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PART 1 | RACES

Gith Forerunners


ON THE BLASTED PLAINS, ZERTHIMON TOLD GITH that there cannot be two skies. In the wake of this words, came war.

--Dak'kon, Planescape: Torment


Giths are not a common sight in most of the worlds. For the most knowledgeable beings giths are still a puzzle not completely solved. A single race that attain liberty and a name with lots of effort and sacrifices, found two paths to follow in two different ideologies. Warmaster Gith and Prophet Zerthimon, Githyanki and Githzerai, followers of revenge and self-knowledge seekers, two faces of the same coin that look so similar but are so different.

Slaves of an Empire

Many ages ago, the Ilithids, the psionic tyrants most known as Mind Flayers, controlled empires that spanned many worlds. Feared for their appetite for brains, the Ilithids consumed and enslaved all other humanoids within their reach. At the zenith of their power, Ilithids, also well known for their countless and foul experiments, created a cast of humanoid slaves to live among them as servants and expendable warrriors, the forerunners. The forerunners suffered untold horrors by their masters for ages, one of them was the fear of being selected as a meal.

Surviving for generations, the forerunners numbers where kept in control by their masters until they grew complacent in their supremacy paying less and less attention to their culling practices. The forerunners grew in numbers that easily outnumbered their overlords while developing their own powers and subversive ideas. They nursed their hatred for their masters and longed to be free, and more than once a few of them tried to rebel but failed.

Gith's Uprising

The real revolution didn't start until the female warrior Gith rose among the ranks of the rebels, becoming the symbol for the all-out rebellion. With the leadership of Gith, the forerunners start a long and bloody war rescuing more and


more slaves while reducing the number of their old oppressors. Eventually, none of the forerunners remained enslaved, all had won their freedom or died at the hands of their fearful old masters.

Unsatisfied with mere freedom, Warmaster Gith lead the forerunners in a campaign to annihilate all the main flayers in all the worlds she could reach. She started a purge on her old masters, their other servants and even other forerunners who resisted her orders. Instead of allowing her people to enjoy their hard-won freedom, she lead them in a path of conquest and unending war.

Zerthimon and the Civil War

Not pleased with the new leadership, another well-known forerunner, Zerthimon, started an opposing faction to the leadership of Gith with the use of words. He claimed that Gith proved she was unfit to lead because of her warmongering ideas. In Zerthimon teachings many forerunners realized that following a hopeless cycle of destruction instead of learning about themselves as a race was a mistake. Instead of tolerating dissent and accepting debate, Gith proved Zerthimon right when she saw him as a thread to her rule that was vital to suppress. A big civil war occurred between the supporters of Gith and the followers of Zerthimon that sealed the future of their race.

There are many assumptions of what happened during the civil war, but what is known is that both sides ended so crippled that they retreated far from one another to recuperate. As a result of the forerunner's civil war, Githyanki and Githzerai were born, looking so similar but being so different.

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Plane Dwellers and Adventurers

Both Githyanki and Githzerai, different in their cultures as they are, send their younger members to other planes, most commonly the Material Plane, for different reasons.

Githyanki send their young ones to secret creches in the Material Plane to raise them since they don’t age in the Astral Plane. In the creshes they also learn to harness their psychic and combat abilities. When a githyanki grows to adulthood they have to slain a mind flayer as a rite of passage to be able to rejoin its people on the Astral Plane.

Rarely, a githzerai master establishes a hidden monastery in the Material Plane to train young githzerai while spreading the teachings of Zerthimon. Young members of the githzerai that train in Material Plane monasteries are usually more open-minded to new knowledge since they don’t have to focus on battling the influences of Limbo. They return to the main githyanki settlements once they finish all their trainings.

It’s nearly imposible to see a githyanki and a githzerai in a same group working together to achieve a common goal. Known for rejecting each other, they can start a fierce battle to death if not interrupted with a justified reason. One of these reasons is, for example, the information that a mind flayer they can’t beat on their own is alive in near proximity. Whatever the reason is, they will work together in their full capabilities but an actual friendship will never appear since the differences in their cultures will never let them.

Gith Names

Githyankis and Githzerai have personal names given to them at birth. The name of each individual is not a matter of importance until they earn the respect of the other members of their community via martial attitude for githyankis and accepted knowledge for githzerais.


Githyanki Names: Adilzin, Ach’ali, Darram, Devorxa,

Elezpah, Gruzar, Harana’ii, Ji’li’kai, K’atzn’ii, Kha’zerah,

Kii’na, Lar’il, Mallak, Moraan, Numak, Rashka, Ro’jhi,

T’cha, Treena, T’shaa, Shunder’ah, Torpel’lin, Umal,

Vlaakith, Zra’khar.


Githzerai Names: Amak, Arja’rok, Dak’kon, Djakh,

Djelekh, D’keth, Fri’hi, Hailcii’n, Hifek, Karan, Karath,

Kars’ten, Keluk, M’narr, Parakk, Ra’as, Rivek, Rrek,

Rr’ka, Selqant, Toryg, Try’ig’or, Vilquar, Zerchai,

Zerthimon, Zhjaeve


Near Mythical Sightings

Most of the individuals of the common and uncommon races have never seen or heard of the gith. Since seeing one of them its particularly rare, anyone who meet a gith can't see the differences between githyankis and githzerai until they are completely explained to them. It is not impossible for a member of any race to run for a pacific githzerai confusing them for a warring githyanki if they have seen one of them before. The same prejudice applies otherwise.

Dwarves, Elves, Humans and Halfling. "They are something I never seen before but their appearance doesn't generate distrust for me. They look very agile however and I better learn their intentions first."

Aasimar, Genasi, Gnomes and Hal-Elves. "They are tall and agile, similar to elves but with an otherworldy appearance. Those blacks eyes can't be read so I need to approach them with caution."

Dragonborns and Tieflings. "There's an otherworldly feel around them. It's not like my cursed heritage, more like a big weight on their shoulders. If they can stand firmly with all that, they can be my allies."

Goliaths and Half-Orcs. "They look like formidable warriors from another world, I want to know if they are capable on a fight. They look like they could be better companions than the average human or elf."

Gith Traits

Your gith character has a number of traits in common for both Githyanki and Githzerai.

Ability Score Increase. Your Dexterity score increases by 2.

Age. They don't age on the Astral Plane and can live for centuries on Limbo. On the Material Plane they reach maturity at the16 years and live long as a 100 to 150 years.

Alignment. Most of the githyanki are lawful evil since they follow their lich-queen orders of war, conquer and plunder to everything in their reach. Githzerais, in their monastic lifestyle, are Lawful neutral, acting always in accordance to their society codes. It’s not impossible for both, githyanki and githzerai, to be of a different alignment. Some githyanki don't

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want to follow the undending war and prefer to find their own path. In a similar way, githzerai can give up their monastic traditions and leave for a special reason, their alignment is a corresponding answer to these particular reason.

Size. Giths are over the 6 feet tall and average about 100 pounds, they are more agile, toned and muscular of what they normally look. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Enhanced Jump. You can cast the jump spell once, requiring no material components, and you regain the ability to cast it this way when you finish a short or long rest.

Psionics. You know the mage hand cantrip and how to cast it without the verbal components and with little effort on the somatic ones. The summoned hand is invisible for everyone. Wisdom is your spellcasting ability for it.

Languages. You can speak, read and write Common and Gith. Gith is a harsh and guttural language derived from the Githjad alphabet. Githyanki and githzerai got different dialects from the same Gith language.

Subraces. A civil war among the forerunners divided them in Githyanki and Githzerai as if they were two different races.

Githyanki

The githyanki, "followers of Gith" in their own language, followed her leader in the path of conquerors. Plundering countless words, Gith shape them into a militaristic society, with a strict caste system.

In the uprising against the Ilithids, Gith was seeking for strong allies. Her adviser Vlaakith suggested Gith to appeal to Tiamat, and Gith ventured to the Nine Hells to meet her. Only Tiamat now knows what passed there, but an alliance was forever sealed betweem them. Nowadays most red dragons don't honor that alliance, but most at least don't consider the githyanki their enemies.

When Gith perished, her undead githyanki adviser, Vlaakith, assumed the mantle. The lich-queen forbade worship of all beings except herself, but continue leading the githyanki in the same path as Gith did. Githyanki are always on a ongoing war against the victims and sworn enemies of their race, specially the remaining Mind Flayers and the githzerai.

For the average githyanki, war is the ultimate expression of their culture, showing no mercy in their black eyes while they are on a fight. Glory for a githyanki is achieved when they are recognized for their own merits and obtain a silver sword, a kind of greatsword considered an artistic relic by their kind. Githyanki's xenophobic pride is a well known matter for most of the other races, treating all of them with contempt and as inferior beings.

Ability Score Increase. Your Strength score increase by 1.

Enhanced Psionics. Once you reach 3rd level you can cast the misty step spell once and, at 5th level, you can also cast the mirror image spell once. These spells are considered psionic powers and you regain the ability to cast them this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Toned Build. You gain proficiency in the Athletics skill.

Warmonger Spirit. You have advantage on saving throws against being charmed.


Githzerai

The githzerai, "those who spur Gith" in their own language, are focused philosopers and austere ascetics. Following the unbroken circle of Zerthimon, they live in abstinence from material pleasures, maintaining a strict monastic lifestyle.

Most of the githzerai willingly dwell in the heart of utter chaos in Limbo. Using the power of their minds, they tame the plane's chaotic elements into fixed and survivable forms and creating oases and sanctuaries within the maelstrom that stand resolute against the chaos that surrounds them.

The social hierarchy of the githzerai is based on merit, led by their wisest teachers and most skilled in physical and mental combat. The githzerai revere great heroes and teachers of the past, emulating them in they everyday lives. Glory is achieved by a githzerai when they are recognized as one of these great heroes and teachers, since it means that their memories will last forever.

Ability Score Increase. Your Wisdom score increase by 1.

Enhanced Psionics. Once you reach 3rd level you can cast the blur spell once and, at 5th level, you can also cast the calm emotions spell once. These spells are considered psionic powers and you regain the ability to cast them this way when you finish a long rest. Wisdom is your spellcasting ability for these spells.

Flexible Body. You gain proficiency in the Acrobatics skill.

Trained Mind. You have advantage on saving throws against being frightened.

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Optional Feats

If your DM allows the use of feats from chapter 6 of the Player's Handbook, your gith forerunner character has access to the following special feats.

SILVER SWORD ADEPT

Prerequisite: Gith Forerunner (Githyanki)


You learned to respect a silver sword as a priceless relic and a work of art. You have learned how to channel the force of your will with one of this relics at your hands.

  • Increase your Strenght score by 1, to a maximun of 20.
  • You gain proficiency with the greatsword.
  • Any silvered greatsword, longsword, scimitar or shortsword is equivalent to a silvered +2 greatsword in your hands.

SILVER SWORD MASTER

Prerequisite: Silver Sword Adept


You have mastered the use of a silver sword as a weapon, learning to deal phychic as well as physical damage. Your technique with a silver sword is a much feared kind of art.

  • Increase your Strenght score by 1, to a maximun of 20.
  • Any silvered greatsword, longsword, scimitar or shortsword is equivalent to a silvered +3 greatsword in your hands.
  • On a critical hit, with your silvered greatsword, against a target in an astral body , you can cut the silvery cord that tethers the target to its material body, instead of dealing damage.

ZERTH ADEPT

Prerequisite: Gith Forerunner (Githzerai)


You have full knowledge of the Unbroken Circles of Zerthimon, and followed all his teaching and principles with discipline. Your senses are enhanced,

  • Increase your Dexterity score by 1, to a maximun of 20.
  • You have blindsight, perceiving your surrounding without relying on sight, within a radius of 20 feet.
  • While in your blindsight radius, any negative effect of the Blinded condition is ignored.

ZERTH MASTER

Prerequisite: Zerth Adept


You completely understand the teachings and principles of Zerthimon. With the power of your mind, you can shift bodies from one plane to another.

  • Increase your Wisdom score by 1, to a maximun of 20.
  • You can cast the plane shift spell once, requiring no material components. You can only cast it on willing creatures to a specified target destination that you already visited in the past. You regain the ability to cast it this way when you finish a long rest.

Unbroken Circles of Zerthimon

A zerth religious text, the circle is made up of a series of interlocking circles that fould out from one another, each representing a specific teaching.

Each of them tell a special event in the history of the githzerai people, and include moral lessons to be learnt by the followers of Zerthimon.

First Circle. The illithids were a race that had come not to know themselves. They had learned how to make other races not know themselves.

Second Circle. Know that flesh cannot mark steel. Know that steel may mark flesh. In knowing this, Zerthimon became free.

Third Circle. He proved himself a slave in the illithid eyes while his heart remained free.

Fourth Circle. Vilquar came to know that when Vilquar's eye has nothing left to see, Vilquar's eye is useless.

Fifth Circle. In hearing her words, he wished to know war. He knew not what afflicted him, but he knew he wished to join his blade to Gith. He wished to give his hate expression and share his pain with the illithid.

Sixth Circle. From Zerthimon came the Pronouncement of Two Skies. In the wake of his words came war.

Seventh Circle. All of these things and more the People built upon. In time, they came to know the whole.

Eight Circle. A divided mind is one that does not know itself. When it is divided, it cleaves the body in two. When one has a single purpose, the body is strengthened. In knowing the self, grow strong.

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Backgrounds

Every story has a beginning. This chapter offers additional backgrounds to use in any campaign that enables the use of Outer Planes Invasion content.

As in the Player's Handbook, each of the backgrounds presented here provides proficiencies, languages, and equipment, as well as a background feature and sometimes a variant form. Also, a chosen background contains suggested personal characteristics based around it. You can pick this characteristics, roll dice to determine them randomly, or use the suggestions as inspiration for characteristics of your own creation.

Former Slave

You may have been sold into slavery, condemned for a crime, or born into a situation from which few escape and nobody desires. You have spent decades of your life as property of someone else. You had no freedom of choice and you lived day after day doing involuntary servitude for your former enslavers.

You learned, by the hard way, how to respect your superiors, or at least pretend you respect them. Your years in slavery taught you how to serve your masters well and go unnoticed at the same time .

Skill Proficiencies: Insight, Survival

Tool Proficiencies: One type of artisan's tools.

Languages: One language used by your former owners.

Equipment: A set of artisant's tools (one of your choice), a set

of common clothes, a pair of manacles, a chain and a belt

pouch containing 5 gp.

A Slave No More

The defining event of your life its the moment you finally attain your freedom. You will never forget how did you stop being a slave and always be hesistant to share this information with anyone. Choose the respective reason or roll on the table below.

d6 Reason for freedom
1 Your former enslaver set you free for reasons only the both of you know.
2 You bought your own freedom with the savings of all the money you worked so hard to earn.
3 Someone bought you and set you free.
4 You escaped by means only known to you.
5 You escaped with the help of the enemies of your former enslaver.
6 You killed your former enslaver and proceeded to escape all kind of revenge for this action.

Feature: Unnoticed by the Masses

You can do basic activities like walk, eat and drink in public places without attracting the attention of the people. You can also run, talk to your partners and croon without attracting the attention of anyone while you are on a moderately populated area. You are also an expert collecting local rumors and spreading gossip since people tend to trust you.


Suggested Characteristics

Former slaves are shaped by a life of hard work and injustice. They hide their past for everyone, allies or enemies alike, because they see it as a vulnerability that can harm them.

d8 Personality Trait
1 Most people tend to recognize all your efforts.
2 I recognize a way to earn some good money as fast as I can see it.
3 I tend to find allies in the most unexpected places.
4 When I set my mind to something, I follow through no matter what gets in my way.
5 If someone I respect is in trouble. I'm ready to lend a hand.
6 I face problems head-on. A simple, direct soltion is the best path to success.
7 I judge people by their actions, not their words.
8 I am incredibly slow to trust.
d6 Ideal
1 Community. I'm no longer a eslave but that doesn't mean I'm no part of community I have to help in whatever way I can. (Lawful)
2 Freedom. There's no reason to justify slavery. (Chaotic)
3 Greater Good. While I'm alive every slave, that I came in contact with, will be freed (Good)
4 Might. Now that I'm free, I'm going to be the one making the rules from now on. (Evil)
5 Sincerity. There's no good in pretending to be something I'm not. (Neutral)
6 Destiny. I'm the only one who determines what I will become now. (Any)
d6 Bond
1 As long as I'm free, I'll find the reason of my existence.
2 I will find a way to be the most successful individual around, so everyone can forget about my horrible past.
3 I want to return the favor to the one who helped me buy my freedom.
4 I will someday get revenge on my former enslaver.
5 I'm loyal to the ones that help me attain my freedom.
6 My freedom is my life, I'll never be enslaved again.
d6 Flaw
1 I remember every insult I've received and nurse a silent resentment towards anyone who's ever wronged me.
2 I will never fully trust anyone other than myself.
3 I follow orders, even if I think they're wrong.
4 I like keeping secrets and won't share them with anyone.
5 I hate to admit it, but i will preserve my freedom over the safety of my allies.
6 The allies of my former enslaver will stop at nothing to see me killed.