Myrddin Asteroskope Building / Landmark in Stellaria Aeterna | World Anvil
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Myrddin Asteroskope

  I'm leaving Sancta, don't think that I'm leaving you and our dear old tree, Helvianil like this. I'll be here if needed. After a long discussion with him, I must isolate myself a bit, I have begun to have enough of all political tensions and the conflicts that it can create. I don't know where I'm going, but the only thing I know is that I'll come back a day. I don't know when, maybe next year, next century, or next millennium but I promise to come back. I guess that all of you can go further without me for a while, and I'll hope for it. We've got too many things to discover...
— Myrddin's speech when he announced his departure from Helv on 384.
 

Overview

Architecture

Seaside, the tower appears like a fabulous, majestuous lighthouse, built on 13 floors, curving, at first sight, to buckle back, impressively. It takes its inspiration from Zufalian massive and detailed architecture, full of openings and arcades while using the typical curves of Ansvalaï art and the extremely popular but efficient Polyplates. Instead of the typical Zufalian way of making arcades, Myrddin removes all useless sculptures and use Psi energy to maintain the whole structure clean and solid. Fully powered by an immortal genetically mutated Ium, the tower and its surroundings are scattered by crystals produced by the said creature...  
 
1st Floor. Similar in its main room to the Ground Floor and the 2nd Floor.
1st Floor. Similar in its main room to the Ground Floor and the 2nd Floor.
5th Floor. Similar composition to the 3rd, 4th, 6th, 7th and 8th floors.
5th Floor. Similar composition to the 3rd, 4th, 6th, 7th and 8th floors.
  This tower, at first glance, feels like a rubbed coin. Everything from the perfectly squared Psi-infused crystalline doors to the dozens and dozens of glasses in the future icon of hope of an entire nation. The more you rise, the more it gets detailed, fusing each inch of harsh and refined crystals. Still invading, still ennobling the pure and white sculpted plates of flashy, blinding polyplates. Enter through the building is like entering a tasteful cake, immediately a powerful sweet sensation fills in your head... A sublime and relinquished feeling travels through your body, psionic energy is master there. Almost everything sports a powerful aura of teal immaculacy and an electrical tension. It even forbids you to walk by this discriminating quality of travel, harmonized by a perfectly smooth elevator, until reaching the end of the Tower.   From the roof, what really shocks is not really what we can attend from the peak of a tower at the clean view to the sea. A Melenis artifact is right ready to host your already dazzled eye: Stonehenge is present. The legendary 7 stone structures appear even more impressive than in the regular tales, being clearly infused by a burning Flux and reflecting in its principal stele this nowadays destroyed haven... Helv. Before closing your eyes, invaded by such a dominant and almost oppressive atmosphere of power, you watch all around you. The Ium crystals also emerge in the sea, forming a barrier that breaks waves and prevents sea erosion. Being inside this bath of Xyls, Myrddin is even more impressive, able to withstand all the Psi.    

Purpose

Myrddin Haven

When Myrddin decided to create the tower with few mates he brought on with him, the goal was to be far from political conflict, like Nemesis and her Grimmz project that took place few centuries later. This place was all he wanted, calm, serenity, a perfect environment to observe stars, discover his limits with energiotic, and metamorphosis that Afernaza gave him a moment ago. His studies were totally in peace, and with few or none sound pollution, except animals, like the Iums that he studied, and grew on the shore cliffs.  

Unite

Later on, people discover his hiding-place, and he, at last, accepted that people settle here, but only to the condition to be the ruler. At first only Ansvalaïs and few Kharis settled here, later on Zufalians and Zaroks came. The Ansvalaï and Zufalians were in a vast majority in numbers, while the Zaroks were just behind the Kharises in number. Zaroks were leaders of mining, craftsmanship, forging and architecture, while the Zufalians were fishermen and sea animals breeders and keepers, whereas Ansvalaï kept their link with local fauna, became hunters and forest breeders. The city architecture became the final unification of the Sanctarians people.  
  Caerfyrddin is different from Helv on many points but is similar on many points too. The city has streets with a little water network for the Zufalians living here, makes me remember an old project for an Ansvalaï and Zufalian city, abandoned for a lack of resources, officially at least. Now the city is the haven of many, where almost all races can live together. As I know Thodyz'Orgha is like this, or maybe... I don't truly know much about that city , but they're both protected by the TIL, and are without problems. That's the best point for all of us living here.
— Immigrated Ansvalaï into Caerfyrddin from Helv , former Ansvalaï capital
 

Story

 

Origin

The tower was meant to be a light-house, with the light option using Energy at its top, and that's what he did. He surely wanted to isolate himself from active world, and politics in general but wanted to keep an eye on it metaphorically with the energiotic light, that can be seen as an eye from the sky. He came here with 24 mates that he trusted, and few mutated Iums that Afernaza gave him, he kept them free near his tower, and used many of the bad quality crystals to create the tower.  

Major Immigrations

The immigration rate began few decades after the first Great War, after being discovered, many thought that its gonna be a peaceful land, sometimes compared to Thodyz'Orgha and the fusional relationship between the Grimms and Pure Kharises in the city. The first immigrants were Ansvalaï and Pure Kharises that fleed the conflict that rose on the sector. After the Winged War, few more decided to came, and with them, the first Zufalians. Thanks to this, many of their people were discovered, especially Zufalians and Ansvalaï complexity, both kept aside by the Kharis society for centuries. Before the Second Great War, that few rumors said that it was Helvianil that whispered the coming to a conflict to Myrddin.    

Winged War

  Myrddin didn't participate actively within the conflict but came time to time to see how the conflict was going on. After Helv siege by the Ileonials, he saw 4 of them that were stronger than the others. He gave strategic advice that gave the alliance victory, versus the Ileonials, defeated and supposed totally extinct. At this moment, he also confirmed his upcoming leaving of Sancta and assembled the 24 most faithful of the Round Table to prepare his leaving.  

Second Great War

  The Second Great War shows that the TIL has a great influence there, many citizens from others races came here to avoid any conflict that may happen again, and during and even after the war, many people from the Kharis and Humans came. This is especially true in the middle-end of the war, where Aferchites unleashed their power. Myrddin ironically told that its whats happen when you threaten nature itself, but Afernaza could not save Grimms weapon inferiority.  

Sancta's War

  During the Sancta's War, Myrddin could only assist his people declining. He left Caerfyrddin and his tower for months and return to his homeworld, facing Afernaza. Once upon a time his ally, even if he perfectly stopped their advance, he could not predict his new creatures and Grimms helping in this war. Before leaving again to not intervene directly, he left some Energy and weapons to the others, and thanks to this, he avoided genocidal extermination. As an everlasting symbol of Ansvalaï resistance and power, he returned back stealthily at the TILP.   Once the war done, with the Consortium and Travelers help, the Evhunters could escape in the Redeemer, where the high hierarchy from all races were secured. They all went in Consortium homeworld for a few weeks, and then all were free to do what pleased themselves, many left to Caerfyrddin, seeing a light of hope, any Sanctarian were invited to come if they wished too, some were not ready, like humans or Anurakis, but some decided to also flee there.
Myrddin Asteroskope artwork

Localization

Myrddin Asteroskope has been built on 385 on the northern branch of the biggest continent of Cochadus, into Dimitr. Since then, the zone around it has been urbanized and founded the city-state of Caerfyrddin.    

Infos

  • Height:81 meters
  • Floors:13
  • Owner:Myrddin
 

Rooms

  • Observatory
  • 2 full floors Myrddin Privates
  • 24 Full Lofts
  • Kitchens,
  • Energiotic Training Room
  • Machinery Room
 

Related Locations

     
Further Readings    
Thodyz'Orgha/Hole-In-Water
Settlement | Dec 2, 2021

A multi-millennial sacred city for the Pure Kharises and Grimms, nowadays a huge Human place named Hole-In-Water.

  Defense and Features        

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