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n an age before mortal reckoning,


there was war. A world, long forgotten and
held in thrall by illithid overlords, groaned
under the mind flayers influence. From
this realm, the illithids slave-warriors sailed
the Astral Sea, scouring the infinite plane for new
worlds to conquer and new chattel for their mas-
ters unspeakable appetites. For eons, these mortals
endured losing generations to endless conquest and
endless war.
Yet for all the crushing oppression, these thralls
were no meek servants, and time and again, they
rose up to fight against those who would control their
destiny, and each uprising met devastating defeat. So
these people endured, gathering strength, fighting
the illithid, yet always feeling their shackles tighten.
Their suffering might have continued unabated until
the end of days, but a hero rose among them, uniting
them and revealing the weakness in their decadent
masters. A few joined her at first, but her legend
would not be contained and not long after, the slaves
on all worlds rose up as one to topple the illithid
by Robert J. Schwalb empire. A mighty achievement to be sure, but what

Tunarath
would follow would secure Giths place as one of the
most dangerous mortals the worlds have ever known.
Tunarathalso called the One in the Void, the City
of Deathhas names that echo throughout the planes,

City of Death
carrying with it the message of death and conquest,
as well as of merciless warriors bound to a fanati-
cal leader. Home to the githyanki, it is their greatest
and most influential city, dwarfing all of their other
illustrations by Adam Paquette & Brandon Leach , Empt y Room Studios, settlements in size, wealth, and power. The githyanki
and Michael Komarck cartography by Robert Lazzaretti

TM & 2009 Wizards of the Coast LLC. All rights reserved. July 20 09 | D r ag o n 37 7
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Tunarath, City of Death

are a formidable people in their own right, but their The Eternal Crusade Although not widespread, these misgivings had
lost leaders legacy and the mad rule of their eternal already taken root among the people, owed in part
Giths uprising achieved what had before been
Lich-Queen fill them with ruthless ambition, a thirst to Giths most outspoken critic: Zerthimon. A phi-
impossible. Her cunning leadership and single-
for conquest and bitter revenge, and a fierce inde- losopher and warrior who had distinguished himself
minded purpose helped her deal the deathblow to
pendence that prevented them from surrendering. in the uprising and thus gained a small following
the mind f layer masters, giving her people the pre-
Tunarath embodies their unfailing spirit, and as long of adherents, he taught a different path. He agreed
cious gift of freedom.
as it stands, the githyanki cannot fail. the mind flayers would return, but argued that the
Even with the success, Gith knew others lan-
same methods used to overcome them would be of
guished in the illithids clutches. If her people
A History of War surrendered their hatred to rebuild their devastated
little use in stopping another invasion. He taught the
best defense was to embrace the new power within
world, the mind flayers might return with even
Our history is written in the stone beneath our feet, the and unlock its secrets. Only then could the people
more numbers and with other warriors to fight their
silver swords in our hands, and the legacy left by our fight their oppressors. Zerthimons position gained
battles. Gith had no doubt the mind flayers would
brilliant leader. adherents as it spread throughout the camps until he
exterminate them all. The answer to this lingering
Zetchrr, Leader of the Shasal Khou amassed a sizeable followingenough to dismantle
threat was to hunt down the illithids and destroy
the Eternal Crusade before it began.
them root and branch.
Tunaraths importance to the githyanki cannot be For a time Gith tolerated Zerthimon; she would
Gith declared an Eternal Crusade, calling her
understated: It was the first city founded after their not see the freedom she had won dashed with a new
people to join her in her genocidal mission. The
flight from their lost world and has stood as a shin- tyranny, even if tyranny was for her own peoples
githyanki were warriors, and fighting was all most
ing beacon ever sincealbeit it is a malevolent light good. Her followers did not share her patience, how-
understood. The people were past being farmers and
at best. Its origins go back to the earliest ages, in the ever, and soon heated arguments erupted into open
crafters; they were killing machines. The promise of
confused and contradictory days before civilization violence to silence the voice of opposition. Before Gith
vengeance gave the githyanki something to do and
blossomed on the D&D world. To understand how could react, the sporadic skirmishes exploded into
also gave them a way off their desolate world, which
and why the githyanki found this sinister city, one civil war, and once started it appeared that it would
was scorched and ruined by their uprising.
must look to their very origins. find no end until one or both sides were destroyed.
Generations spent in thrall to the mind flayers The fighting raged for years, and terrible magic
left an indelible mark on the people who would one
Zerthimon and the Civil reduced what was already a wounded world into an
day become the githyanki and githzerai peoples.
War uninhabitable cinder. With no end to the violence in
Exposure to the Far Realms corrupting influence Giths people despised the mind f layers, but not all sight, both sides withdrew. Those who followed Zer-
combined with budding psionic power sparked by agreed the Eternal Crusade was in their best inter- thimon, the githzerai, fled to the Elemental Chaos,
their worlds reaction to the threat from without set in est. The people had just come through a devastating and those sworn to Gith, withdrew to the Astral Sea.
motion the evolutionary catalyst needed to transform war, their world was destroyed, and few among them Though the plane divides them, the old hatreds burn
these peoples from their humble roots to become the had the wherewithal to begin the process of rebuild- still and the people have stood sundered, with little
warriors they are today. Their mind flayer masters ing. Furthermore, not all wanted to perpetuate the hope of reconciliation for thousands of years.
recognized their potential, and thus they used their warrior society that had gained prominence because
slaves as foot soldiers in their conquests to expand they saw it as an aberration forced on them by their
their influence across the planes. former masters.

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Tunarath, City of Death

The One in the Void have success in the Nine Hells. Vlaakith, Giths most nothing objectionable in this, the githyanki gained
trusted advisor and confidant, had spent weeks nego- their infamous alliance and Dispater got his soul.
Adrift in the Astral Sea, the githyanki had their
tiating with Dispater to recruit an infernal legion to Before Ephelomon left Dis with the scepter, he
burning hatred and their arms, but no home and
shore up the weakened githyanki legions. Dispaters asked the dragon to deliver her final command.
few resources. They wouldnt wander long though
price, the souls of all githyanki, was far too high for Armed with Giths request, the exarch traveled to
before fate, luck, or circumstance put a new home in
Vlaakith to pay, but the archdevil had other ways Tunarath, leading a flight of dragons to the githyanki
their path. Githyanki scouts discovered the petrified
to manipulate the exiles. In a show of goodwill, he city. There, the dragon gave the scepter to Vlaakith,
remains of some dead god, perhaps a casualty from
offered to arrange a meeting between Gith and Tia- because Gith had named her the successor, and
another war, or a god whose people were destroyed.
mats red dragon exarch. Tiamat and Asmodeus had revealed the leaders last command: Carry on the
Gith led her people to the floating hulk and there
been occasional allies, and the Dark Lady lent the Eternal Crusade in my name.
established Tunaraths ancestral encampments.
Nine Hells her abishai in exchange for information, The red dragons made the difference and with
As fortuitous as finding the hulk was, the
treasures, and the occasional assistance. Dispater their help, the githyanki beat back the astral stalk-
githyanki who settled in the folds and rocks knew
believed the githyanki could negotiate a similar bar- ers and other threats. As well, the dragons could
they were much diminished from the war against
gain with the Lady of Avarice and even offered his move through the Astral Sea with ease, and so the
their kin. In such small numbers, they couldnt hope
city to host the negotiations. githyanki could raid other dominions for foodstuffs
to fight the Eternal Crusade, let alone raise new for-
Vlaakith carried Dispaters offer back to Tunarath and supplies and found new outposts. In the follow-
tresses or even feed themselves. The situation was
and discovered her dubious offer was the best they ing years, Tunarath evolved from its humble origins
dire, but there would be a glimmer of hope in the sac-
had achieved, with all other roads leading to dead- into a magnificent city, and so have the githyanki
rifice of the githyankis glorious leader.
ends. With little choice, Gith journeyed to the Nine grown in power and influence, becoming one of the
Hells and there met with Ephelomon. Dispater acted most feared peoples in all the Astral Sea and beyond.
The Pact as the mediator and observer. Ephelomon offered to
The githyanki struggled to survive. They lacked
resources, so they had to scavenge for supplies. They
send a wing of red dragons to aid the githyanki in The Lich-Queen of
exchange for the githyankis assistance should Tiamat
had no means to navigate the Astral Sea, so they had require it. To cement their pact, Ephelomon would Tunarath
little luck finding the materials they needed. To make forge a scepter to give Gith dominion over the drag-
matters worse, ancient abominations, those twisted ons. Before they could finalize the terms, Dispater When Vlaakith came to power after Giths imprison-
remnants from the war of creation, raided their suggested to Ephelomon if he would entrust so many ment in the Nine Hells, she started a millennia-long
camps, claiming more and more lives and undoing dragons to the githyanki, should he not gain some dynasty. Vlaakith was the first of a long procession of
what little progress the githyanki were making. It was insurance? Dispater proposed Gith remain with him Vlaakiths who would rule the city and the githyanki.
clear they wouldnt survive without help. in the Nine Hells for as long as Tiamat upheld her Some were strong, others weak, but all added to
With enemies looming at all sides, the githyanki side of the agreement. If either side breaks the alli- Vlaakiths legacy until the name transcended the
needed an alliance. Gith sent out representatives to ance, Gith and the red dragons on loan would be free. person and became, in effect, a title.
treat with various powers residing in the Astral Sea. Ephelomon saw the wisdom in this proposition, The last ruler to bear this name is Vlaakith CLVII,
They had little luck: The githyanki were too warlike, and Gith agreed but with a condition. Gith required and her reign has lasted a thousand years. When she
too evil, and too few for a god or some other agency to the githyanki be free to choose their own destinies came to power long ago, she was much like her pre-
step forward to give them aid, but the githyanki did and never be subservient to the Dark Lady. Finding decessors: ambitious, cunning, and committed to the

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Tunarath, City of Death

rivals, wresting their souls from their bodies and Tunarath and the
animating their remains into undead thralls. By the
time her practice became known, few were left to Scales of War
challenge her, and the rest have lived with Vlaakith
CLVII for their entire lives and see her as more than The Lich-Queen is dead. Emperor Zetchrr rules the
their queenand every bit a part of githyanki identity githyanki in Tiamats name. The city is infested with
(as is their city). foreigners, and Vlaakiths heir hides within a rebel
Vlaakiths custom made her throne secure, though faction. Tunarath groans.
it had profound consequences on the Eternal Cru- The Scales of War adventure path presents a
sade. Eliminating the best and brightest githyanki different city than the one presented herea com-
has a leveling effect on githyanki society. Although munity ravaged by upheaval, external influence, and
its hard to call any githyanki mediocre, few stand- the mad designs of a dead monarch. Building on the
outs exist among those who dwell in Tunarath. The events described in Chris Perkins The Lich-Queens
ranking officials are lickspittles and sycophants, and Beloved presented in Dungeon Magazine issue
corruption is rampant in the highest levels. Worse, #100, the adventure path takes one possible outcome
support for the Eternal Crusade wanes. Expeditions and projects it 25 years into the future.
still set out from Tunarath, but fewer and fewer Having ruled the githyanki for a thousand years,
return with new mind flayer skulls. the Lich-Queen was no longer content with the
A shadow hangs over Tunarath now. Each passing limitations imposed on her by her rotting body. Her
year sees Vlaakiths madness growing. She has with- longevity would not last forever. Her command over
drawn from public view, spending most of her time the githyanki was not complete, and enclaves in
in Susurrus, the Palace of Whispers, where, if rumors the Astral Seas far-reaches were free from her rule.
can be believed, she works dread magic sending She wanted more power, more influence, and true
tremors to shake the city. In her stead, fanatic mages immortality. To this end, she would become a god.
and inquisitors, calling themselves the Chrai move Vlaakith long suspected a divine spark lingered
Eternal Crusade, yet there was something different through the city, speaking of the Lich-Queen in terms in the dead gods petrified remains, and she believed
about this Vlaakith. She liked power. She didnt see more fitting for a god than an undead tyrant and exe- that if she could tease it out, she could claim it for
herself as holding the throne for Gith, but rather she cuting any they suspect of treachery. To make matters herself and complete her apotheosis. Her paranoia
saw the throne as hers, and she was not about to give worse, dragon-githyanki abominations infest the city equaled her ambition and as she sought this ulti-
it up to a less worthy heir. and are permitted to go wherever they please because mate transformation, her trust in her dread knights
Not long into her reign, she performed the Lich they have the Lich-Queens blessing and are thought and commissars wavered. Using terrible magic, she
Transformation ritual, but her undead state did little to be her favored subjects. Unrest and outrage grows, formed a master racea perfect fusion of githyanki
to quell her growing paranoia. Vlaakith saw enemies casting a terrible pall on the ancient city. and dragon to be her loyal children. She used these
everywhere, even in the faces of her most trusted duthkagith as her personal retinue and replaced her
advisors. To protect herself, as well as to sustain her guards with these wild and unpredictable warriors.
long life, she began a pogrom to eliminate potential

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Tunarath, City of Death

Her seclusion coupled with the gradual spread designs. The resulting quakes nearly destroyed the Zetchrr had hoped to outwit the Dark Lady
of what many githyanki saw as abominations sowed city, toppling her dread palace and flattening a great and use her legions to help him restore his people
the seeds of unrest in the city. Tunarath had always many buildings all around. But tremors were nothing and continue the Eternal Crusade as he had always
housed opponents to Vlaakiths reign and her compared to the shockwaves resulting from the real- hoped, but Tiamat had other plans. She cared noth-
designs, seeing her power as a mockery of Giths ization of Vlaakiths death. ing for the githyankis old grudges and was far more
ancient intent, but these groups lacked the numbers Ztechrr moved to fill the Lich-Queens void, but concerned about her plan to destroy her hated rival,
or resources to oust the Lich-Queen. It seemed to his ideas were too strange for the common githyanki Bahamut. To this end, she bent the githyanki, making
these rebels that if they acted, there would be support to embrace. Unable to rally the military societies to them her slaves. The emperor realized his miscalcula-
for their coup after all. his claim, he faced a half-dozen rivals, each with con- tion, but is powerless to correct it. If he fights against
The strongest and most radical opposition came siderable strength. Worse, many suspected his hand the Dark Lady, she will take the city by force and
from the Shasal Khou. They hoped to reunite the in the Lich-Queens death, and his treachery further worsen the githyankis lot. So he holds his throne,
githzerai and the githyanki into one people and weakened his position. hoping to find some way to remove Tiamats influ-
ence before his people are lost.

The Dark Lady coveted the githyanki, always Zetchrr, though, has far larger problems than Tia-
mats influence. The alliance he brokered invalidated
resentful of Dispaters influence and the poor bargain the first pact between Gith and Ephelomon and in
doing so freed Gith from the Nine Hells. The famed
her exarch made long ago. heros body had long rotted away, leaving Gith to
languish in Dispaters dungeons as a damned. Rather
continue the Eternal Crusade as Gith had intended. Zetchrr would not be thwarted and could not
than letting her soul discorporate in the Shadowfell,
Zetchrr, their leader and decorated knight, shel- allow his city to fall or his dreams to die. His war-
Gith instead returned to Tunarath to take charge of
tered his followers in a Citadel, gathering strength riors were too few and his faction crumbled around
the city.
and resources for the time when his followers could him. In desperation, he turned to the githyankis
Gith might have invaded Zetchrrs body or the
strike and then begin his reign as leader over all the oldest ally, Tiamat. By altering the pacts terms, he
Commissars and saved Tunarath if it wasnt for a
gith peoples. hoped to gain the red dragons aid and thus claim
young woman. A ghustil, who is a member of an
The Chrai, however, tightened their net, closing the city by force.
uncommon githyanki group that apprehends loose
in on the rebel faction and if the Shasal Khou did not The Dark Lady coveted the githyanki, always
divine energy infusing the Astral Sea and bends it
act fast enough, they would fail before they began. resentful of Dispaters influence and the poor bar-
to their will, ensnared Giths soul and in doing so
Zetchrr did the unthinkable: He turned to foreigners gain her exarch made long ago. So when Zetchrr
invited the powerful entity into her body. Gith anni-
for help. Using mortals who had fought the githyanki approached her, she welcomed him, but this time
hilated the young womans mind and seized the body
in the past gave him a way to eliminate the Lich- she demanded the githyanki oaths of service and the
for herself. Given her low status, she knew she could
Queen without implicating his organization. githyankis absolute loyalty to her. Knowing the alter-
not hope to defeat Zetchrr without help.
As Zetchrr organized the assassination team, natives worse than making such a terrible bargain,
There were factions aplenty for Gith to subvert
Vlaakith worked to complete her divine transforma- Zetchrr consented to the new terms and returned to
to her cause. She gathered the remaining members
tion. Terrible rituals sent tremors through the city. Tunarath with Tiamats armies in tow. Tunarath fell
of the chrai, claiming to be Vlaakith reborn. She
Just before she completed her transformation, the in a single day and Zetchrr named himself emperor.
then turned to the shasal khou, offering to complete
adventurers struck, destroying her and thwarting her

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Tunarath, City of Death

what they began and restore the gith people. Gith as beyond its queer influence to act as
Vlaakith amassed even more followers, drawing to docking stations.
her the disaffected and oppressed warriors who were Although the hulk seems to drift Tu'narath
fed up with Zetchrrs excesses. But even with her through the Astral Sea, it is in fact
swelling forces, Gith knew she needed more help. As locked in a fixed position, marking the The Will of Gith Susurrus
(Commissar's Stronghold) (Palace of Whispers)
Giths power grows, Tunarath faces another uprising, very place where the god was slain.
but if Gith succeeds, it could very well be the last they The astral currents swirl around it as Military
Military
face as the Crusade begins anew. does the wreckage making circuits District
District
around it. Tunarath cannot be moved Naval Docking Naval Docking
Towers
Geography
Towers
by any means. Nor can it be taken from K'radystar
the Astral Sea. (Citadel of the Military
Void's Eye) District Kran'i'toc
From afar, Tunarath is a drifting mass surrounded (Citadel of War)
by f loating bergs and stony motes. As one draws The One in the Merchant
nearer, the rocky hulks disturbing shape comes Void Docking
Towers
District Astral
Shipyards
into view, and it bears an uncanny resemblance to One can only speculate about the Military G'lathk
District (Farmer)
a massive corpse, with crowned head, six radiat- dead beings identity, but most agree
Mlar (Artisan) District
District
ing arms, and a torso crumbling away to a spray of it was a god who passed from memory
f loating debris. The city itself covers the whole rocky eons ago. Choosing this site to be the
surface, wrapping around its sides and underneath, home of the greatest githyanki city in
from the head down the torso until the ground the Astral Sea was a matter of conve- Military Military
gives way to the broken tail. Streets wind and twist nience, because it provided the largest District District
through packed districts, overcrowded with tall surface for the githyanki refugees and
towers, mighty fortresses, and countless edifices to offered an excellent staging ground
githyanki military might. for new offenses into other worlds.
Floating fortresses of varying sizes and shapes The githyanki didnt care that their
clutter the area around the husk. Each fortress mir- city stood on a dead god because most
rors the architectural austerity found in the city. regard the divine with scorn and
Stark towers are fitted with spines and looming walls, derision. The dead god added to the
which provides an intimidating welcome to be sure. githyankis sinister reputation.
Around Tunarath, gravity remains subjective, but Red Dragon Caves
Generations spent on the petrified
when one closes within 200 feet, the mass exerts hulk have unveiled few secrets about = Flying
Fortress
force causing creatures fall to the city. Down in the deitys identity. The githyanki
Tunarath is the ground, so even as one walks around refer to their host as the One in the 0 1,300 feet
the city to its underside, there is no risk of falling. Void. Its long silence and no objec-
Since the city depends on astral vessels for transport tions to the githyanki presence
and trade, Tunarath constructed six arms extending reinforces their beliefs it is dead. Yet,

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Tunarath, City of Death

not all believe all life has fled the corpse and that Finding Tunarath For all their xenophobia, the githyanki do realize
some spark remainssome awareness that might stir their limitations and understand that for them to
The githyanki are raiders and pirates bent on conquest
to wakefulness on some distant day. The occasional survive as a race, they must have contact with other
and destruction. They have gained many enemies
quake and the subtle tremors suggest there is a rem- peoples. Tunarath does permit merchants and visi-
across the planes, and some are powerful enough to
nant that can be unearthed. tors to the city, but with extreme limitations. Those
cause trouble. The githyanki do not advertise their
Planar cosmologists argue about the One in the permitted passage into Tunarath guard the citys loca-
citys location, preferring isolation to interacting with
Voids true identity. Most agree the god was a casu- tion with all the same enthusiasm as the githyanki
the Astral Seas other denizens. The city boasts a few
alty in the ancient war between the primordials because revealing it invites swift retribution from the
permanent teleportation circles, but the sigil sequences
and gods. Perhaps it is a fallen divinity destroyed by githyanki and no one wants this attention.
to these portals are guarded secrets.
the elemental host when it rose up to smash down
heavens gates. Since the husks name is lost, and
given the long years the githyanki have inhabited it,
Tunarath
this theory seems possible.
Some speculate the god is none other than Nerull, Githyanki civilizations nexus, Tunarath stands as a Defense: Most githyanki serve in the military with
symbol of their strength and also as a warning to those allegiance to a society found in the military districts.
lost god of the dead. As legend tells, a mortal woman
who would stand against them. Military societies raise armies consisting of warriors,
challenged the wicked god and slew him in battle.
Population: 100,000; githyanki are the dominant gish, and warlocks. Foremost of these warriors are the
Since the Raven Queens apotheosis occurred at people in Tunarath and are found in all its districts githyanki knights who ride dragons into battle. Eight
some indeterminate point in the past, the One in except in the Market District. The commercial center floating fortress are arranged around the city and each
the Void could very well be the lost god of the dead, sees travelers from across the planes, each permitted has a full company and two to four pact dragons to
but it doesnt explain why the gods corpse floats in to live and trade in the city by special dispensation intercept foreign vessels coming too close to the city.
the Astral Sea and not in Pluton, the deitys former from a military commander. Counted among these Inns: The Morningstar Inn; Iron House; The Dragons
dominion. peoples are devas and tieflings, dragonborn and Den; others. The Morningstar Inn is the most expensive
humans, angels, devils, elemental creatures, immortal but most popular establishment in the Market District.
Another possibility is that the One in the Void is an
creatures and everything between. Red dragons in Taverns: The Winesink; Filthy Dredges; Nectar House;
exiled gods physical remnantsa deity whose essence
scores round out the population. others.
was ripped from its flesh and imprisoned in some far- Government: Despotic Monarchy. Vlaakith is the Supplies: The Market District is the commercial
flung location. Sundered in this way, the One in the last in a long line of tyrants to bear her name. Her reign center in the city and one can find just about anything
Void awaits its souls restoration to its body. Insane folk has lasted a thousand years, and she owes her incred- they could want. Merchants sell from established
and the mysterious Chained Gods adherents aside, ible longevity to her apotheosis into a lich. Vlaakith shops, open-air markets, or from carts along the
this possibility seems far-fetched at best. does not often interact with her people except when a streets. Businesses cluster together along streets
Its also possible that the hulk is in fact a dead and githyanki grows powerful enough to attract her atten- set aside for trade. Kyndl street, for example, offers
tion, at which point the githyanki is brought before the alchemical supplies, poisons, and ritual ingredients.
forgotten primordial. The gods slew many primordi-
Lich-Queen and is destroyed. Temples: There are no temples in Tunarath.
als in the War for Creation and the remnants from
The citys governance falls to commissars who Important Structures: Susurrus, the Palace of Whis-
this ancient war linger still. Whether the hulk is a command the military societies dominating life in pers; the Citadel of War; Citadel of the Voids Eye;
primordial, an empty shell, or a dead god is still a Tunarath. Each commissar has absolute authority in Statue of Gith.
point debated and one with no clear answer. his or her district and dispenses justice in whatever
manner he or she feels appropriate.

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Tunarath, City of Death

Entering the City Exploring the City Since there isnt much space for growth, the
githyanki build up. Most buildings have several sto-
Since they lack reliable transport by the use of tele- The Merchant District is all that a visitor can expect
ries all supported by flying buttresses, with graceful
portation circles, to reach the city, a traveler must to see in Tunarath. Foreigners are never permitted
bridges connecting the upper levels. The Astral Sea
learn its coordinates and make the journey. Portals, beyond its walls, and to ensure visitors abide by these
shines with faint light, enough to see by, but in the
pools, and curtains in the Astral Sea make crossing restrictions, githyanki warriors monitor the districts
cramped corridors formed by ominous buildings, the
the distance easy if a navigator knows where to go. gates and patrol its walls. Those caught beyond the
gloom becomes pervasive and is broken by the occa-
Such travel requires several jumps across the Astral Merchant District face execution, torture and execu-
sional lamp or everburning torch.
Sea to distant (and dangerous) locations until the city tion, or thralldom and eventual death.
comes into view.
Finding the city is but the first hurdle. One just Statues stand in the few squares, capturing
doesnt fly up to Tunarath and start looking around.
As a traveler nears the city, astral skiffs and githyanki
githyanki heroes mounted on vicious red dragons,
mounted on pact dragons close to engage the visitor. past Vlaakiths and other legendary figures.
The githyanki destroy foreigners at a whim and take
what they want from the wreckage, so a traveler must The Citys Atmosphere Tunarath presents a macabre face, filled with
act to put these sentinels at ease. Those who show Tunarath was first founded as a stronghold and austere and cruel citizens, but the city possesses an
proper deference and respect, and who also show mustering place for the githyanki raiders. Later impressive, dizzying landscape that is designed to
they have something to offer, are escorted to a Float- it grew into the teeming metropolis it is today. Its both celebrate and inspire githyanki achievements.
ing Fortress where the travelers can negotiate with military origins are manifest in the citys architec- To its inhabitants, it symbolizes all the githyanki
the garrison commander for a trade exemption grant- ture and layout. The buildings are all fortified, with believe in and hope to achieve, and those dwelling
ing access to the citys Merchant District. steep walls that bristle with long spikes, and that are here would gladly lay down their lives in its defense.
There is no set price for what a trade exemption fitted with slim, tall windowsperfect for warlocks
costs. Prices range from a modest 2 gold pieces and and archers to harry invaders. Narrow streets wind Merchant District
climb as high as an astral diamond. The cost depends through the pressing buildings and if the city comes
on the commander, the merchant, and the cargo to Shabby and chaotic, decaying buildings rise from a sea of
under attack, the githyanki can block off roads, thus
be delivered to the city. Merchants with goods in high tents and stalls.
sealing off enemy units for the githyanki to sur-
demand can get into Tunarath for a reasonable fee, round and annihilate.
while those with useless or impractical materials face The Merchant District is the most cosmopolitan
For all its military aspects, Tunarath has a gothic
such a prohibitive cost that venturing further would quarter in the city. Confined by steep walls manned
beauty. Statues stand in the few squares, capturing
prevent any profit at all. On occasion, visitors might by grim warriors, the district has extinctions threat
githyanki heroes mounted on vicious red dragons,
receive special permission to enter the city without casting a pall over it. Even so, commerce thrives here,
past Vlaakiths and other legendary figures. Battle
having to acquire the exemption, but such occasions and it has a peculiar exuberance not found anywhere
scenes cover walls and buildings, showing githyanki
are rare. else in the city. The Merchant District is the one place
warriors battling githzerai, mind flayers, slaad, and
in the city where nongithyanki are permitted, and
other creatures.
as such the githyanki leave it to the merchants and
foreigners to live as they wish. One can find repre-

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Tunarath, City of Death

sentatives from every mortal race, including humans over to the citys necropolis, where tombs and monu- dragon guardians. Vlaakiths throne and the dais on
elves, dwarves, and gnomes, clogging the open-air ments form a sprawling maze. Smaller administrative which it stands are made from mind flayer skulls.
markets. This diverse population is made stranger buildings stand amid them, and here the Lich- The seats cushions are sewn from purplish leather
still by the planar peoples hailing from across the Queens servants barrack and train. Each building is formed from an elder brain the Lich-Queen slaugh-
cosmos. Bladelings and maruts hire out as mercenar- constructed with defense as the foremost concern, tered in her youth. It is here where the Lich-Queen
ies, while angels flit between the towering buildings sprouting spikes and fitted with narrow windows. confers with her subjects and passes judgment on
on errands for their masters on the streets below. Susurrus, the Palace of Whispers, commands those who have wronged her.
Devils run bordellos and pleasure dens, tempting attention from any who would explore this dis-
travelers with dubious offerings, while efreeti repre- trict, for it is a magnificent structure that speaks to Glathk District
sent sprawling mercantile syndicates rooted in the Vlaakiths arrogance and power. Constructed from
A stinking mire of desperation and melancholy rising from
fabled City of Brass. the dead gods massive skull, it stands behind Giths
stunted fields and steaming holes burrowing into the citys
Although set aside for commerce, the Merchant likeness, standing one-hundred-feet-tall and carved
rocky core.
District is also a home. Artisans keep permanent resi- from solid obsidian. The palace itself is an impreg-
dences here, while inns and tenement towers provide nable fortress, reinforced with obsidian walls and
On the side opposite the Merchant District stands
long-term accommodations for foreigners who would guarded by Vlaakiths personal retinue. There is but
the Glathk District. Nowhere else in the city does
make the city a temporary home. Foreigners are not one way into palace and it is through the statues legs.
the githyankis cruelty shine so brightly. This hell-
permitted to own land in Tunarath and so anyone The corridors and chambers form a veritable
ish place is home to those captives who must toil
who would stay here must rent their domiciles from labyrinth inside Susurrus, and each is decorated with
and endure profound cruelties on behalf of their
a nilghar (landowner). Few nilghar reside in the idols, statuary, and other relics from civilizations
githyanki captors. The surface is patchwork muddy
Merchant District, and they rely on proxies to handle the githyanki defeated. One can find petrified mind
fields and deep, cavernous tunnels. The fields are
business dealings, with many skimming tidy profits flayers, githzerai skulls, and stranger and darker
used to grow some grains and also to house the
from their business dealings. treasures gifted to the citys tyrant. A chamber is
slaves and dragon livestock (old, sick, and injured
Finally, the Will of Gith houses Vlaakiths commis- filled with statues carved for each Vlaakith who has
slaves), as well as the farmers unfortunate enough
sar and his staff. Although Vlaakith rules the city in ever ruled Tunarath, some rooms are formed from
to be born to this lot. Tunnels lead to moist caverns
name, it falls to the commissar to govern in practice. illithid flesh, several abattoirs are littered with rotting
where the glathk grow fungi that forms a staple in
Here one finds all the administrative offices and the corpses, plus torture chambers and other such rooms
githyanki diet.
Commissars personal garrison. exist. And through it all, one hears endless whispers
maddening voices echoing and wailing in the palaces
very walls. Mlar District
Queens District
As impressive as Susurruss rooms are, the throne A vibrant community of artists and artisans, the Mlar
Endless tombs and towering statues surround Susurrus, the
room puts it all to shame. It is a gargantuan hall District serves as the heart of Tunaraths industry
Palace of Whispers.
supported by four wide obsidian pillars from which
hang the Lich-Queens latest victims. A mosaic pat- Adjoining the Merchant District and surrounded by
Crowning the One in the Void is the Queens District.
tern covers the floor leading up to the tyrants throne, the brooding Military Districts to all sides, the Mlar
This district is a somber and brooding place, differ-
which is positioned between two alcoves filled with District produces vital goods for Tunarath. Named for
ent from the crowded streets characterizing every
treasures. These alcoves act as nests for wingless red the artisan class, this quarter is an active place, with
other area in the city. Most available space is given

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Tunarath, City of Death

rumbling factories belching black plumes into the air, elite. Kranitoc, the Citadel of War, trains the gish.
dirty workers trudging through streets beneath stone Githyanki who display a talent with magic are sent
gargoyles watchful eyes where they leer from ornate to this foreboding structure to weave their arcane
buildings, and bustling shipyards, where skiffs and talents with martial training to make them invaluable
carracks stand in varying states of completion. There additions to a company. The Citadel of the Voids Eye
Githyanki Ships is beauty here too. The people have a unique aesthetic performs in the same capacity but for those githyanki
and cover every surface with some stonework or who possess psionic abilities.
The githyanki boast an impressive fleet of astral
plaque bearing a motto or extolling labors virtues.
warships. The nimble astral skiff (Manual of
the Planes page 159) is the smallest and most Other Areas
numerous. Other vessels are far larger, transport- Military Districts The aforementioned districts make up Tunarath, but
ing entire companies into battle. The workhorse
Severe fortresses, bristling towers, training compounds, and other key areas are here as well. Though none are as
transport is the astral carrack.
the pride of Gith stand firmly in the Military Districts.. populated or large enough to qualify as a district, they
offer a critical service to the citys survival.
Astral Carrack
Gargantuan vehicle With its militaristic society, it should come as no Astral Shipyards: The githyanki owe much of
HP 400 Space 8 squares by 20 squares Cost 225,000 gp surprise that the Military Districts are both the most their success in exploring the Astral Sea to their
AC 4; Fortitude 20, Reflex 2
impressive and the most numerous in Tunarath. innovations in ship design. The astral shipyards are
Speed fly 6 (hover), overland flight 10
Pilot Divided into six separate areas placed to lock down the where artisans, laborers, and mages construct these
The pilot must stand at the ships wheel, typically at city should it come under attack, the districts house vessels, and one can find astral skiffs, astral carracks,
the rear of the topmost deck. warrior companies and provide training for trainees. warships, spelljammers, and other vehicles moored to
Crew
In addition to the pilot, an astral carrack requires a
A district comprises several different military soci- piers. Githwarriors watch over this work from guard
crew of twenty, all of whom use a standard action eties, and each displays its achievements in statuary towers, and nearby floating fortresses can dispatch
each round to help control the vehicle. Reduce the and bas-relief carvings adorning their walls. The soci- pact dragons and riders to intercept any attacks on
ships speed by 2 for every 5 missing crew members.
eties are competitive and each tries to outdo the other this key area.
At fly speed 0, the astral carrack sails out of control.
Load in their achievements and victories. Although these Docking Towers: Opposite the Astral Shipyards
Two hundred Medium creatures; five hundred tons of relations can become heated, they do not break into and across the city are the docking towers. This
cargo. violence lest they draw the Lich-Queens ire. area is the primary artery into the city, and visitors
Out of Control
An out-of-control astral carrack moves forward at half
Each society has a complex hierarchy of war- must pass through this area before progressing to
speed (not including any modifiers for its astral sails). rior companies and their terrths). One can also find the Merchant District beyond. Visitors must endure
Astral Attunement knights, gish, warlocks, and other key personnel. A intense screening at various checkpoints and its not
The astral carrack functions only in the Astral Sea.
supreme commander leads the society. Since negotia- uncommon for people to disappearsnatched by the
Ram
The astral carrack is equipped with a heavy ram. The tions with other supreme commanders and strategic githyanki secret police.
astral carrack deals 3d6 damage per square it moved planning occupy their time, supreme commanders Naval Docking Towers: Radiating out from
in its previous turn (Adventurers Vault page 16), and depend on captains to handle the companies under the Queens District are the Naval Docking Towers,
the astral carrack and its crew take only one-quarter
this damage.
their command. where Tunaraths warships dock. Soldiers must pass
In addition to the military compounds, the mili- beneath the shadow cast by Susurrus to reach their
tary districts also contain key citadels for the citys ships, reinforcing the ideals and beliefs that have long

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Tunarath, City of Death

shaped githyanki society. Only military personnel are the lesser pact dragons claiming descent from those mingling with others, but since the higher castes
permitted here and trespassers face intense question- first reds who answered Ephelomons call. Lesser expect and receive obedience from lesser githyanki,
ing before suffering an excruciating death. beasts, inbreeding left them much reduced from few congregate with others outside their social group.
Flying Fortresses: Surrounding the city are sev- their unbound counterparts. Although outnumbered
eral chunks of astral debris atop which the githyanki by their diminished kin, many red dragons lair Military Caste
build small, fortified citadels. A flying fortress is here as well and might lend their services to mighty
The military caste stands above all others, and the
actually one central structure surrounded by smaller githyanki knights or can be depended on to protect
lowliest trainee stands higher than does the greatest
chunks anchored to the largest piece by chains forged Vlaakith as per the ancient pact.
artisan in the city. All defer to the military because
from astral driftmetal. The debris comes from across
in them lies githyankis strength and their continued
the Astral Sea and other worlds, with some being A Militant People commitment to the Eternal Crusade. As one might
rugged stone and others being massive statue heads,
expect, the military caste uses a complex ranking
limbs, smaller petrified creatures, and stranger stuff Spending any time in Tunarath puts a visitor in system. At the bottom are the trainees, those warriors
as well. contact with githyanki culture. They share much in still mastering the fighting arts. Those who survive
The flying fortresses protect the city and act as a common with other advanced civilizations, but the training become warriors, who are further divided
net to catch any undesirables before they draw too githyanki have customs and beliefs to set them apart. between blooded and unblooded warriors, a distinc-
close. Each fortress has a standing garrison. The for-
tion made in whether or not a githyanki has seen
tresses also have two or more pact dragons and riders
to engage vessels or travelers coming too close to the
Society combat.
Githyanki society might be evil, but it is ordered evil.
city. Most also have one or more astral skiffs and can
Castes define life in Tunarath, with the upper ech-
scramble them should the city come under attack.
elons occupied by the citys warriors and lower levels Silver Swords
A typical fortress boasts a full companyfour
given over to skilled and unskilled laborers. The
combat squads and one support squad. A terrth heads Many githyanki warriors wield silver swords
castes are porous, allowing githyanki to move from
up each squad and reports to the kithrak (captain). in battle, but these weapons are nothing more
one caste to another based on personal achievements
In battle, two companies load up into astral skiffs to than silvered weapons used to emulate those
and training. It might be rare for a githyanki to rise
mighty weapons gifted to the githyanki knights.
Githyanki society might be or fall to another caste, but birth in no way prevents
a child from doing so. Even the lowliest glathk might
True githyanki silver swords are rare and are

evil, but it is ordered evil. produce a warrior.


entrusted to the best warriors because they
are hand-crafted by Vlaakith herself. Most are
The caste system is as old as the githyanki them-
support the kithrak, who rides a pact dragon. The greatswords, but there are longsword and full-
selves, and it was first established during their
remaining githyanki provide support from the for- blade varieties. Finding such a weapon fall into
captivity. Since the githyanki warriors were accorded
tress by using heavy ballistae mounted on the walls. nongithyanki hands is a grave offense, and the
the greatest freedoms under the mind flayer oppres-
Red Dragon Caves: Half the husk houses red githyanki stop at nothing to recover the blade.
sors, and since they fomented the uprising buying
dragons. Claiming the crumbling expanse serving For details on these weapons, see githyanki
their freedom, the warriors occupy the highest caste.
as the dead gods torso and lower extremities, end- silver weapon in the Manual of the Planes (page
Adherence to this system ensures githyanki knows
less tunnels and caverns provide lairs and hatcheries 153).
their place. Membership in a caste doesnt prevent
for the population. Most dragons found here are

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Tunarath, City of Death

The githwarriors are organized into eight-member fortunes and circumstances. What unites them all is Slavery never extends beyond one generation. A
squads led by a terrth (a sergeant), who oversees they have some talent at magic. slaves child is free and can leave at anytime. Slaves
continued training and leads them in battle. Five Counted among the mlar are the hracknir, a are permitted to raise their children, but during these
squads and their terrths form into companies led by special and much-maligned breed who specialize in years, offspring are expected to work. When the
a kithrak (a captain). Kithrak is the highest rank an harnessing the divine energy permeating the Astral child comes of age, he or she can stay and become a
ordinary githyanki can attain.
Above the kithraks are the supreme commanders. Nongithyanki have no rights and no recourse for
They gain their positions through their achievements
and receive their commissions from the Commissar. assault, murder, or theft.
Gish and warlocks have greater standing thanks
to fighting techniques learned at the Citadel of War Sea and bending it toward positive uses such as heal- thrall, leave for the Market District, or find some way
or the Citadel of the Voids Eye. Gish and warlocks ing, treating diseases, and other uses. The scorn they off Tunarath. Beyond the city, though, they are fair
can serve alongside warriors in squads and can attain receives stems from the general derision githyanki game. Few escape capture and are killed or enslaved
ranks the equal to terrths and kithraks. Although have for the gods, and the power the hracknir wield is with Tunarath still in sight.
equal to their warrior counterparts, gish and war- filthy in githyanki eyes.
locks have greater authority thanks to their advanced Law and Order
training. Glathk Caste There can be no question about morality in Tunarath;
Above all the rest in the military caste, on par with Tunaraths least citizens are the farmers and labor- it is a city occupied by evil individuals under the
the supreme commanders, are the githyanki knights. ers, called the glathk. Lacking any magical or psionic rule of a profoundly evil regime. Githyanki are cruel
The very best githwarriors are chosen to become talent and unsuited for military life, these githyanki and malicious, but each understands the limits
knights, and those who accept must cede their souls are a lowly people, enduring wretched and unpleas- imposed by their station and status within the larger
to the Lich-Queen in exchange for greater power. ant lives feeding the city and raising its structures. community. Society and law are indistinguishable,
Githyanki knights are the elite warriors, and they Still, the glathk stand higher than the thralls they and violating a social expectation is tantamount to
embody excellence in arms and unswerving loyalty oversee and for that at least they can be thankful. murder in a more reasoned and just community.
to their queen. Githyanki knights wear the distinctive Where social boundaries keep most githyanki in line,
baroque armor for which the githyanki are famous, fear contains the rest: Punishments are too horrific
Thralls
wield potent silver swords, and ride powerful red and lingering to contemplate. Tunarath has little
Although the githyanki would rather die than
dragons or nightmares into battle. crime as a consequence. Where disputes arise, a com-
become slaves, they take thralls to use as labor, sport,
missar or his representatives can settle them.
or as food for themselves and the dragons who also
Mlar Caste Nongithyanki have no rights and no recourse for
dwell in Tunarath. Life as a slave is a series of hor-
Beneath the military caste are the mlar. This tier assault, murder, or theft. Foreigners learn to treat the
rors concluding with a sudden, horrible end. The
includes just about everyone not involved in military githyanki with respect and deference. Foreigners who
githyanki pay no attention to racial distinctions:
matters, and so one finds landowners, crafters, mages, commit infractions against the githyanki find even
Nongithyanki are the same and theres no difference
seers, healers, and, of course, the artisans. Within less justice, because the city responds with crushing,
between an eladrin and a goblin aside from the labor
this level, rank blurs depending on the individuals brutal force whenever a citizen, even a lowly one,
they can perform and the food they might supply.
suffers at a foreigners hand. The laws for these perpe-

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Tunarath, City of Death

trators are little more than a staggering list of terrible makes manifest the gods imperfections and thus, to Lich-Queen, all githyanki hold Gith as the greatest
punishments for a long list of crimes ranging from the disciplined and militant githyanki, makes them warrior to have ever lived. Although they do not raise
meeting a githyankis gaze to murder to behavior undesirable objects of veneration. temples or hold services for their lost leader, they
unbefitting a guest, the catch-all crime for removing Second, subservience to the gods could be charac- believe Gith will one day return and lead them to the
undesirables. Military commanders dispense justice, terized as slavery. The gods demand honor without ultimate conquest, forging an empire to span worlds
but the worst criminals are brought before the Com- earning it; what have they done for the githyanki? The and let the githyanki become the true masters of all
missar to face whatever disturbing and excruciating gods also demand service and obedience, tyrannys things. Thus they wait, looking ahead to that uncer-
end the citys commanding officer can devise. hallmarks. The gods are powerful, but such power is tain time when their hero shall return. Little do they
Disputes between nongithyanki enjoy the clos- not enough to compel service. realize the time foretold is at hand. D
est the city has to an actual justice system. When a Even though atheism is ingrained within the
crime is reported, both the accuser and the accused githyanki people, from time to time, a few do turn to About the Author
Robert J. Schwalb is a freelance game designer with over
are brought before a district official, or, for the most the gods as a route to power or in the hopes of succor one hundred design and development credits to his name.
egregious crimes, the Commissar. Both parties get from cruel treatment from their kin. The gods served His most recent works include the Players Handbook 2, P2
a moment to state their case and the officer passes are almost all evil gods, with Tiamat, Bane, and Demon Queens Enclave, Manual of the Planes, Martial Power,
Draconomicon I: Chromatic Dragons, the Forgotten Realms
judgment. Usually, the accused meets a bloody end, Vecna being the most common. If these githyanki are
Players Guide, and numerous articles in Dragon and Dun-
but the officer mmightay order boths execution, discovered, they must forfeit their lives, so many flee geon magazines. Robert lives in Tennessee with his wife
such as when thorny disputes prove too difficult to to practice their faith without interference. Stacee and his crack kill-team of ninja cats.
untangle or when the judge would remind foreigners Githyanki fill the religious void with a peculiar Robert would also thank Charles Stross for coming up
with the githyanki in the first place and Chris Perkins and
to keep their problems to themselves. veneration for their heroes. Vlaakith CLVII expects James Wyatt for making the githyanki kick all kinds of ass.
One rule stands above all: Githzerai and mind near worship from her subjects, and she might
flayers are to be killed on sight. If any dare enters the demand more if her plans succeed. Aside from the
city, Tunarath rises up in response and crashes down
on the unwelcome foes with tremendous force. There
is no mercy: There is only vengeance.

Religion
The gods are not welcome in Tunarath. Vlaakith
CLVII stamps out any fledgling religions, executing
any who would bend a knee to anyone other than
herself. Even without Vlaakith, the githyanki have
proved to have little interest in the gods. Thus, reli-
gion is unlikely to ever gain a foothold in the city.
Religious disinterest stems from many reasons, but
two stand at the forefront. First, the githyanki live in
the Astral Sea and so come into contact with divine
beings and their agents. Proximity to these powers

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