Remus, from looking around what I have here at work... I have a ton of info on Phlan, the Nine Hells, I have a profitability system for an inn (including detailed menu), coffee house and a Maztican coffee plantation, I have a handy street random encounter chart, I have an entire village mapped out and all the NPC's detailed (with pics and histories), quite a bit of info on Mulhorand, and a ton of quirky and odd minor items (from minor magics to mundane). If any of those interest you, let me know.
As far as races... here's my info on the Gith (mind you, this was before all the new info in Dungeon and Dragon magazines that came out recently)
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"Better the heartfelt devotion of a free soul than the grudging obedience of a slave." –Githzerai saying.
“Always be aware of the threats to freedom. Always be aware of your individuality, and show honor to those individuals who prove worthy of it. Destroy all oppressors, liars and traitors, showing as little mercy as they would to you. Choose your own fate, and live to honor it.”
Traits:
Humorless, unfriendly, cautious, monastic, loyal, lonely, grim, somber, free-willed, despise slavery of intelligent creatures of any sort, strong sense of individuality, repressed, hard-hearted, quiet
Physical Descriptions:
Their features and skin tone recall a blend of Caucasians and Mongolians that seem somehow sharpened, with yellow or grey eyes. Males usually sport long hair and whispy moustaches and goatees; females tend to keep their heads and bodies covered out of modesty. Githzerai tend to dress conservatively, and are fond of understastated robes and tunics worn over any armor they possess. They favor browns, greys and other earth tones.
Names:
Male: Arith, Zaknum, Gilsitharr, Aszathath, Rahk, Harr'k, Sl'tis, Kzastaan.
Female: Narniss, Arsill, Naranthis, S'lathis, Rathassa, L'liness.
History:
Both races once were men who were enslaved and treated like beasts by the mind flayers. This situation lasted several centuries, until a woman named Gith took command of the rebels. The battle was long and bloody, but in the end the slaves conquered their freedom. Some of them (the githyanki) stayed faithful to Gith, while others, the Githzerai, decided to follow a powerful magic user named Zerthimon who proclaimed himself their king and subsequently their god. Zerthimon revolted against Gith because he thought she was hateful and unfit to rule the people. A great battle followed: the people was divided between the githzerai, followers of Zerthimon, and the githyanki, followers of Gith. Zerthimon died in the conflict, but with his sacrifice he freed the Githzerai from Gith: the Githzerai believe that he will one day come back as a god and will take them to another plane. This racial conflict between Githzerai and Githyanki has lasted millennia and it doesn't seem to be going to end.
Githzerai Society:
the Githzerai mainly live in the plane of Limbo, where they have fortresses and are very powerful. Each of this fortresses counts about 3000 Githzerai under a supreme chief. Others, instead, live in cities with 100000 or more people and hold everything under control, in a plane that is chaotic and impredictable for others. A significative example is Shrakt'tor, headquarter and capital, which counts two millions Githzerai: here the most important nobles and generals dwell, to decide the strategies to fight the githyanki and the mind flayers. There is noone in Limbo who can challenge the power of Shrakt'tor or its numerous population.
The Githzerai fortresses on the Prime Material Plane are few, but important, they have enormous crude and square towers with adamantite walls dominating the arid plains and each contains about 500 githzerai, among which the supreme chief. No plant nor animal lives near these fortresses and the terrain is reduce to dry land for kilometers: it's not clear whether this is a reaction of the land to the foreign substance of which they are made or if it's the work of the Githzerai mages, who try to keep other creatures away. The most probable aim of these fortresses is to control the githyanki. The githzerai, though not particularly violent, don't want to conquer the Prime Material like the githyanki do, but they know that, should their enemies be able to conquer it, they will become stronger and more dangerous. So the githzerai keep an eye on the githyanki's progresses and lead offensives targeted to their strongholds to slow their expansion. During these assault the githzerai don't attack willingly the inhabitants of the Prime Material (humans, demihumans, humanoids, etc..), but aren't willing to renounce to a well placed offensive only to respect their rights: the end justifies the means.
Terms:
Anarch: A Githzerai with the gift to shape the formless matter of Limbo into landscapes and buildings.
Gith: The great warrior-heroine whom led the revolt against the Illithid and freed the slaves that later went on to become the Githyanki and Githzerai.
Rrakkma: A band 30-60 Githzerai formed for the purpose of hunting Illithids. For roughly three months a Rrakkma will roam the planes searching for groups of Illithids and destroying them. These bands are very popular in Githzerai society and it is an honor to serve in one.
Shra’kt’lor: The largest Githzerai city, center of magical training and where the military and political leaders of the Githzerai reside. It is built upon a gigantic rock, twenty miles in diameter with a population is over 2 million people who are housed within this gigantic stronghold. The city is surrounded by islands maintened by the Anarchs that are used for farming and such. Beside the city itself is the Scattered Quarter, a huge gathering of tents, in which foreigners are allowed to live. The Scattered Quarter easily houses tens of thousands, but is only allowed on one side of wall that surrounds the city. The opposite side has the Breath of Zerthimon, an ancient volcano, and the Spytower. The spytower is an ancient construct that was once used to imprison spies until they starve to death. The city itself is made up of seven rings of gigantic granite walls. Merchants and visitors are welcome, but carefully scrutinized.
Zaerith Menyar-Ag-Gith: The immortal king of the Githzerai. Under his direction the Githzerai plan raids on both the Githyanki and Illithids. King Zaerith also encourages thievery and stealth, believing them useful to use against their enemies. The king opposes Zerhism, seeing the Zerth’s as a threat to his rule. Unfortunately for him the legend is well entrenched in Githzerai society and he grudgingly tolerates it.
Zerhism: The religion of those that follow Zerthimon
Zerth: A follower of Zerhism.
Zerth’Ad’Lun: A well known monestary run by Master Belthomais.
Zerthimon: A powerful magic user whom rebelled against the Illithid slave-lords. After Gith’s successful overthrow of the Illithid, Zerthimon disagreed with Gith, seeing her as too hateful and unfit to rule the people. After he was proclaimed king of the Githzerai, a great battle between the followers of Gith (Githyanki) and the followers of Zerthimon (Githzerai) divided the people. Zerthimon died in the conflict, but his sacrifice freed the Githzerai from Gith. He is the most revered figure for the Githzerai who believe that he will one day return as a god and take all the Zerth’s to paradise.
Zerthin: The Rule of Zerth’Ad’Lun: Dsorder rages without, calm reigns within.
Zudai-zi: Holy place
And lastly for your amusement and completely unrelated...
In my campaign Shrines of Tymora are sometimes found in dungeons or other dangerous places that adventurers frequent. An adventurer can go to the Shrine and flip a coin and he'll be "rewarded" by a blessing, of sorts. This may only be done once in the lifetime of the adventurer per Shrine. Anyway, here's the list of "blessings":
Tymora’s Gifts
(there is a 1-20% [DM’s discretion] chance that any of the temporary effects become permanent):
1. DM’s choice, something truly horrible.
2. Enmity between you and the devil! (Well, not quite, some very, very minor villain, village idiot, local toady, tax official, etc…)
3. Mirror of doom. Out of the next mirror that the player’s image is reflected on, an exact duplicate of the player comes out. The mirror image exactly mirrors the player actions. Any damage done to the mirror occurs at 1/2 to the player. It lasts for only one hour.
4. Mirror of the annoyed. Out of the next mirror that the player’s image is reflected on, an exact duplicate of the player comes out, demanding his clothes and items. The “mirror” image only lasts for 2 hours.
5. Gift of the magi. One of the player’s items gains a minor enchantment.
6. Curse of the magi. One of the player’s minor magical items looses its enchantment.
7. The next spell the player cast will produce a random spell (same level) of the opposite type of magic. For example if the caster was an arcane caster and he casts magic missile, the effect he gets is of a random first level divine spell.
8. Hair grows dramatically.
9. Gain the ability to speak a language the player doesn’t know for 2 days, unfortunately he looses the ability to speak any other language for those 2 days.
10. Appearance changes dramatically for two days.
11. Lore of ages. Player gains a +1 competence bonus to one random skill permanently.
12. Loss of all body hair. (Can be grown back)
13. Gain the ability to sing with great skill (performance +15), not only that, anytime the player speaks, he sing, lasts 2 days. After that he can speak normally, but additionally gains a permanent +5 performance when singing.
14. Gain 20 lbs.
15. Loose 20 lbs.
16. Eyes change color to gray permanently; player has Darkvision for 2 days, then reduced to 1/week.
17. Eyes change color to yellow/gold permanently; player can see magic for 2 days, then reduced to 1/week.
18. Eyes change color to silver permanently; player can see alignment auras for 2 days, and then reduced to 1/week.
19. Eyes change color to black permanently, player can see greatest fear of those viewed for 1 day, then reduced to 1/month. Save vs will to avoid permanent insanity at the end of the day, DC is the number of fears seen, double points for particularly powerful fears.
20. Eyes change color to blue permanently; player goes blind for 2 days but gains blind fighting during the 2 days. During the two days, player has the ability to cast Contact Outer Plane once, then once every 6/months after that.
21. Eyes change color to gray-white permanently; player can see into the astral plane for 2 days, gain the ability to cast Ethereal Jaunt once. After that one day the player has the ability to see into the ethereal plane once a week for two hours and cast Ethereal Jaunt once a year.
22. Grow 1-30% taller.
23. Shrink 1-30% shorter.
24. Player gains the ability to speak with animals for 2 days.
25. Green Thumb. Touch causes non-magical, non-monstrous plants to grow at 100 times their speed for 1 week.
26. Black Thumb. Touch causes non-magical, non-monstrous plants to wither (large plants and trees get a save vs. fortitude) for 1 week.
27. Beast of burden. Player turns into a mule for 1 day, during that time he gains all the physical racial abilities of a mule, and looses his own.
28. Grow horns from forehead for 2 days.
29. Forever slightly sickly (-1 on all fortitude checks) but his will grows stronger (+1 to will checks).
30. Forever less willful (-1 on all will checks) but his body toughens (+1 to all fortitude checks).
31. Hair changes color (1: silver, 2: gold, 3: copper, 4: blue, 5: green, 6: red, 7: orange, 8: purple, 9-10: white, 11-12: gray, 13-15 brown, 15-17: blonde, 18-19: black, 20: DM’s choice).
32. Skin changes color (1: chromatic striping, 2: gold, 3: silver, 4: copper, 5: deep blue with light blue highlights, 6: dark green with greenish-yellow highlights, 7: deep red with flame orange highlights, 8: dark purple with yellow striping, 9: granite grey, 10: stark white, 11: black, 12: DM’s choice).
33. Grows wings permanently. Wings can either be leathery or of feathers (1d4: 1-2 leather, 3-4 feathers). They are not large enough to allow flight, but the player can glide on them and use them to cushion landings. Gliding is possible if the player falls at least 50 feet, he can then glide up to 10 times his movement rate. If the player falls under 50 feet, they act as featherfall spell.
34. Slaad’s blessing. Player turns into a red slaad for 2 days, during that time he gains all the physical racial abilities of a red slaad, and looses his own.
35. Dwarf’s touch. Player turns into a dwarf for 2 days, during that time he gains all the physical racial abilities of a dwarf, and looses his own. For the 2 days the player also gains a +5 to all professions and crafts as long as dwarves commonly use them.
36. Goblin’s gift. Player turns into a goblin for 2 days, during that time he gains all the physical racial abilities of a goblin, and looses his own.
37. Grow a tail for 2 days.
38. Player cannot use his legs until he has rested 1 full day, they are numb and useless.
39. Gender changes for 2 days.
40. Player bears some unique identifying mark (a strange flowing tattoo, a glow to the hands, etc…)
41. Get a random disease.
42. Immune to all magical and non-magical diseases for 1 month.
43. Spend the entire day weeping or laughing.
44. Ancestor’s spirit. Player share’s the next day with the spirit of an ancestor, who can provide advice (and criticism).
45. Get a vision of someone truly in need.
46. Alignment changes for 2 days.
47. Gambler’s luck. The next time the player gambles, he wins.
48. Gambler’s folly. The next time the player gambles, he looses.
49. Insanity. Player is affected by insanity as per the confusion spell for 1 day.
50. Spit turns into holy water for 2 days.
51. Cast Cure Medium Wounds once a day for a week.
52. Leeches appear all over the caster’s body. They do damage as normal leeches do, but they will also purge the body of all non-magical toxins (poisons, diseases, etc) if left on for 3 hours.
53. Fingernails change color (1d10, 1: green, 2: yellow, 3: black, 4: white, 5: blue, 6: red, 7: 8: silver, 9: gold, 10: steel)
54. Small mists surround the player for 2 days.
55. Gain a monster companion for 2 days (CR 1-3 monster)
56. The next person he makes eye contact with charms Player.
57. Player charms the next person he makes eye contact with.
58. Talk out of sync for 2 days. His voice has a 1 combat round delay.
59. Hands glow with electrical energy. Player has shocking grasp for 2 days; there is no way to suppress the effect except by magic.
60. Gain one random gem.
61. Gain one random art object.
62. Loose one random non-magical item.
63. Will of the magi. Player casts spells at a +4 DC to saves against spells he casts for the next 2 days.
64. Random potion.
65. Random scroll.
66. Random potion (poison).
67. Player can drink as much alcohol as he wishes without getting drunk for 2 days. Drink is tasteless and bland during that time though.
68. Guiding hand of the warrior. Player gains +2 to hit and damage for the next 2 days.
69. Become old for 2 days.
70. Become a child for 2 days.
71. Blessing of the hare. Player can move at double his movement rate for 2 days, but now requires that he eat four times as much food and has a minus –1 to all mental tasks.
72. Blessing of the turtle. Player moves at half his movement rate for 2 days, eats only half as much, and gains a +1 to all mental tasks.
73. Can only breath water for 2 days. Player also gains the ability to swim at 80.
74. Grow a long luxurious beard (can be shaved off, but this is a favorite of dwarves).
75. Haunted by odd and inexplicable noises for 2 days.
76. Grow eyestalks for 2 days, during that time player cannot be caught flat-footed.
77. Grow a long sticky tongue (works as per Frog Tongue spell).
78. Player thinks he is some random monster for 2 days.
79. Shadow cast by player is independent of player for 2 days.
80. Shadow is forever changed somehow.
81. Fly’s gift. Player has acid for spittle for 2 days which does 1d6 damage on contact. He also has to digest his food externally.
82. Grow an extra functional limb, lasts 2 days.
83. Loose a limb for 2 days.
84. Hands catch on fire, fire causes no damage to player but they will light other combustible and cause an addition 1d4 damage to touch attacks. This lasts for 1d12 hours.
85. Touch of the necromancer. Player’s hand turns black and his touch casts Dead Man’s Eyes on any corpses touched for 2 days.
86. Regenerate 1-hp/20 minutes for 2 days; unfortunately green warts cover the player’s body during that time.
87. Gain one relatively unknown historical insight.
88. Loose one memory forever.
89. Big perfect pearly white teeth.
90. Grow claws, permanently. (1d4 damage)
91. Player is affected by Enkili’s Prank spell for 1d12 hours.
92. Coin of luck. 3 small silvery-white blank coins appear in the player’s hand. Each coin will turn into the currency of the next coin it comes in contact with.
93. Hands are covered in frost; frost causes no damage to the player. Touch attacks do additional 1d4 damage.
94. Poison skin. Player’s skin is poisonous (roll random poison) for two days, during this time the player is immune to all poisons. From then on, the player gains a +2 to all saves vs. poisons.
95. Know the location of one treasure horde. (Dragon’s lair, wizard’s tower, etc.)
96. Defeat the badger or forever be destroyed!
97. An Outsider offers the player a very powerful item if the player gives his soul to the creature after death.
98. See one event of importance, one day into the possible (and likely) future.
99. A luckstone appears in the player’s hand.
100. Tymora’s touch. Once a week (real life) the player can reroll any one dice roll he makes.