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Rhys's picture
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The Astral Plane is in turmoil! Enemies abound! Choose your allegiances carefully, for no self-respecting warrior of Gith suffers his enemies to survive.

If you've been reading through all this talk of the aftermath of Vlaakith's destruction and wondering, "When are we going to see some concrete write-ups of all this?" then the answer is: "As soon as you do something about it."

Have an idea of how the groups should be written up? Write it as an article and submit it to Rrakkma. I'll offer any suggestions I might have and we'll get these warring giths armed and ready for battle. Don't you want to help conquer the Silver Void?

This is a formal request, in case you didn't know, for some help in getting this Rrakkma project going. And I need the help. Because, in case you didn't notice, it's been quite a while and people are starting to wonder.

Everything that has been determined (or debated) so far about these gith-factions (we need a better term which accurately describes their organizations, but won't be confused with the philosophers with clubs) can be found in other threads in this forum. Like the one getting the whole project going and the other thread specifically about the new organizations.

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Well, I think the first thing that would be really valuable is a basic rundown of the Gtih races from *before* the events in Dragon.

I personally don't own a copy of that issue, so I don't know what leads up to it, or any of the society descriptions from that issue of Dragon. If we can get a good beginning laid down based on what's already out there in canon, that should give us some footing to figure out what comes next right?

So my questions to you (or anyone else who happens to follow this project):

1) What happened (roughly) in that adventure module?
2) Were any factions or groups mentioned in the module that need to be developed?
3) How much of the history of the Gith prior to that module exists - are there any 'current events' that may be impacted by her death?

(And re: gith-factions, the term band comes to mind)

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Some thoughts on a sort of 'rap sheet' for faction writeups:
- What is this band's philosophy, goals, main reason for existence? This has already been broadly defined, but more detail is always useful.
- How much strength does the band command, overall? What sort of combat and magical power can it muster across the planes?
- What are the faction's strengths? This can include strongholds and other locations, unique spells and secrets, weapons and other magic held, or alliances and pawns.
- Who are the faction's leaders?
- Who are the faction's established, stable friends and foes? This includes both other bands within the githyanki, and larger players among the planes?
- What's the best case for a group of Generic Planar Adventurers to work with this faction, in-game? (This is DM Tips, Part I - what to emphasize if you want PCs to take this faction's side in the coming conflict.)
- What's the best case for a similar group of PCs to oppose this faction and everything it stands for? (And Part II - the elements to stress if you want a campaign arc to involve taking these guys apart.)

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Hi all! This is my first post, but i've got to say i've been a fan of the Gith races since the 1st ed Fiend Folio! Especially the Githyanki (although mine aren't quite as 'kill all non-gith' as they should be, just so a few 'Yanki characters can interact with the PC's. I see the 'Yankis making alliances of convenience with this human nation or that human nation to further their own goals on the Prime.)

Well, I think the first thing that would be really valuable is a basic rundown of the Gtih races from *before* the events in Dragon.


If we can get a good beginning laid down based on what's already out there in canon, that should give us some footing to figure out what comes next right?

A rundown of the current situation would be helpful, i've gleened a bit from articles on Planewalker, so let's see if i've got this right so far... [questions of my own in brackets]

The Lich Queen is Dead. [How'd she die anyway? Betrayal? Illithids? Zerth? Unknown because no survivors at all? I like the last answer myself...]

One Faction seeks to install a new Queen. [Would the Knights be the prime movers of this Band?]

One Faction seeks to disband the office, so to speak, and move Githyanki society out from under the influence of an all-powerful leader. [would not the Gish, who revere the memory of Gith herself, be the prime movers of this Band?]

Lastly, there are the supreme leaders and the Githwarriors, representing the frontline millitary types who feel the war on the Illithids has to be taken up a notch. [Knowing the conservatism of most real-life millitary, who see war as a neccissary evil but who are reluctant to take unneccissary risks with soldiers' lives, would this group be likely to favor reconciliation with the Githzerai in order to close that front? It always seemed to me that millitary men are realists compared to politicians, and more likely to take a chance that would lead to peace, while politicians are more likely to risk war, death, destruction, etc, (someone else's of course) just to save face in the pecking order of nations.]

Well, enough questions, i'm going to take a stab at writing up an article on a Githyanki band (i like that term). I'll present it as a "Misc. Article" and perhaps it'll make it onto Rrakkma....

BTW, thanx for all the great work Rhys! And Rip! Any everyone else who has submitted to Rrakkma...

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Unfortunately, I don't have my copy of those Dragon issues, but here's how it went, as best I can remember.

A basic campaign arc is outlined, wherein the githyanki invade the PCs' homeworld, defaulted to a world called Pharagos. They quickly topple one of the human kingdoms and remake it as a githyanki territory. Using flying ships, dragons, legions of githwarriors, and all their tricks and powers, the githyanki set out to take over the world. I think they may have been trying to find the tomb of Gith.

It also details an adventure in which a combined group of githyanki and githzerai contact the PCs in order to recruit them to take down Vlaakith. They're pretty forceful about their recruitment, because they think that by eliminating the lich-queen they can reunite the two sundered races.

So anyway, the PCs go to the Astral Plane, to the city of Tu'narath, to the palace of Sussurus (sp?), and then start laying down the ass-kicking on everyone, including Vlaakith. She's been trying to harness the power of the deity on whose corpse the palace is built in order to become a deity herself. Assuming the PCs kill her, the palace collapses on itself and the day is saved. For most campaigns, that's enough of a victory, assuming they survive the attempts on their lives by vengeful githyanki. But for Planescape, we really need more information on what happens next. That's what the project is all about.

The basic idea is that the githyanki race splinters into civil war as different bands try to claim the power vacuum left behind. The other threads have been focusing on who these bands are, who leads them, what they want, and how they plan to get it.

I'm intrigued by Darkmantle's idea that no witnesses saw who killed Vlaakith. It certainly leads to some interesting paranoia that would further explain the sudden breakdown of githyanki society. A disastrous, calamitous rumble, and the palace implodes, everything inside destroyed, Vlaakith nowhere to be found. However, we would need to address two issues, as I see it:
(a) Who really did kill Vlaakith? Is there really a creative advantage to leaving this a mystery? The githyanki might not know, but it might be very awkward for even the people writing about it to be in the dark. The identity of Vlaakith's slayer(s) is a bit more pertinent to the events we're writing about than some other mystery, like the dark of the Lady of Pain, which is acceptable being totally unknown.
(b) How did the band of adventurers accomplish this with absolutely no one living to tell the tale? Nobody else escaped the ruin of the palace? No one saw them flee the scene of the crime?

Personally, I've been pretty vocal about running with Planewalker's decision to accept the events of that adventure as established fact because I think it opens up new opportunities for the githyanki. I feel like they have far too much potential to be nothing more than willing slaves to a megalomaniacal lich in the most glaring case of pathetic irony the planes have ever seen. Make them a bit more variable. You've got the standard zealot githyanki, then you have the githyanki who will make alliances of convenience, as Darkmantle put it, with the lesser races. Still zealots, but more interesting.

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Do we know anythign at all about the society prior to The Queen's death other than that they were completely subjugated to her and the name of their capital? That seems like an extraordinarily shallow writeup for a major planar culture. Esepcailly when that sort of information is going to be the biggest thing we need to have for basic footing to get this going.

*starts looking for copies of the astral resource books in her apartment*

Ok. I've got the Monsterous Compendium. Let's see what they have...

Quote:
Obviously the stuff everyone already knows: 1) descended from humans 2) enslaved by squidheads and heavily modified by them 3) at war with the zaerai 4) xenophobic and Very very warlike and good at it 5) and have a standing pact with red dragons

Elaborate and baroque clothing. They dwell in huge huge castles (not that any specific castles are mentioned by name). And use underground lairs on prime worlds for raids. Raids and attacks seem to be their usual hobby.

Githyanki knights a personal servents dedicated to the queen, and take up her causes. (But they don't say what those causes *are*.) They obsessive over tending to their gear, weapons in particular. Esp in regards to silver swords.

No farmers or tradesmen in the society, so instead specialized groups. (insect like?) The g'lathkwho raise fungi and other foodstuffs. Mlar who are engineers and architects with magic. Hr'a'cknir. Collectors of psionic power, and create using it much like the Mlar.

Wow. That was pretty uninformative for our purposes wasn't it?

Well - so far I'm picturing something like the Wraith from Stargate Atlantis. They even dress alike... An up till now solidified and organized group. Each with their place to serve for the betterment of their 'hive', and each with ultimate loyalty to one person. The mention about the baroque clothing style implies a complicated and ritualistic society - simplicity and raw practicality outside of a military origin does not seem to be a value.

So. Onwards to the Guide to the Astral.

Quote:
Much of the same basic material. A few additional notes. Culturally they're individualistic and... co-dependant. Without the Queen's leadership, guidance, and protection they believe they will fall into slavery again. Hence, fragmented *but* all loyal to the same queen and cause.

There is no family unit. They are raised in hatcheries. And raise in rank through tests of skill - a pure meritocracy.

Groups will grow up, live, train, and work together to the point where they will develop almost telepathic ability to predict and communicate with each other purely by knowing each other that well.

There are tl'a'ikith - undead knights that animate silver swords and guard places. They aren't mucked around with much in the society as they don't exactly talk to anyone.

There are four major cities noted:
Tu'narath - largest, capital city - noted for having the Queen's palace
Githmir - noted as cosmopolitan, and having non yanki popular, planar commerce
T'n'ekris and Xamvadi'm are noted as the 3rd and 4th largest cities, and as rivals of each other.

Ok, a little more useful information there.

So we're looking at an expansionist but individualist culture. Codependant and still traumatized. It was originally bound to the interpretations of the Queen to determine where their course was - but now are *not* bound to those interpretations.

I could see some groups demanding that a successor to the Queen needs to be found above all else, others taking it as a signal that the people are ready to spread out through the planes, others that they need to target the illithid first (or some other species,etc,etc), and some demanding that solidifying a grip on the astral is primary importance.

Do we have any bands that were developed on the other threads that have a concrete belief about where the yanki are to go from 'here'?

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What about the 3e Planar Handbook, and the Psionics Handbook (original and Expanded versions)?

"MotP" wrote:
Stuff that's been posted, plus: -most githyanki encountered outside their homes are fighters -some are wizards (referred to as warlocks) or multiclass (referred to as gish) -some of their most powerful warlords are blackguards -Githyanki possess astral ships which take years to make. Small communities possess a few, big cities possess entire fleets (some of which are used for trade).

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*nod* I was looking through the resources for names or other figures of power that could be used as the basis for the coming power struggle.

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I looked through the past threads to locate the previously defined bands and anythign else that looked to be useful to us. So we can consolidate the project into one working thread.

The original startup thread, note the beginning ideas for four bands:
[url]/forum]

Further refinement of the bands:
[url]/forum]

Summary and some mentions of the rebornGith idea:
[url]/forum]

Population count for their cities and a debate on aging effects:
[url]/forum]

Names for the above defined bands:
[url]/forum]

Band of Impersonators:
[url]/forum]

So it looks like we have a number of things already developed. Right now we just need some executive decisions on where things are laid out and where they need to go.

Rhys?

How open is the warfare amongst the yanki?

Are there any of the threads and information I linked to, that you just really don't want to see included in the post-Queen world?

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Since I know how useful it can be to have a 'guide' when you're trying to put together something coherant. I've uploaded a file to the Rrakkma section (please don't kill me for jumping the gun so to speak, Rhys Eye-wink ) - which includes a basic outline of what I think would be good to address. I've put it together as if it were going to be a downloadable PDF - since I think what we're looking at doing really has that potential.

The outline can be found at: /rrakkma/files/AstralWar.doc

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'Clueless' wrote:
Rhys?

How open is the warfare amongst the yanki?


Well, first off let me say thanks to everyone for helping out so far. I want to make special thanks most recently to Mechalich and Darkmantle for writing something concrete for this project even before I did, and to Clueless, for continuously adding to the scope of the whole thing. What started as an idea turned into a thread, which turned into a project, which turned into a forum, which is now going to be a complete Planewalker download set. And she provided e-prods at every step.

Anyway, I guess what I'm saying is that this is everyone's project, and I don't want to think of it as simply my own. I have ideas, but I need everyone else in order to fill out this whole project. In that vein, my idea of how open the Astral War is varies between who's fighting.

For example, the groups generally won't attack an outpost of Silver Eyes, because they pose very little threat and provide useful advancements in magical research for the race. You never know if that floating research station of the Astral Searchers is close to completing a prototype voidbomb that you could use...

Most groups would avoid engaging the Gith'etrki. Even if they oppose their goals, it's best not to attack those who are trying to go find Gith, just in case they succeed and the Warrior-Queen is unhappy with you. While the githyanki are now free to differ in their views on politics and the pros and cons of being ruled by a soul-devouring undead monstrosity, no one can naysay Gith even if they wanted to, and so for the time being, the Githites enjoy religious immunity from most large conflicts. Still, wandering pilgrimmages of Githite warriors on remote planes that interfere with the plans of a rival warband might be in trouble.

The Court of Vlaakith doesn't care much about whom it fights. They're absolutely in this for themselves and don't have much qualms about offending other groups' delicate political balance. Pretty traditional Evil Guy attitude. They can't use too much force to get their way, however, because they don't have many minions.

The Heartforce does battle openly. They're professional soldiers, they operate as professional soldiers, and they don't generally seek out non-military options. Fortunately for them, then, they have arguably the greatest military support. They've been fighting the Ascendancy for control of the core cities ever since that group rallied enough support to drive them out of Tu'narath. They're big and obtrusive, and are forced into conflict with the other big, obtrusive warbands. Open battles erupt between them and the up-and-coming monarchy. The Heartforce has far too much to lose to cave in the face of a confused queen with questionable royal claims and who is probably just a puppet for her supporters, anyway.

The Dragon Alliance is more off-plane than all the other groups (with the possible exception of the Court of Vlaakith) since they can take refuge in Avernus. While they may not be as popular, they have absolute crazies among their number (that issue of Dragon described a holocaust warrior PrC for the 'yanks that would work well for these guys, as well as duthka'gith half-dragon soldiers). If they want to gain more influence among the Astral githyanki, they'll have to make a powerful entrance. Maybe they haven't been fighting as openly yet, but they're up to something in the Hells....

The Astral Plane is different, now. I don't see the githyanki as having had very many military actions carried out on the Astral Plane at all, before this. I see the Astral presence of the githyanki as having been very large, but extremely defensive. Most of the githyanki military was always a reserve force (very true, since the entire race was effectively reserve soldiers). They would carry out their society and the fleets of Astral ships, when not in use, would sit idly. The githyanki would respond to an Astral Dreadnought, or go hunting for Astral Kraken, but mostly their enemies knew better than to mount large offensives against their own turf. At least, they did before...

The difference is that now the full military scope of the githyanki comes out. Even miitary leaders have to gape at just how many Astral battleships there are. I see the Astral War as being some kind of cross between pirates (swinging on the rigging, broadsides from ships, commandeering enemy supplies) with sci-fi (flying ships, floating cities) with regular fantasy (fireballs and +1 swords).

As for where the project is going, I think that the warbands are the first things to settle down, since they're the biggest component. Obviously, they're works in progress and if we want to think about what the illithids and githzerai do in response to the Astral War before we've got writeups of all these guys, that's fine, but we can't very well know how the dynamic of the Astral Plane has changed until we know who the groups are and what they do. The way I see it, the biggest change that this project introduces is going from "total subservience to the Lich Queen" to "there is no Lich Queen". So the leadership is what the biggest part of this project is.

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NOBODY expects the Githyanki Inquisition! Our chief weapon is surprise...surprise and fear...fear and surprise.... Our two weapons are fear and surprise...and ruthless efficiency.... Our *three* weapons are fear, surprise, and ruthless efficiency...and an almost fanatical devotion to Vlaakith.... Our *four*...no... *Amongst* our weapons.... Amongst our weaponry...are such elements as fear, surprise.... I'll come in again.

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sorry i keep messing with and re-submitting The Band of Iron...but i'm a bit of a perfectionist.

Question...what does anyone know of the Athasian Gith? Are they a degenerate form of Gith, trapped on that world?

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I'll re-post the Band of Iron article, no problem.

I don't know about the Athasian Gith. I don't think they're any more a part of the regular githyanki/githzerai cycle than Spelljammer's "Pirates of Gith."

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Following up on a few thoughts on how the Quicksilver War is likely to be fought - where the limits lie, and what tactics are likely to be effective. It's almost certainly going to end up quite similar to cyberpunkish corporate conflicts, not an all-out medieval free-for-all. Thoughts?

1. This is NOT a war to the knife. It's a civil war, after all; each of the bands is fighting over the same basic set of holdings, and going scorched-earth or committing atrocities is not a quick and easy path to victory, or one that leaves the victor with much of anything worth having. While the bands will likely never come together to agree on an explicit set of warfare conventions, they will likely all disavow extreme tactics and methods. Hired mercenary agents will be expected to hold to similar standards, or else find themselves disowned by their former employers and hunted by ALL the bands.

The one exception to this rule, of course, is if a band thinks it's doomed and has nothing to lose - which is yet another reason not to escalate and convince your enemy that the End Is Near. If you think you've got the ability to completely take a rival band out of the picture, do so quickly and neatly, without giving them any time to react to their state of weakness.

2. Defense is better than offense. The Quicksilver War has many different players, no clear lines of alliance, and many factions who are perfectly willing to indulge in a small spot of treachery if the advantage is sizeable enough. Everyone is potentially an enemy, with the only question being how fierce the rivalry is. In such a situation, the calculus is obvious - given a choice between strengthening yourself, or weakening an enemy to an equal extent, improve your own strength. Doing so reduces the chance that another enemy of yours will be able to hurt you; doing otherwise may just create a chance for a third player to exploit the weakness you've created.

3. The war is a githyanki matter. The githyanki's current position of mastery over the Astral Plane is uncertain and precarious, at present. They have no clear leader, many old enemies who might welcome a moment of weakness, and many other opportunists who would likely exploit the githyanki as pawns or slaves, given the chance. If anything of the sort happens, ALL githyanki end up losing - so there's an obvious common ground between all the bands to keep any outsiders, of any kind, from becoming major players in the war.

Like the avoidance of atrocities, this is likely a matter more implicitly accepted by all as common sense than an explicit agreement or pact. Exactly what defines 'outsider' or 'major player' also differs depending on who you talk to - the leaders of the Dragon Alliance don't see red dragons as taboo, for instance, and nearly everyone is of the opinion that hiring handfuls of human adventurers and mercenaries is fair play. But nobody's really inclined to invite in a demonic host or army of devas.

4. Information and disinformation is key. In a chaotic, ever-shifting campaign of raids, counter-raids, spoiler attacks and kidnappings, knowing where to best strike at the enemy - and keeping the enemy from knowing the same thing about you - is vitally important. The war will likely turn on the side with the best intelligence apparatus, that can most effectively coordinate its attacks and trick enemies into traps and ambushes with carefully-revealed half-truths. This isn't a side of the war that outsiders will ever get more than the barest glimpse of, though; to anyone without the big picture view, it'll likely be impossible to say exactly who's on top.

5. Gang up on the winning side. The war may be between different factions of githyanki, with no band willing to see any outsider become a major player, but the leaders of each band are all determined to have their band and only their band win out in the end. To this end, anyone who looks to be in a position of strength is likely to become everyone else's primary target, in order to keep the balance of power. Allowing old rivalries to distract your attention from keeping the most powerful bands in check is likely to result in eventual defeat.

This is, needless to say, one of the reasons why disinformation is so important. Keeping others from knowing your true strength, or tricking another band into thinking a mutual enemy is in a position of strength and needs to be taken down a peg, is a strategy so effective as to be vital. How well it works may determine who wins the war.

6. All of the above guidelines may need to be violated in order to achieve long-term victory. Clever and discreet rules-breaking can be a valuable advantage, catching a rival by surprise or enabling a vital tactical maneuver. But the guidelines above are grounded in solid principles, and exist for a reason. What's more, violate any of them too openly and you're likely to make an instant enemy of everyone else at once.

So if you're going to ignore any of the guidelines, don't get caught.

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Like you said, anyone who gets too powerful gets swarmed, and weakened parties will likly turn to desperate acts of destruction. So the most likely way this war will end (that is, assuming it will end. Powers only know how long the Blood War has lasted. Then again, the Gith dont have the ever-refilling ranks of petitioners) is if some other group makes a big enough impact in the astral as to force all the Gith to join together, even temporarilly, and drive them out. This could, in theory, allow the more militarily inclined to take advantage of the situation, or give rise to a truce of some sort.

"Well, we finally got those filthy (fill in the blank)'s out of our home. So, if you dont attack us, we wont attack you. Agreed?"
"Agreed. But we are still going to have an active military. Just in case."
"Well... Yea. I though that was assumed."

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I just wanted to say that:

Faction: band, bloc, bunch, cabal, camp, caucus, cell, circle, clan, clique, club, coalition, combination, combine, combo, concern, conclave, confederacy, conspiracy, contingent, coterie, crew, crowd, design, division, entente, gang, guild, insiders, intrigue, junta, knot, lobby, machine, minority, mob, network, offshoot, outfit, partnership, party, pressure group, ring, schism, sect, section, sector, set, side, splinter group, team, unit, wing (reference: http://thesaurus.reference.com/browse/faction )
band is first on the list of course.

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Some aspects about Githyanki still needs to be covered:
1 - The size of the Githyanki Empire in the Planes before the dissapearence of Vlaakith, in terms of planets and fortresses held in the Prime and other planes.
2 - what happens to the hatcheries? They are of prime importance to the survival of Githyanki race and also probably their weakest point. Also, githyanki who are responsible for the defense of those hatcheries would support the "prime materieal expansion" side or faction.
3 - How widely known is the current situation of Githyanki? Is it a public knowledge? or is it a publicly known secret? What are gityanki doing about it; are they hiding it or do they not care about what others know at all?
4 - What did *really* happen during that fateful day of Vlaakith's dissapearence? I don't think some prime adventuring band came and applied some rightious butt-kicking on the Lich Queen. I think they were mere pawns at best, a hoax made up by those who wanted to hide the real truth behind it at worst. Who was behind that conspiracy, anyway? Some of them might be the faction leaders who are fighting for dominance of all Githyanki, after eliminating the main obstacle, it now came to eliminating each other. We may be facing a JFK situation in Planar standards, I think.
I wrote these before reading the other threads so please forgive me if I'm repeating thing said on other threads. I'll start with them right now Smiling

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'Evil' wrote:
Some aspects about Githyanki still needs to be covered
You're right, we do still need to get some 'order' in this whole mess of chaos. I'm looking for someone to assist Rhys in getting that done (sort of like how Urban Planescape has recently taken off).

Quote:
3 - How widely known is the current situation of Githyanki? Is it a public knowledge? or is it a publicly known secret? What are gityanki doing about it; are they hiding it or do they not care about what others know at all?
This post covers my own feelings on the subject Post Here

Quote:
What did *really* happen during that fateful day of Vlaakith's dissapearence? I don't think some prime adventuring band came and applied some rightious butt-kicking on the Lich Queen. I think they were mere pawns at best, a hoax made up by those who wanted to hide the real truth behind it at worst. Who was behind that conspiracy, anyway? Some of them might be the faction leaders who are fighting for dominance of all Githyanki, after eliminating the main obstacle, it now came to eliminating each other. We may be facing a JFK situation in Planar standards, I think.
I don't think anyone has concretely pinned down anythign other than that it's a relative unknown in the midst of things. (We like conspiracy theories too.)

Quote:
I wrote these before reading the other threads so please forgive me if I'm repeating thing said on other threads. I'll start with them right now Smiling
Don't worry about it. It's not like this section of the boards yet has a thread of threads or a 'where to start' section. If you find that certain threads helped you more than others as you worked your way through it, please let us know and we'll be able to put something together based on your results.

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Thread bump....

Anybody out there?

Is the Astral Empty?

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I hope the project has not died, Clueless, and Rhys. Smiling

Anyways, here are a few useful links regarding the Astral and the giths. There are some clues about the githyanki city of Vala’Koth near the human-settled Elserryn Cluster (that stuff got me into the planes Smiling):
http://wizards.com/default.asp?x=dnd/ae/20030819x
http://wizards.com/default.asp?x=dnd/ae/20031220x

More clues about Pharagos. It seems there are major githyanki forces deployed to this planet. I assume that there is one supreme commander who's leading such a massive planetary assault. One way or another, she or he should be a big player in githyanki society.
http://aquela.com/roleplaying/Pharagos/proposal.html

I don't know, what percentage of the githyanki off-Astral forces are moved to this world, but in either case I am sure that the number of gitzyanki who stay on the Astral, because they're too old or whatever other reason they might have (even despite the indefatigable work of many frustrated maruts... Laughing out loud), is significantly bigger than the number of githyanki operating on other worlds or planes.

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Charles Phipps's picture
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Joined: 2007-11-14
Call to arms!

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2 - what happens to the hatcheries? They are of prime importance to the survival of Githyanki race and also probably their weakest point. Also, githyanki who are responsible for the defense of those hatcheries would support the "prime materieal expansion" side or faction.

I tend to think these are sancrosanct and no Githyanki will try and harm them. However, they MIGHT fight over them and bring some Githyanki adolescents whom are growing up on the Astral prematurely into the Astral Plane.

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