perception of other giths.
Powers preserve us!! Now they're turning on each other like starved rabid lobster carp!!!
Er, well, more like they're really pissed off at Ii... Just what did you do BS?
It's nice to have a +15 Diplomacy modifier at times like these.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
[Ya'shenn can d-slide too, I believe she has used 2 freebees]
Speaking of which, does Ya'shenn have door or slide? I know the 3.0 text uses slide, but nearly all githyanki have door, supposedly. (Please, can she have d-door like the others? ) Plus, she doesn't have concealing amorpha (but she does have clairvoyance 3/day).
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
[Ya'shenn can d-slide too, I believe she has used 2 freebees]
Speaking of which, does Ya'shenn have door or slide? I know the 3.0 text uses slide, but nearly all githyanki have door, supposedly. (Please, can she have d-door like the others? ) Plus, she doesn't have concealing amorpha (but she does have clairvoyance 3/day).
Yea, I noticed the descrepancy, and they are largely similar. We'll say door for simplicity's sake.
Honestly, I thought the amorpha was an ad-hoc race ability in the first place, and I've been forgetting to use it half the time anyway
I like the idea of a non-homogenous githyanki race. Most are porter/kinetics, but should have a second power related to one or the other rather than amorpha. Some could be minor telepaths instead of d-door or far hand. Ya'shenn just happens to be a clairsentient
I think concealing amorpha may be new to 3.5 edition.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
It's nice to have a +15 Diplomacy modifier at times like these.
If only you weren't a githyanki...
Dire Lemon, if you are going to lurk, try to refrain from criticizing the game, the players, or the characters.
I didn't mean it as criticism.
I even put the smilie there to show I was being silly. What did you feel I was criticising?
So, we are assuming that Ya'shenn is the only one who has (?) piloted a skiff before. Zim, choose, but choose well. The plot will soon be going in such a way where it will matter what each PC did during the Incursion. Of course, if a PC hasn't talked about their past with another PC, on or off 'camera', others wouldn't know. Therefore the following is just to get my mind staight for future plot turns
Ar'dru and Du'minh both took part in the Incursion, as special forces considering their abilities.
Ii'jyka'vaar actually missed the Incursion ... mysterious right?
Ya'shenn was mostly in a support role at a varsh'isk. She may have also piloted skiffs as a scout or combat medic.
Kirath was in the underdark of this very world.
Na'rai was an Incursion warrior, as were her Band of Jade cohorts.
In addition to Abir-Toril (of which any number of maps can be googled) there were, via BoG'r lore, nine full Incursions, and two dozen smaller 'raids' (though they still were good sized operations). I will detail a few other worlds the PCs might have served on, where major Incursions took place, and how they played out ...
I wouldn't want anyone mistaking her for a prostitute, you know...
Skiff piloting -- sounds like a great deal of fun. While they are unusual specializations for a githyanki, don't forget that she's also a Qualith scholar and definitely spent some time interrogating various persons. Given her telepathic (and healing) abilities, I had originally imagined her as being somewhat like Lt. Uhura, with a bit of Bones thrown in. Don't the githyanki need someone to handle communications?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
The following are my Nine Incursion worlds. Some are more fleshed out than others, some are WotC. Some had (or still have) regalia of Gith or something else that makes them important.
---
Abir-Toril. Moonsea Region conquored. The Vast and Southern Sembia taken. Dragon Coast and Pirate Isles conquored. Raids and forward bases established in Tethyr, The Nelanther, and Northern Amn. Githyanki unsuccessful in Cormyr & Western Heartlands.
Oerth. Highfolk Conquored. Veluna conquored, Furyondy subdued. War with Iuz. Expansion into the southern Duchies and the Pomarj. War with Iuz turns ugly. Oerth abandoned just before Vlaakith's fall.
Pharagos. Githyanki spread out, searching for the Gave of the God and Gith's Tomb. Many raids, but githyanki forces stay mobile, as there were no established varsh'isk on this world.
Saev. Powerful illithid allied with aboleth (and Tsochar, unknown to most githyanki) preying on rich prime world. The few free nations very welcoming of githyanki.
Mavei. Typical prime world, with a large continent whose dominant empire is controled by illithid at the top. Giants and elves, marginalized to the west, welcome githyanki. Three human kingdoms to the south do not, though they remain illithid-free. Githyanki conquor kingdom of Rao, the southern land on large islands separate from the mainland. Githyanki supported by graith in the wild lands of the north-west. Great Republic of Nod-Nedom, the great inland empire, includes forests & mountains in the west and far east, but is mostly desert in the middle. Githyanki conquor mineral-rich western lands of the Great Republic.
Ia-Na. Ocean-dominated world with four smaller-sized continents and many islands. Primary githyanki bases established in the Isles of The Firedragons in the north, between the continents of Vo` (several kingdoms, some with navies, some dwarven) and Normandle (mostly wild with fierce goblin and human raiders along the coasts and rivers. To the south are the tropical continents of Affae and Dag. Affae is home to yuan-ti (non-naval) and orcs in war canoes, while Dag is wilderness. Also in the south are marine empires of Korpru (in decline) Kuo-toa (in decline but still far more powerful than on most primes), and Ix-i-can't-spell-it, so they are just called Ix by the natives. Inbetween the northern and southern continents are Archepeliago to the east, a shallow sea with thousands of islands, and The Wide Deeps to the West (south of Vo`), a great ocean ruled by Kraken and other sea monsters. In the temperate seas between Vo`, Normandle, Archepeliago, and The Wide Deeps are Sea of Sharks and the Windy Sea, both populated and controled by a mighty Sahuagin Empire.
Torresh. Rocky world with many mountains. Dwarves very common. Extensive underdark.
Antipol. A world whose orbit and spin match, so that one desert side is always sunny, and another is always dark. Extensive underdark, and dark-side surface septs, dominated by illithid.
The Ethergaunt Empire. Bitter and dangerous fighting in deep regions of the Ethereal, unknown to most githyanki.
---
The players may choose one of the above, or make up their own 'major raid' world to have served on
OK, I'll give this a try...
Ya'shenn would probably have been the communications end of things/"radio guy," telepathically sending orders to various githyanki units, receiving updates from those units, and coordinating communications in general. (Not as awesome as filleting illithids with a two-handed sword, I suppose.) To the extent that one can apply the word 'diplomacy' to githyanki, given the specific situation on Saev, Ya'shenn was often called upon to keep relations with local graith populations relatively positive. Which often consisted of convincing hotheaded githyanki troops not to slay barbarians for various petty reasons. (I'm guessing the graith in question were humans or maybe Underdark races, since Ya'shenn speaks Common and Undercommon, but not elvish or dwarvish, for example.) She was also called upon to figure out if this or that barbarian/gith was a thrall or not, and given the generally sparse availability of githyanki healing, also acted as a combat medic. (And yes, sure, she's a skiff pilot.) Does that work for you, Azure?
Also note that since her knowledge of Gith history is extraordinary, and she knows Qualith, she might well have been involved in the "search for gith history/relics" in some way. Anything interesting relating to that on Saev?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
I'm heavily inclined towards Oerth.
I'm a big fan of oldschool classic Greyhawk and know a great deal of lore for the western side of Flaeness (including Highfolk, Veluna, and Furyondy), especially due to running a 3+ years long Return to the Temple of Elemental Evil campaign in that region.
Then again, the idea of making up an altogether different world to have been raided is also appealing...
I'm heavily inclined towards Oerth.
I'm a big fan of oldschool classic Greyhawk and know a great deal of lore for the western side of Flaeness (including Highfolk, Veluna, and Furyondy), especially due to running a 3+ years long Return to the Temple of Elemental Evil campaign in that region.
Good, because I know bupkiss about Greyhawk, except for a map and various gleenings. You can tell ME how that Incursion played out beyond my summary (and I'm only going by the outlined strategy in the Dragon)
Then again, the idea of making up an altogether different world to have been raided is also appealing...
Either way.
Also note that since her knowledge of Gith history is extraordinary, and she knows Qualith, she might well have been involved in the "search for gith history/relics" in some way. Anything interesting relating to that on Saev?
Might have been another reason for her to have visited Saev specifically. Any legends about the dagger that Ya'shenn would know about?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Might have been another reason for her to have visited Saev specifically. Any legends about the dagger that Ya'shenn would know about?
Cool!
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
I'm heavily inclined towards Oerth.
I'm a big fan of oldschool classic Greyhawk and know a great deal of lore for the western side of Flaeness (including Highfolk, Veluna, and Furyondy), especially due to running a 3+ years long Return to the Temple of Elemental Evil campaign in that region.
Good, because I know bupkiss about Greyhawk, except for a map and various gleenings. You can tell ME how that Incursion played out beyond my summary (and I'm only going by the outlined strategy in the Dragon)
Sure thing, I can suggest a likely scenario for a full-scale invasion. However, I haven't actually read the Incursion campaign itself...
Which Dragon issue is it from again? Or wouldn't it be Dungeon since its an adventure?
Similar question here -- is Saev described much in Dungeon (or Dragon)?
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Dragon 309. Incursion was a campaign seed. The suggestions for incorporating it into Oerth were pretty much as I described them. Take out the most powerful human nation, Furyondy (right?) by first attacking Highfolk, Dyvers, Veluna, etc. Lure the army out then gate massive forces into the capital (which by the way would've been hit by a void-bomb rip when Vlaakith went down). Once the humans were subdued, the githyanki would try to do something similar to Iuz, Greyhawk, etc. These places are just names to me, really. The Duchies to the south were suggested as relitively soft targets, and I read an article on the Pomarj once. I also know the basics, like who Iuz is, but you'll run with it better than I.
Similar question here -- is Saev described much in Dungeon (or Dragon)?
Oerth, Toril, and Pharagos are WotC, as are ethergaunts. The other worlds are Azure originals.
Sounds good.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
The rough outline you presented of a githyanki invasion of Oerth seems fine.
Furyondy is likely the critical stabilizing nation of Flaeness through its role as the main force that holds back the Empire of Iuz. Highfolk, Veluna, and Furyondy are closely allied and the latter two politically very tied together. Targeting Highfolk first is a good idea since of the 3 it is the one most decentralized in power, most divided culturally, and most exposed with regards to borders.
I think a good Vlaakith-like strategy would be to gate in air forces over the Town of Highfolk to destroy it, then have dragons and warships start razing the Vesve forest from there and move east towards the elven court of Flameflower. The forest fires will be devastating to the elven clans who are already hard-pressed from forces of Iuz on the opposing side – their prime power center will be caught in between.
Once Highfolk’s allies have managed to muster a significantly credible threat the air force should withdraw to the high skies rather than defend, however. Since both Iuz and Furyondy borders Highfolk, the power vacuum will have them battle extensively for dominance and deplete their forces at home.
At this point a massive gith attack should come from a gate in Chendl, the Furyondy capital, but again only to weaken and withdraw to the skies or Astral, rather than conquer and hold ground. Western and Mid-Flaeness will be thrown into chaos as the surviving nations, Iuz, the Scarlet Brotherhood, and other major threats wage war on each other.
Once these sides have drained each other severely, that will be the time to invade in full and conquer exposed lands systematically. I honestly don’t know how much it would take to break Iuz – his threat is generally thrown on a huge but vague scale with a sense of “insurmountable Sauron-like evil”.
***
East Flaeness is a whole different ball-game and would probably only be addressed after Vlaakith has consolidated control of the west. Major power groups there include the Scarlet Brotherhood, the city of Rel Astra, the Kingdom of Ahlissa, and the North Kingdom.
Du’minh’s role might have been with a strikeforce to take out mages because there are many of them in Fleaness, some of which are very powerful (though not on a Forgotten Realms scale).
It’s pretty likely that the Circle of Eight would interfere eventually, so he might for instance have fought one or more of their servants. They’re one of the most influential power groups on Oerth and hold to a pretty rilmani-like balance philosophy.
Nice
So, Du'minh was on Oerth. Ya'shenn was on Saev (I never made a map for this one, just the concept). Kirath was on Toril. That leaves Ar'dru and Na'rai. I believe in Ii'jyka'vaar's background we said she wasn't in the Incursion, or perhaps was in the early stages but dropped out when she went to aquire her blade.
It would be best to put Na somewhere not tied to cannon, since I know next to nothing about the Realms or Greyhawk. Antipol seems most apropriate given Na's extreme hatred of the underdark, though Pharagos is also apropriate given that Jade is/was a band of shock troops.
Before we proceed, I need to write a little about the astral skiffs and how they work in BoG'r. Each is contriled via a control skull. This is a psionic item crafted from an illithid skull and crystaline circuitry. A control skull is suficient to propell an astral ship on the Astral plane or the wildspace 'phlogistin' (which I consider another plane, possibly even a border area of the ethereal, which is much 'larger' and diverse in my cosmology). In order to deal with gravity on prime worlds, a spine of earthly wind is installed. The spine is a psi/arcane item which imprisons an air elemental. The control skull allows the pilot to control the elemental, who will obey the last order given.
---
Grasping the control skull results in a surge of psionic power. Harmonicly tuned to githyanki, the energy is damaging to graith, though it does not prevent control. When the skull is grasped, the pilot is aware of his ship, including the elemental in the spine. The skull grants a limited clairvoyance around the ship. The pilot can look in any direction, at ten times normal ranges, as if using a spy-glass. The skull also amplifies any existing inate abilities of a githyanki pilot. Telepaths, especially, have their abilities amplified. They are able to send messages to any ship in the fleet they know well (for free). This usually includes all major flagships and the ships of a pilot's squadron. Psions are usually chosen to pilot an astral ship, since most are at least somewhat telepathic. Clairvoyants are assigned to scout ships.
The basic formation of ships is the strikeforce. It consists of three ca pital ships (planar raiders), nine brigs, and about sixty astral skiffs. Loaded for war, a strikeforce carries about 1,000 githwarriors.
A couple more things I forgot to mention:
Since the ships are propelled by elementals, they can be urged to extra efforts, i.e. made to 'run' unlike most other similar sized vehicles. The elemental inside can become fatigued, take damage, even escape the bonds of the spine if it is heavily damaged. If somehow the control skull is damaged but the spine remains intact, the ship could concievably 'go rogue'.
Astral ships are pretty well armored. Due to the control skull, the pilot needs no windows to see out of. A skiff has 2 arrow slits, one bottom hatch and a top/forward hatch. A brig has a score of arrow slits, and four hatches; top bottom, front, and back. The front and back hatches usually have balistas or flame-siphons. The bottom hatch sometimes has a ring of metal on which are inscribed runes for feather fall, for aiding drop troops. A planar raider has three full decks, with six to ten large weapons like balista. There are two bottom, two top, a front, and a back hatch, as well as three or four hatches on either side.
And a few more, since Dunamin reminded me of something.
The operating cieling of a flying astral ship is limited by the temperature and avilability of oxygen in prime world skies. As a rule, they'll stay a few thousand feet from the ground. Some have experimented with heating, but thin air is a problem that can be circumvented only in a limited fashion by magic and psionics. They are very good in bad weather, though lack of visibility can be a problem. They can withstand gale-force winds, but it is not a pleasent experience for the passengers, the pilot, or the ship itself.
The elemental making a ship fly needn't sleep, and will keep the same course and heading of it's last order, so can fly overland in 24 hour intervals if need be. This gives the githyanki incredible range and speed, and their enemies were greatly surprised at the Incursion's onset.
I've been trying to read this and keep up but now I'm really confused? Are the Githyanki invading and conquering prime worlds?
Dire - read the first post or two or browse the R'rakma (sp?) forums - this is a post- incursion campaign and it would take a while to explain it.
I'll place Ar'dru on Saev as well. It fits well with his focus on Illithid hunting and makes sense of why he's not particularly averse to graith if they're strong enough to help against the great enemy. It'll also explain why he only has an academic aversion to Githzerai - he was bred to fight Illithid and never dealt with them in reality.
In keeping with what I previously wrote he was the head of an elite strike team which targeted dug-in septs. Therefore he has an excellent grasp of small unit strike tactics but is less proficient with open battlefield and campaign strategy.
How's that? I'm writing as I think so I'm happy to take suggestions.
"We're making a better world. All of them, better worlds." - Anonomous Harmonium Officer
Am very tempted by the Ia-Na world description, i love archipelago's and shallow seas etc.
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However:
Oerth. Highfolk Conquored. Veluna conquored, Furyondy subdued. War with Iuz. Expansion into the southern Duchies and the Pomarj. War with Iuz turns ugly. Oerth abandoned just before Vlaakith's fall.
This ties very nicely in for Ii'Jyka'Vaar, as she might have been recalled as this campaign was being turned into a useless slaughter fighting against Iuz, Vlaakith decided to use part of the remnants to go for the weapon blabla..
Incursion or not, Ya'shenn would have spent significant amounts of time on the Astral Plane (specifically, Tu'narath) as well. That workable, Azure?
Regarding Oerth -- Did the githyanki at any time attempt to actually ally with Iuz? Of course, Iuz is the sort who might at best say "Sure, we'll pretend to ally with the gith bastards, then we'll backstab them at the worst possible time!" Perhaps the 'yanki attempted to obtain a temporary truce, but it failed dramatically due to the general not-so-nice nature of both Iuz and the githyanki themselves. There is also at least a small chance that the various Oerth groups, who normally hate each other, might ally against an extraplanar threat, so the githyanki would seek to prevent that possibility.
Do you have the old Spelljammer rulebooks? They have some pretty odd physics regarding things like air supply. (I think those may only apply after one is outside a particular planet's atmosphere, though.)
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
They don't have a choice. (Well, they could strive for more harmonious relations with Prime Material natives, but we're talking about githyanki here.) Since the Astral Plane is timeless, they have to have a presence on the Prime Material (or other planes) for two reasons: 1) to "increase their numbers" 2) so the resulting githyanki hatchlings can grow into adulthood.
Kind of like a planar version of those species that live in the water as babies, and breathe air as adults.
BoGr Guide to Missile Combat:
1) Equip a bow or crossbow.
2) Roll a natural 1 on d20.
3) ?????
4) Profit!
Ok, that explains why they're doing what they're doing, but I still don't get what they're doing. Are they in fact conquering prime worlds in order to use them to raise their young?
OOC: If anyone else looks at all bothered by helping move a legless gith and their leg, Na has no obojections whatsoever. She's dragged around brothers and sisters in far worse shape, and doesn't have any reason to personally dislike Ha'kan'a.