Myth Yggdrasil is the great creation of Quarion Amakiir, one of the most powerful remaining elven high mages. In his younger days, he lived in, and protected, the city of Myth Drannor, but it fell, and he felt shamed. He struggled to recreate what he felt he lost, but others finally beat him to it. Not to let his efforts go to waste, he instead created a new city, one much like Myth Drannor, but safer, so it seems. The city does not exist on the surface of Faerûn, but instead orbits above it, as a moon does. It exists as a large chunk of rock, surrounded by a magic field (the mythal), and is anchored to Abeir-Toril by powerful spells. The only way into the city is by a single portal, erected by Quarion, in the city of Silverymoon as Silverymoon is protected against teleportation magic, and Myth Yggdrasil is not on the planet, and is also constantly in motion. While some would see it as Quarion being a control-freak, in reality, he simply wishes to see that his city has the chance to become such, before evil forces move to destroy it.
Myth Yggdrasil (outpost): Conventional (monstrous); AL NG; 15,000 gp limit; Assets: 6,000,000 gp; Population: 1,000; Mixed (mountain dwarf 60%, moon elf 38%, dragon 1% (while predominantly an elven city, and someday to be a multiracial one, currently, the bulk of people are dwarven craftsfolk, as well as elven druids and shapers)
Authority Figure: Quarion Amakiir (Male Moon Elf [Baelnorn] Ranger 3/Wizard 20/Archmage 4/Elven High Mage 8/Bladesinger 3); while he will not take the title of Coronal or some such, Quarion is the highest authority in the city.
Important Characters: Keara Elladyr, the Spirit of the Mythal; Enialis Tarnruth, Valanthe Meliamne, and Heian Siannodel, along with their dragons; Rhivic Amastacia chief druid of the Star Stones; Master Levik lorekeeper and potion master of the city; Hargrin Shieldbeard, chief craftsman and leader of the dwarves of Odin; Admiral Bregaen, a member of the Elven Imperial Navy.
Mythal Defenders: Myth Yggdrasil houses approximately 180 soldiers to man the guard towers and operate the weapons, as well as approximately six wizards of 7th level or higher to support them. A small detachment of Spellguards occupies the city, granted by Alustriel, predominantly to keep safe Silverymoon's interests. They act as something resembling a police force, to protect the city in its founding time. Recently, Quarion Amakiir has begun to enlist people into a guard force, called the Cruxis.
Brief History
While Quarion hopes that it will someday be as another Myth Drannor; a melting pot of cultures where all can live in peace, Quarion is no fool, and has no wish to lose another city. As of now, the population is relatively small, mostly elven and dwarven craftsmen, who can build structures others will live in, and elven druids, who tend to the city's new ecosystem. Quarion erected great planar gates to allow access to various elements, and the Tree of Heaven grows in the center, to give life to the city itself. Someday, after the city is more stable, Quarion hopes to erect more gates, and have more people come and live in the new mythal, but only time will tell how long it will be before many people live among the stars.
Important Sites
While Myth Yggdrasil is not yet completely established, it does have a number of sites of interest, or, at the very least, what will qualify as such in the future.
Surrounding Area
As Myth Yggdrasil orbits Abeir-Toril above Faerûn, it truly has nothing surrounding its edges. It is far away from Selune, and much closer to the planet, though still far enough away to avoid falling. The only thing near Myth Yggdrasil is a small naval port.
There are three Spirit Warriors posted at Myth Yggdrasil; two Nectars and a Carnivore. Admiral Bregaen acquired their services prior to the fleet's arrival, and they have remained in their new home since.
The Mythal
The mythal of Myth Yggdrasil was erected in 1380 DR. It is a powerful mythal designed with living in space as the primary plan. It also has precautions for defense worked into its make-up, so as not to follow in Myth Drannor's footsteps. It possesses the following powers:
Prevalent Spells
Protection from Evil
Antipathy (against evil)
Death Ward
Spider Climb
Maximized Tenser's Transformation (CL 17) (keyed to Cruxis Crystal-bearers)
Mind Blank (keyed to Cruxis Crystal bearers)
Arointed Spells
Death Descriptor
Conjuration (Summoning) spells (keyed, tokens)
Teleportation spells (not really, but as Myth Yggdrasil is constantly in motion, it can't be a viable target; you don't "know where it is" at any given moment. Thus a free component)
Vanguard Spells
Mordenkainen's Sword (CL13; 3/day; keyed to good elves)
Stoneskin (CL15; 1/day; keyed to non-evil)
Larael's Cutting Hand (CL2; at will; keyed to non-evil)
Protection From Elements (CL10; 3/day; keyed to non-evil)
Mage Armor (CL3; at will; keyed to non-evil)
Magic Missile (maximized; CL9; at will; keyed to non-evil)
Cure Moderate Wounds (CL10; 3/day; keyed to non-evil)
Fly (CL6; at will; keyed to non-evil)
Create Food and Water (CL5; 3/day)
Prevalent Powers
Dismissal (CL32; Int Bonus +17; keyed to evil)
Disrupt Undead (keyed to neutral or evil undead)
Teleport (CL 32; keyed to evil drow and evil orcs)
The Derris Emblem (seal gates, keyed to Quarion- Quarion retains the power to seal any and all gates in his city. Sealed gates show an image called the Derris Emblem)
Although it would be considered the worst-case scenario (or maybe just less than the death of everyone in the city), there is a chance that, should the need arise, the city could "land" on Toril, although only water would be a viable site. If the magic ever totally failed, Quarion could guide the city into the ocean, likely somewhere in the vicinity of Evermeet, if possible, and the city could function as an island. Of course, the city would be severely damaged, in addition to whatever cataclysm made descent necessary, so this would not be done unless no other recourse remained; the city would still be effectively destroyed, and it is not likely that Quarion could easily hoist it back into space.
The Cruxis -- Guardians of the Mythal
Quarion has built in powerful defenses to protect his new city, not the least of which is the Cruxis, a group of people empowered by the mythal to guard it. These men and women, predominantly elves and half-elves currently, are gifted with enhanced power, and protection from mind-influencing effects, and tasked with using sword and spell to fight for Myth Yggdrasil. Each member bears a token, an amethyst shard called a Cruxis Crystal, and this gives them their special abilities. They are comprised both of spellcasters and soldiers, both melee and ranged, and many wear polished armor, and or white robes. With their equipment, the boosts they receive from the mythal (see above), and the mythal's other available powers, the Cruxis are a capable force, indeed. They currently answer directly to Quarion, and there are currently about twenty. It is not known how many Quarion can, or might allow into the group's ranks. The Cruxis are rarely seen, however; they are not the police force, but one of its many defenses against outside aggression. The inspiration for them was that Quarion wanted powerful warriors who could stay in the city if it ever had to be called upon to defend a ground settlement, such as Silverymoon. They spend much of their time training, often with Marines from the EIN forces that visit, or they move throughout the city as nondescript individuals. If seen in action, Cruxis would be identified easily, however, with their white clothing and armor that looks like frosted silver. They are trained predominantly to act in groups of three, with one caster and two warriors.
The Heart of the Mythal
In his many years, Quarion only had one true love, and by the time he had found her, they were both already dead. Kaera was once a powerful elven wizard, one who was present at the creation of the Cormanthyrian mythal. Unknown to everyone, however, the mythal latched a hold of her, and pulled her into its fabric, leaving her nothing more than an esper in the magic. While he was examining the site of Myth Drannor, Quarion found the remnant of Kaera, and they became friends. Sadly, her condition meant that no power could revive her; she only existed as a part of Myth Drannor's mythal, and that was weakening. If it faded, rather than travel to Arvandor, she would simply cease to be.
Quarion thought her lost when the mythal of Myth Drannor was reconstituted in 1380 DR, and was saddened, but he allowed his work to buffer against the pain. Unknown to him, however, Kaera found a way to anchor herself to a piece of Myth Drannor, in the form of an amethyst, that Quarion had incidentally taken with him, in the past, and was thus not cleansed of her. When the magic "restarted", her essence was freed, and rather than ceasing to be, she was drawn up to the stone. Kaera is now a part of Quarion's new mythal, and the amethyst fragment she is attached to is part of Gungnir, making her, in effect, the "mind of the system". She can also appear anywhere within the mythal's boundaries, though she rarely chooses to. Most often, she only appears to Quarion, when he is alone. She can also see things within the mythal while still being invisible, and will tell Quarion if anything he should know about is happening. Her knowledge remains intact, but her powers are seemingly gone, or are they?
Gungnir - Spear of the Heavens
Quarion had a love; one that he thought he had lost. Even before that, he could only see her when he was in Myth Drannor; a place he often avoided for long periods of time. While he certainly isn't vain enough to compare himself to Corellon, he did notice a certain similarity in Corellon's own love life, being married to a goddess who is actually three, and often not present, much like his own. In commemoration of such loves, Quarion erected the city's first temple, a combination temple dedicated to both Corellon and Angharradh, near the city's center. When he chose to build the city's last-line defense, he even planned to name it after Angharradh's spear, Duskshaft, but then Kaera returned to him, and he was happy. He later chose to rename the apparatus Gungnir, after the weapon of the god the dwarven craftsmen worshiped, as his city would never be without their work.
This potent artifact apparatus is the last resort defense of the mythal city. It can fire down upon the surface of Abeir-Toril and destroy up to a 2-mile diameter area of land, leveling forests, cities, even mountains, and certainly armies. If any force attempts to mass for an attack on Myth Yggdrasil, it can be dealt with. It should be noted that the few dwarves who assisted are sworn to absolute secrecy regarding Gungnir, and Quarion is not telling anyone else. The knowledge of such a weapon above the peoples of Faerûn would cause a panic, as well as try to have others force its use on their enemies. Even Lady Alustriel, who allowed the portal to Myth Yggdrasil to be erected in her city is unaware, and would likely be very displeased to learn of it. The Elven Imperial Navy can see a fragment of the weapon's superstructure, but are not aware of its purpose. Quarion knows what that panic would do, and has remained silent, but knew such a defense might prove necessary. The fall of Myth Drannor pains him still; he will not see a repeat with his own city. As for its effect, Gungnir can target any point on Abeir-Toril, and manifest a 1-mile radius circle, with everything inside taking 12d6 damage each from electricity, sonic, acid, and fire.
Gungnir can only be fired from one place, the last chamber of the Hall of the Spear, and only by Quarion, as he has the staff that is a part of the activation system. The apparatus can detect alignment, and will not allow anyone to fire the weapon unless they have a justified reason (it can tell). Also, as Kaera is a part of the system, she is the permission-granter, and more than capable of halting anyone who might try to misuse the weapon.
Gungnir can also fire into space, enabling it to destroy attacking fleets, like a powerful "mana cannon" (play Tales of Symphonia).
People of Myth Yggdrasil
At some point, most of these characters should be fleshed out. For now, they are just names and estimated levels with some story fluff and beginning stats. Full stats forthcoming.
Quarion Amakiir: see here. His stat block is rather long, and i don't feel like copying it all here.
Kaera Elladyr (Female Sun Elf [Ghost] Wizard 22/Elven High Mage 4/Emancipated Spawn 3*): CR ##; Medium-size humanoid (elf); HD 26d12; hp 156; Spd 30 ft.; AC #(touch, flat-footed); BAB +13; Atk +#/+# melee () or +#/+# ranged (); SA ; SQ Elven traits, low-light vision; AL NG; SV Fort +9, Ref +9, Will +15; Str 1, Dex 1, Con --, Int 1, Wis 1, Cha 1. Height 5 ft. 1 in.
Kaera is Quarion's love, and is attached to the mythal. She can manifest anywhere within the bounds of the mythal's space. While she was in Myth Drannor, her powers were lost, but now, fueled by the complete mythal of Myth Yggdrasil, they have returned. (Kaera's complete story will be posted elsewhere.) When she chooses to manifest, Kaera appears as a beautiful elven woman, just over 5 feet in height, with long, blond hair, green eyes, and a complexion paled by her condition. She is often seen wearing the fine clothes of a high-standing sun elf wizard. Her form is somewhat muted, however, due to its transparency, and people can often see the hazy details of objects behind her form. While in Myth Drannor, the damage to its mythal was also damage to her mind; she would have moments of calm, moments of lunacy, and spans of inactivity. Now in Myth Yggdrasil, the pure essence of its mythal has returned her calm self, and she now controls her own emotions.
Enialis Tarnruth (Male Moon Elf Ranger 10/Dragon Rider 8) CR ##; Medium-size humanoid (elf); HD #d#+#; hp #; Spd 30 ft.; AC #(touch, flat-footed); BAB +16; Atk +#/+# melee () or +#/+# ranged (); SQ Elven traits, low-light vision; AL NG; SV Fort +15, Ref +12, Will +8; Str 16, Dex 16, Con 15, Int 14, Wis 16, Cha 16. Height # ft. # in.
Enialis is the leader of the dragon riders of Myth Yggdrasil. He rides a male adult amethyst dragon. Enialis is somewhat more serious than one might expect from your average elf. He has seen many places, and his many travels have taught him that a carefree attitude does not always get one far. While traveling the Inner Planes, he made a friendship with his dragon companion, an amethyst juvenile at the time. Since then, they have traveled together, even after they became a team with two other dragon rider pairs. When not practicing his arts, Enialis is usually to be found investigating the fortifications of Myth Yggdrasil, or planning for various possible attacks. If he is doing none of these, he is usually found relaxing in the more remote parts of Myth Yggdrasil, outside of the city proper, or in the dragon caves, with his mount and fellow riders. (Enialis and his fellow riders make use of the Dragon Rider prestige class found in the Dragonlance Campaign Setting, on p.77-80.) (According to one thread I've read, upon departing the mythal's air bubble, the dragon and rider will take with them a bubble of air good for approximately 20 minutes, so they may act for about 120 rounds)
Valanthe Meliamne (Female Moon Elf Fighter 10/Dragon Rider 7) CR ##; Medium-size humanoid (elf); HD 10d10+20 plus 7d8+14; hp 117; Spd 30 ft.; AC #(touch, flat-footed); BAB +15; Atk +#/+# melee (adult brass) or +#/+# ranged (); SQ Elven traits, low-light vision; AL CG; SV Fort +14, Ref +11, Will +7; Str 13, Dex 16, Con 14, Int 15, Wis 14, Cha 16. Height # ft. # in.
Valanthe is a slightly more militant elf, though this doesn't seem reflected in her partner, who often reigns her in. She rides a female adult brass dragon. Valanthe had a nice childhood, until the day her family perished. Raised by an aunt, she was loved, but still never outgrew her anger, and her need to be able to depend on herself, and defend herself from danger. She is not usually one to relax, or waste time idly. She spends the bulk of her downtime training with Hargrin Shieldbeard's warriors, or the combat forces from the EIN. Occasionally, Heian is able to persuade her to visit the tavern, but she looks like she feels out of place, and never laughs. (Meliamne = "Oakenheel")
Heian Siannodel (Male Moon Elf Ranger 10/Dragon Rider 7) CR ##; Medium-size humanoid (elf); HD 10d10+10 plus 7d8+7; hp 100; Spd 30 ft.; AC #(touch, flat-footed); BAB +15; Atk +#/+# melee () or +#/+# ranged (); SQ Elven traits, low-light vision; AL CG; SV Fort +13, Ref +10, Will +7; Str 16, Dex 14, Con 12, Int 12, Wis 14, Cha 18. Height # ft. # in.
Heian is the youngest of the group, and he rides a female adult song dragon, who is often found in human form, among the city's peoples. Unlike his fellow riders, Heian still seems like a young man. He is often found laughing with others, gallivanting around the city, and in other ways not much acting like one who rides a dragon into battle. When in the saddle, of course, he becomes serious, and he is quite capable, but he is always quick to smile after a successful flight, usually in the pub. He might have some feelings toward Valanthe, his fellow Rider. (Siannodel = "Moonbrook")
Rhivic Amastacia (Male Wood Elf Druid 13/Hierophant 1) CR ##; Medium-size humanoid (elf); HD 13d8+# plus 1d8+#; hp #; Spd 30 ft.; AC #(touch, flat-footed); BAB +9; Atk +#/+# melee () or +#/+# ranged (); SQ Elven traits, low-light vision; AL N; SV Fort +10, Ref +4, Will +10; Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1. Height # ft. # in.
Rhivic is the leader of the Circle of the Star Stones, the mythal's resident druids. He and his acolytes (four wood elf druids (Druid 5 of Rillifane) are tasked with tending to the ecology of Myth Yggdrasil. While his circle exists in the very middle of the city, he is rarely ever seen on the streets, and few people approach the standing stones. More often than not, he and his druids are found on the perimeters of Myth Yggdrasil, planting and tending trees, so that one day, the entire rim will be covered in trees. Otherwise, he is likely inside the space under the Tree of Heaven, casting spells, or researching rituals.
Rhivic is just over 5 feet tall, and has auburn hair. His eyes are a shade of green almost identical to his robes. (Amastacia = "Starflower")
Master Levik (Male Moon Elf Wizard 6/Olin Gisar 5/Master Alchemist 7) CR 18; Medium-size humanoid (elf); HD 6d4+# plus 5d4+# plus 7d4+#; hp #; Spd 30 ft.; AC #(touch, flat-footed); BAB +#; Atk +#/+# melee () or +#/+# ranged (); SQ Elven traits, low-light vision; AL N; SV Fort +#, Ref +#, Will +#; Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1. Height # ft. # in.
Levik is the records-keeper for Myth Yggdrasil.
In his first meeting with Quarion Amakiir, Levik used his knowledge to assist the high mage in locating the Artblade of Cormanthyr, and after Quarion created his city, he felt that the Olin Gisir's ability to keep such secrets would make for a capable records master, considering some of the secrets the space borne mythal possesses. His job as lore keeper is largely ignored by most people; a fact that he appreciates, and the occupation that many people actually know him for is as a skilled potion maker. Levik is able to create vastly superior potions, and he sells them to those who wish to buy them. Levik's family name is unknown to everyone but himself. He is about 5'3", and has long, white hair, as well as a pair of electrum-rimmed glasses. He often wears simple, green robes.
Hargrin Shieldbeard (male dwarf Expert 4/Fighter 7/Dwarven Defender 3) CR ##; Medium-size humanoid (dwarf); HD 4d6+# plus 7d10+# plus 3d12+#; hp #; Spd 30 ft.; AC #(touch, flat-footed); BAB +13; Atk +#/+# melee () or +#/+# ranged (); SQ Dwarven traits, low-light vision; AL LG; SV Fort +9, Ref +4, Will +9; Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1. Height # ft. # in.
Hargrin Shieldbeard is the leader of the dwarven warriors and craftspeople who reside in Myth Yggdrasil. He and his people are worshipers of Odin, and hail from a different world. Quarion hired them to mine the rock of the Foundation Stone, and assist in constructing buildings and fortifications. They also crafted the superstructure of the Gungnir system, which they are sworn to secrecy about. Hargrin is the standard gruff that most dwarves are, but he can be cheerful, and often is. Though he is a capable warrior, his true love is crafts, and he spends most of his days shaping objects. While he does not possess the ability to craft magic items, the objects he does create still possess a seemingly magical beauty. When not down in the tunnels, digging or crafting, he is either drilling his fellow soldiers in battle, or, more likely, drinking with them in the Twinkling Tankard, the city's first inn. Most of the people who actually spend time in Myth Yggdrasil have homes, and don't need an inn, but a tavern is a welcome thing, at least to the dwarves. Most of the elves don't drink, but they do stop in to socialize. Hargrin, of course, is the tavern's most prevalent visitor. Hargrin is an average dwarf in appearance, overall, except for his hair and beard, which appear to be made of solid silver (a permanent silverbeard spell, see Magic of Faerûn, p.117).
Slegge Shieldbeard (male dwarf Cleric 7/Runecaster 6) CR ##; Medium-size humanoid (dwarf); HD 7d8+# plus 6d8+#; hp #; Spd 30 ft.; AC #(touch, flat-footed); BAB +; Atk +#/+# melee () or +#/+# ranged (); SQ Dwarven traits, low-light vision; AL LG; SV Fort +, Ref +, Will +; Str 1, Dex 1, Con 1, Int 1, Wis 1, Cha 1. Height # ft. # in.
Slegge Shieldbeard is the leader of the dwarven clerics of Myth Yggdrasil, and the son of Hargrin Shieldbeard, the dwarves' overall leader. He manages the religious needs of his people, and oversees the production of magical items made by the dwarves. Slegge is an average dwarf in appearance, overall, coming in at just over three feet tall. He has brown hair, and a long, well taken care of beard. He carries an ax and a spear, and often wears armor, covered over in priestly robes.
The Protectors (Male Moon Elf Ranger 2/Wizard 4/ Evereskan Tomb Guardian 5) are three warriors who protect the Hall of the Spear. Armed with swords and daggers, and equipped with cloaks and boots of elvenkind and rings of invisibility, these three will eliminate anyone who wanders where they shouldn't, assuming the friendly warnings don't dissuade them. They are tasked with protecting the Hall and its contents, both Gungnir's control system and the Artblade of Cormanthyr. Like the dwarves of Odin, the elven guardians are sworn to silence about their charges, and they answer only to Quarion and Kaera.
Admiral Bregaen (Male Grey Elf Ranger 12/Legendary Tactician 5) CR 17; Medium-size humanoid (elf); HD 12d10 plus 5d8; hp 87; Spd 30 ft.; AC 20 (touch 14, flat-footed 16); BAB +17/+12/+7/+2; Atk +16/+11/+6/+1 melee (1d3-1, unarmed strike) or +21 ranged (1d10/x3, starwheel pistol); SQ Elven traits, low-light vision; AL LG; SV Fort +12, Ref +5, Will +5; Str 9, Dex 14 (18), Con 10, Int 16, Wis 15, Cha 17. Height 6 ft. 1/2 in.
Bregaen is an admiral of the Elven Imperial Navy in Realmspace, and the primary contact of Quarion's beyond Toril. It was he who connected Quarion with the rest of the Elven Imperial Navy, and also assisted him in contracting Hargrin Shieldbeard and his dwarves to work in Myth Yggdrasil. In his younger days, Bregaen traveled through many spheres, fighting Neogi, Scro, and other such threats. Finally, as he approached his 700th year, Bregaen, an admiral for over two centuries, had finally decided to enter retirement, of sorts. He had traveled through Realmspace several times, and always thought it seemed like a nice region; a peaceful, quiet place to end out his last few decades, but a place where he can still be available if he is needed. While he was staying in Evermeet, he met Quarion Amakiir, and they became friends. He has three homes, of late; one in Evermeet Isle, on Toril, one in Myth Yggdrasil, and an office on the naval port that orbits the mythal city. He has also arranged for most of the space-based protection that Myth Yggdrasil enjoys, with more likely to come in the future. Admiral Bregaen is a tall elf, just barely clearing 6 feet, and his hair is silver, worn long and tied back in a simple string. He is old enough that, even as an elf, he is beginning to look old, or at least older. He dresses in a fine uniform fitting his station, though such means little when he walks the streets of Myth Yggdrasil, or some of Leuthilspar's grand lanes, and this is fine with him; he enjoys being "just another someone" again. (My lack of Spelljammer knowledge means that this character could take quite a while to be further developed. (Legendary Tactician is a prestige class found in the Dragonlance Campaign Setting, on p.81-83.)
NECTAR (Male Moon Elf Ranger 5/Wizard 10) CR 20; Medium-size humanoid/Huge construct (elf/spirit warrior); HD 5d10+10 plus 10d4+20 plus 10d10; hp 125; Spd 40 ft. fly 40 ft (good); AC 25 (touch 9, flat-footed 25); Atk +19/+14 melee (2 claws, 3d6+9) or +19/+14 melee (Sword, 3d8+9) or +9/+4 ranged (Longbow, 3d6) or +9 ranged (Stinger, 3d6); SQ Elven traits, low-light vision, construct traits, balance; AL NG; SV Fort +7, Ref +4, Will +8; Str 28, Dex 9, Con 14, Int 17, Wis 14, Cha 14. Height # ft. # in.
CARNIVORE (Male Moon Elf Ranger 5/Wizard 10) CR 20; Medium-size humanoid/Huge construct (elf/spirit warrior); HD 5d10+10 plus 10d4+20 plus 10d10; hp 125; Spd 40 ft. fly 40 ft (poor); AC 25 (touch 9, flat-footed 25); Atk +19/+14 melee (2 claws, 3d6+9) or +19 melee (Bite, 5d6+9) or +19/+14 melee (Sword, 3d8+9) or +9/+4 ranged (Longbow, 3d6) or +9 ranged (Stinger, 3d6); SQ Elven traits, low-light vision, construct traits, balance; AL NG; SV Fort +7, Ref +4, Will +8; Str 28, Dex 9, Con 14, Int 17, Wis 14, Cha 14. Height # ft. # in.
These three soldiers have been around for many ages; they are holdovers from the Unhuman War. Before the guard fleet of ships arrived, Admiral Bregaen requested that these three spirit warriors be awakened from stasis, and travel to Myth Yggdrasil, to help defend it, should the need arise. Seeing as spirit warriors are not in high demand in any current battles, they would not be missed, and Myth Yggdrasil is a nice place to stay, especially after centuries of slumber. When the standing force of ships later arrived, the spirit warriors petitioned Admiral Bregaen to be allowed to remain, and he arranged it for them. These three pilots often walk the streets of Myth Yggdrasil, seemingly marveling at their surroundings, while their shells, giant animated mantids, often rest in a chamber adjacent to the chambers where the city's dragon riders lair. If spoken to, they often seem slightly distant; a consequence of ages in sleep, and a life of battle, but they are overall quite pleasant to those around them. They can be identified because they wear somewhat archaic, outdated looking versions of the robes EIN forces currently wear, with what looks like bronzed wood plates over their chests, and they wear their robes open, much like trench coats. They each have white hair, but otherwise look as young and vital as any elf, though they are actually amongst the oldest beings in the city.
Ayven the Bard (Male Human Bard 11) CR 11
Ayven is a talented bard, and a new arrival in Myth Yggdrasil. Until recently, he spent much of his time in the Underdark, gleaning tales of legends from the various, long-lived races of the Great Expanse Beneath, but some of his stories got him into trouble. Though exactly what the source is is a mystery, but someone, likely a god, has left a humorosu curse, of sorts, on the bard. The effect is any female drow who sees him becomes enamoured, and desires to be with him. On several occasions, this fact has caused in-fighting, as various powerful, female-led factions clashed over whom would possess him. Other times, it has gotten him locked up, though the accommadations have ranged from lavish bedchambers to dank dungeons; not everyone who captures him is a love-struck woman. When he is not present, however, the effect wears off, and several drow women have put out warrants for him, for his making a seeming fool out of them. Other times, drow men have captured him, and they are not affected by the curse. Regardless, Ayven has recently decided to put some distance between himself and his enamoured "fans", quite some distance, actually, and has moved to Myth Yggdrasil, for the time being. There, he tells many baudy tales, some of his own exploits, and just enjoys himself, in his new surroundings. Also, since drow are forbidden from entering the spaceborne mythal, he won't have to worry about that. Research conducted by Levik, requested by Ayven, has begun to pint to Eilistraee as a source of the curse; she wants to bring joy to some important drow, even if only for the moment, and it also can distract or destabilize them, slowing several of their advances in the Underdark. It is also possible that the goddess, herself, might also have some feelings for the theatrical poet.
He Who Rules
Future Developments
Note: For the image at top, please don't laugh too hard? It's a quick little attempt in Paint, for a symbol of the city. This new symbol is a large chunk of purple stone, meant to symbolize the darksteel of the Foundation Stone, topped with a vast tree, meant to symbolize the Tree of Heaven. Someday, the tree, itself, might even be that size, proportionately.
For some Tolkien-like Elven-Common translation, one might look here.
For those wondering, no, I don't think that there are any other things left to rip off from the places that I have ripped this all off from. While Myth Yggdrasil, and its creator, Quarion Amakiir, are wholly my inventions, the city, at least, borrows from several sources. One of my favorite games, Tales of Symphonia, gave me many things to borrow from, including several names, the Cruxis, and other bits. An anime I am fond of, Ah! My Goddess, also loaned a few details to it, predominantly the mythal's name and its "secret superweapon". Of course, Myth Yggdrasil also draws from a certain amount of FRCS elven lore, as it should, as does some Spelljammer, as much as I understand that setting (not as much as I might like). All things considered, I am quite fond of my little city in space.
Basically, I understand that the city is a bit of specialized overkill; there is currently only one way in, spelljammer ships AND spirit warriors AND super-beefed defenders AND several epic characters AND...AND...AND... It is a bit ridiculous, I suppose, but I like it anyway, and it is all at least feasible, and look at Myth Drannor; it had huge power, and it still fell. Sometime, when I run a Forgotten Realms campaign, I hope to have it be a base of operations, or at least a spot to visit for my party.
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Skills and Feats: Knowledge (arcana) +25 ranks, Knowledge (religion) 24+ ranks, Spellcraft 25+ ranks; Epic Skill Focus (Knowledge [arcana]), Epic Skill Focus (Spellcraft), Epic Spellcasting
Special Attacks: Manifestation, Horrific Appearance, Corrupting Gaze, Malevolence, Commanding Appearance, Ebon Shroud.
Special Qualities: Elven High Mage Abilities: Seed Affinity x2 (Fortify, Heal), Mythal Invention x2 (Starshine Upon the People). Ghost Abilities: Undead, Incorporeal, Rejuvenation, Turn Resistance +4. Emancipated Spawn Abilities: +6 turn resistance, Recall Feats, Recall Class Abilities, Rediscovery.
Possessions: gloves of ghostly touch
*-My choice of Emancipated Spawn is more to reflect her relearning of her abilities and such, after she was freed from Myth Drannor, and connected to a full, pure mythal. Technically, she wouldn't qualify for the prestige class, but I am flubbing it anyway, so she can have her powers, which she did not have in ruined Myth Drannor. It did catch her essence, creating her current stste, it (Myth Drannor) is now gone and remade, and so she does sort of meet the requirements. If the mythal ever corrupts, for instance, she'd lose these benefits, while its breaking would likely destroy her, unless Quarion recovered her stone. As an off note, ghosts are ECL +5. Her total ECL is 34. (Elladyr = "Starstrike")
Skills and Feats: Leadership (21), Mounted Combat, Resist Dragonfear, Tremendous Charge
Special Qualities: Favored Enemy (orc +3, goblinoids +2, undead +1). Dragon Rider Special Abilities: Dragon Cohort (adult amethyst), Mounted Attack, Empathic Communication, Inspire Fear, Directed Attacks, Defensive Tactics.
Possessions: lance of some sort
Skills and Feats: Leadership (20), Mounted Combat, Resist Dragonfear, Tremendous Charge
Special Qualities: Dragon Rider Special Abilities: Dragon Cohort (adult brass), Mounted Attack, Empathic Communication, Inspire Fear, Directed Attacks.
Possessions: lance of some sort
Skills and Feats: Leadership (21), Mounted Combat, Resist Dragonfear, Tremendous Charge
Special Qualities: Favored Enemy (orc +3, undead +2, goblinoids +1). Dragon Rider Special Abilities: Dragon Cohort (adult song), Mounted Attack, Empathic Communication, Inspire Fear, Directed Attacks.
Possessions: lance of some sort
Skills and Feats:
Special Qualities: Nature Sense, Animal Companion, Woodland Stride, Trackless Step, Resist Nature's Lure, Wild Shape (4/day; Large, Tiny, Dire), Venom Immunity, A Thousand Faces. Hierophant Abilities: Faith Healing.
True Rituals Known: Rite of Summer (L2), Rite of Spring (L3), Rite of Fall (L4), Create Druid Ring (L5), Rite of Winter (L6) (see S&S: Relics & Rituals, p. 127-146)
Possessions:
Skills and Feats: (to add: Alchemy 10+ ranks, Concentration 8+ ranks, Knowledge (arcana) 10+ ranks, Knowledge (history) 10+ ranks, Spellcraft 10+ ranks; Brew Potion, Iron Will, Magical Artisan (potions), Skill Focus (Alchemy), another two metamagic feats.
Special Qualities: Ancient Knowledge +2, Secret x2 (Lore of True Stamina, Ancient Artifice [brew potion]), Signs and Portents, Word of Dispel (dispel evil), Brew 3/day, Brew Potion (7th), Improved Identification.
Possessions:
Skills and Feats: Dodge, Endurance, Toughness
Special Qualities: Dwarven Defender Abilities: AC +1, Defensive Stance (2/day), Defensive Awareness (Dex).
Possessions: Dwarven Urgosh, Dancing Dwarven Waraxe,
Skills and Feats: Craft Magic Arms and Armor, Inscribe Rune, Runesmith
Special Qualities: Runecaster Abilities: Rune craft +2, Rune Power +2, Improved Runecasting, Maximize Rune.
Possessions: Dwarven Waraxe, shortspear.
Skills and Feats: Exotic Weapon Proficiency (firearms), Leadership (23), Spacefarer, Track.
Special Qualities: Favored Enemy (Orc/Scro +3, Neogi +2, Illithids +1. Legendary Tactician Qualities: Leadership +3, Inspire Courage (+3, 3/day), Direct Troops, Rally Troops, Hard March.
Possessions: Starwheel pistol, gloves of dexterity +4, bracers of armor +6
Skills and Feats: Scribe Scroll, Track (Improved Initiative, Power Attack, Weapon Focus))
Special Qualities: Favored Enemy (orcs/scro +2, neogi +1).
Possessions:
Skills and Feats: Scribe Scroll, Track (Improved Initiative, Power Attack, Weapon Focus))
Special Qualities: Favored Enemy (orcs/scro +2, neogi +1).
Possessions:
While Quarion does take a rather direct approach to maintaining his upcoming city, for being the master of Myth Yggdrasil, he is seen little by most of its people. He understands that his form is uncomfortable to many others, and so avoids seeing them, when possible. He does stroll along its ways, but not so often. Still, if something important happens, Quarion probably knows about it, and he meets with many of the city's major players frequently, and if his schedule permits, he will see anyone who calls on him.
Along with a number more people in the city, there are specific forces that I intend to create within the city, including a force of soldiers akin to the Purple Dragon Knights (the Akh'Velahrn Olkiir "swordstars"), a group of warrior-wizards similar to the War Wizards of Cormyr (the Akh'Faern Olkiir "spell stars"), (although these may now both be covered by the Cruxis), and maybe a Wizard's Guild, preferably of magic-merchants, or a similar group to the Spellguards, assuming they don't become a permanent detachment for Silverymoon's interests. Perhaps agents from Silverymoon or Cormyr will come educate people in the prestige classes above, if better options don't become available. I may also consider learning more about elven Spirit Warriors from Spelljammer (3E here and Revisited, but 2E here), and have a fourth here (a herbivore, maybe even a Zwarth ;) ), supplied by Bregaen. Might also consider having a land-based settlement that actually belongs to Myth Yggdrasil, where others can live, and where products from Myth Yggdrasil can be sold to land-dwellers, without paying taxes to another city. Quarion simply doesn't want to have to defend a land-based city yet, and hasn't begun construction.
More D&D-like Elven can be found here.
For the hell of it, making special characters in html can be found here.