Tu'NARATH
THEY CALL
IT THE CITY OF DEATH.
l WOULD MOCK SUCHa tired excuse for a name,
but if it.fits, who am I to argue?-Gimble, gnome
bardWh
en the githyanki fled from
the illithids, Vlaakith
le dthem to safety
on the Astral Plane inside
the floatingco
rpse of a six-armed deity.
This being's body long
agocalcified into a great slab
of rock, its lower half smashedby some ancient disaster.
A trail of debris, some
of thestones larger than a ca
stle, extends from the cor
pse'slower end.T he city
ofTu'narath is built on
and in the corpse's up-per body
, with a central district in
the area correspond-ing to its chest and ancillary
districts radiatin
g outwarda long its s ix outstretched
arms and toward
its head.Despite
the body's partial destruction
, the occasionaltremor
that echoes through its
rocky mass suggests tha
tsome
spark of life might still
linger deep within.Anyone
who visits the city
does so either at the behestof the githyanki
or in stealth. Fortunately
for those whotry to enter clandestinely,
the place is immense
enoughthat
a small group can sneak
in with relative ease.If uninvited visitors a rriv
e openly, they can expect
asharp reception from gith
yanki patrol vessels. If
that'snot enough to br ing them
to heel, the call goes
out for asquad of dragon
-mounted knights.
THE STREETS OF
Tu'NARATH
Tu'narath is a jumble
of crooked streets that
run be-
tween
buildings and other structures
that are rippedTu
'NARATH IN BRIEFHere
are some key details ofTu'narath.Population. Roughly one hund
red thousand folk dwell
inTu' narath. The vast majority
are githyanki, but visitors
fromother plane
s aren't uncommon. Individuals
who come todeal with
the githyanki reside here. Residents
also includecaptives
that the githyanki have taken
on raids.Law
and Order. Warriors patrol
above the streets inastral skiffs to keep
the peace. Githyanki who
cause un·warranted confl
ict are disciplined, but suc
h punishment israrely lethal.
Any visitor who causes a ruckus,
however, islikely to be
slain on the spot, unless Vlaaki
th has specifi-cally forbidden
such action.Inns.
Tu'narath has no taverns or
inns in the traditionalsense. The githyanki
expect visitors to carve out
their ownaccommodations;
they can choose
from among any num-ber
of abandoned structures. As
an alternative, a smalltroupe of renegade
modrons maintains a crumbling
cita·del called the
Iron House that has rooms
for rent. Visitorscan pay with
interesting trinkets from
across the planes.Markets.
There are no organized
markets in Tu'narath.The githyanki
don't offer goods for
sale to visitors, .andthey
don't purchase items offer
ed to them-they simplytake
what they want.from the worlds
of other planes. Many githyanki
raidershave a particular
obsession for architectur
e, which theysatisfy
by seizing buildings
from the Material Plane
andoth
er locales and relocating
them in Tu'narath.Often, these prizes don't
remain intact for long.
Whenresidents become bored
or find themselves in the
moodfor debauchery, the githyan
ki's natural propensity
forviolence man
ifests in the form of a g
reat brawl or wildcelebration that causes
serious damage to their
sur-roundings. When a st
ructure has served its purpose
andis no longer useful (or
even recognizable), the
githyankitear the debris from
its resting place and throw
it into arefuse
pile or cast it adr ift into
the astral sea, to be eventually
replaced by a new specimen.Noneth
eless, the city does have a
great number ofpermanent structures,
and a system of distri
cts in whichparticular functions
or activities are concentrated
.Queen's
District. Susurrus
, the queen's stronghold,is protect
ed by thick, obsidian
walls. Only one gateleads into it, located on a
path that passes beneath
thestatue of Gith.
Beyond the statue , the
path becomes alabyrinthin
e maze designed to preve
nt attackers or visi-tors from gai
ning access to the quee
n. Vlaakith's throneroom, a gargantuan ha
ll supported by obsidian
pillars,sits at the center of the labyrinth.
Guarded by
two reddragons, Vlaakith
sits upon her Throne
of Bones andholds cou
rt over her supplicants.Glathk
District. A muddy field
that extends as far asthe eye
can see is the githyanki
equivalent of a laborcamp. The glathk
dis trict, named after the
Gith wordfor "farmer"-a
term of derision-is where
githyanki aretaken
when they violate society's
rules. Punishmentsare
nonlethal, and often don
' t involve physical harm.
In-stead,
offenders are forced to
submit to the mind-numb-ing
sameness of performing
one task interminably- afate that, for
some, might feel worse than
death. For in-stance, a warrior
might be sequestered
here after slack-ing off during weapons
practice, sentenced to a
prisonterm and charged with
moving piles of mud from
oneend of the
field to the other. Elsewhere
, a squad of war-riors stands
at attention for an ind
eterminate time, aftertheir failure
to maintain proper formations
during drills.Those
incarcerated here are
rarely supervised closely
,but knights patrol
the area regularly.District of Discards.
The githyanki dispo
se of lootthat
they have no use for in a
space on the outer surfac
eof Tu'narath
set aside for the
purpose. Such items canrange from trophies
and treasure to prison
ers of otherraces that have
been set free and left to
fend for them-selves. The few
githyanki who dwell here
maintain asemblance of
order amid the wreckage
by categorizingthe castaway items, making
it easier for other githyank
ito locate objects relate d to
their personal interes
ts.Creatures seeking to
infiltrate Tu'narath have
hads uccess in using this place
as a base, since the
warr iorsand knights seldom
patrol it, and several groups
of freedcaptives-humans, e lves
, hobgoblins, and other
sorts -make their homes here.Military Districts. Soldiers and officers
occupy sev-
eral
areas around the city, most
of which contain defensive works and armori
es. The githyanki
also maintainbarracks that serv
e as mustering points
in advance ofCHAPTER 4
CITH AND THEIR ENDLESS
\\'AR91