After centuries, they developed a hollow culture of shallow and unfinished undertakings, never truly mastering any task or seeing any personal project to completion. Īs a result of their long-lasting presence in the Astral Plane, where time did not pass, the githyanki developed a decadent lifestyle, picking up hobbies, arts, and studies in an endless search for novelty. Although rare, it was possible for githyanki to become disillusioned with their people's unsavory habits and to try to set up a reputation on their own acts. Clever and resourceful, githyanki adventurers were not known for their loyalty or ability to make new friends, but they were extremely persistent in the face of danger. Įven the most open-minded githyanki came across as smug, sarcastic, rude, and overconfident, but they were generally capable of withstanding adversity without complaining. They were also known for their long memories. The high value they placed on individuality also caused them to become ambitious and self-centered. The few exceptional individuals who deserted from the rigid githyanki militaristic society tended to develop a disdain for rules. Githyanki were typically cruel, arrogant, and aggressive. They were all capable of minor telekinesis in a similar fashion to the mage hand spell and could also hone their abilities to become capable of innately casting jump and misty step. Abilities Īs a result of their long period of enslavement and manipulation by the mind flayers, all githyanki possessed psionic abilities. They typically grew either red or black hair, which they styled in topknots. They had long and angular skulls, with small and highly placed flat noses, and ears that were pointed and serrated in the back side. Like all gith, githyanki were tall and slender humanoids with rough, leathery yellow skin and bright black eyes that were sunken deep in their orbits. The word "githyanki" meant "followers of Gith" or "children of Gith" in the Gith language. 10.3.5 Organized Play & Licensed Adventures.I feel this is a valid point of discussion for its own thread as this change indeed does cause a good few problems that need (in my opinion) to be resolved in some manner. It would be similar to now, but remove the issue of corpses everywhere for 1-6 game years before they vanish. 1 flux per corpse is nothing, and will give a way to remove these bodies without making massive stockpiles or leaving corpses everywhere, and won't really need anything changed in game bar a single flag (if it's possible of course).Ī second idea, would be simply to speed up the degrading rate of sentient races and their corpses (if this is viable). Leaving them outside is fine, but quite ugly - especially as I have something silly like 300+ corpses outside my entrance now, and this is only after a two year period of fighting.Īn alternative to it, I would argue, is if possible, flag sentient 'skeletons' (or corpses) as vermin remains so it can be used in the 'create flux from vermin remains' in slaughterhouses. As indeed, they only butcher skeletons which gives bones and takes what? a game year or two to decompose? You can argue due to the sheer volume of bodies from sieges that its unbalanced - but have you tried breeding 20 animals? You'll get 200+ before a single sentient skeleton would be viable, and those animals give meat, fat, and other valuable materials on top of bones.įurther, the main concern I've encountered with this change is the bloody clutter! My entire stockpile is full of sentient corpses that I can do nothing with except wait for them to entirely rot. I fail to see the reasoning for this removal, personally. I think it does deserve a thread, as it's a specific change that wasn't really well explained, nor made 'optional' like most are.
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