If that's how you see them, could I ask how would you differentiate them from the githyanki mlar which are described as "magical artisans and craftsmen"?Var'ith'n are craftsman. To me, they'd be based upon artificers with some psionic mechanics added to create the 'githyanki' feel to them.
In A Guide to the Astral Sea (pg 51) they say that the Hr'a'cknir are energy utilizing healers, craftsmen, seers, and transport specialists. Then they give you a paragraph on 4 types, the first being a healer, the third a seer and the 4th a transport specialist. The 2nd, the var'ith'n, are described as working with mlar craftsmen in order to construct special creations like astral ships. To me, this clearly labels them as craftsmen.If that's how you see them, could I ask how would you differentiate them from the githyanki mlar which are described as "magical artisans and craftsmen"?
For me, the interesting distinction is that the var'ith'n belong to a different caste, and that caste is all about capturing and channeling astral energies.
Of the hr'ack'nir caste – healers, seers, portal specialists, and var'ith'n "craftsmen" – it seems likely this quoted bit is referring to the latter.Despite the fact that the gods are “dead,” energies emanate from their corpses, strange even by astral standards. The githyanki attempt to use these energies when possible, but they are careful not to abuse them so as to raise the ire of the Guardian of the Dead Gods. The githyanki hr’a’cknir operate two (and possibly more) essence mines which collect these energies for purposes no non-githyanki has been able to determine or even guess at.
Chant is, bloods can employ some of these energies to create certain magical items, golems, and other artificial animate constructs. Other rumors claim that these essences can be distilled into curatives, powerful stimulants, protective charms, and more.
Just? No. I gave you some examples of things they do that extend beyond those activities in my campaign, right? Spelljammer Helms, Planar Gates, Energy Weapons - essentially, they bring a unique form of magic to their constructions.
While I think that applies primarily to the var'ith'n, it also can apply to the others as well. Regardless, they bring their peculair form of magic to the creation process. A mlar might be able to make a ballista, but the var'ith'n can make it magical - or make one out of nothing but magical force. There is a clearly different feel to them based upon the medium in which they work, and the role in the culture.There's this other part of A Guide to the Astral Plane (p.38) that I was reading as referring to the var'ith'n...
Of the hr'ack'nir caste – healers, seers, portal specialists, and var'ith'n "craftsmen" – it seems likely this quoted bit is referring to the latter.
This campaign was about 20 years ago. I'd been running a PC in a game that was using a publiashed series of modules that had a big climax to the adventure in a war with Githyanki. After that completed, I did some looking into the Githyanki and read everything I could get my hands upon. Then, as was my norm, I simplified the situation as much as I could to make it more approachable to the players.Thanks @jgsugden ! It's great to hear your experience using githyanki, as this will be my first time using them in anything more than a cameo role.
Sounds like you kept var'ith'n as more of a "behind the scenes" type, rather than an active adversary the PCs would engage with? That was my initial instinct, but maybe I was trying to artificially make them a "threat" in a stat block sense when that's not really their intended role.
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.