Shade’s Eve!

Shade’s Eve!As far as in-game events go, Shade’s Eve is the real deal. For folks who expect some decorations and a couple quests out of their holidays, well, you’re kinda right…

Shade’s Eve!

Thayd is decked out for the holiday.

But you’re also going to be a bit under-prepared for what WildStar is throwing at you with this holiday. The capital cities are decorated. And I don’t mean just a couple pumpkins sprinkled around. The entire city is completely decked out in seasonal decor, and even the lighting and music have been changed to suit the mood. I actually got lost in Thayd, a city I’ve been running around in for over a year, because the atmosphere is so very different and the whole place felt new.

There are also daily quests. They are relatively standard fare, but with that extra WildStar flavor. My favorite one has you go trick-or-treating at other people’s houses. For 50 silver you can put out some candy of your own. There’s a bit of a trick to this quest. There are several different types of candy, and you need to collect one of each. That means people are constantly calling out in housing zone chat asking for and offering different kinds of candy. In some games I could see this being awful really fast, but WildStar’s housing chat is notoriously helpful and fun, and so far everyone’s been working together to make this quest a breeze.

Shade’s Eve!

I love that you can run around in a spooky corn field.

The other truly amazing piece is the quest that sends you into the holiday expedition (mini-dungeon). Most other holiday events I’ve experienced in games tend to send you to either a one-and-done boss in a box, or have some re-skinned portion of an existing dungeon set up to match the theme. WildStar instead has gone all-in and made a complete experience jam packed with atmosphere and lore. I’m hoping to put a guide together soon so I don’t want to get into too many details here, but I absolutely loved the expedition. I also think the devs made the right call by adding level scaling. It allows characters of almost any level (above 10 I believe) to group up and run it together. I soloed it on both my main and my fresh 50 engineer without too much trouble, and also ran with groups of 3-4 guildies of varying levels and it was still engaging, fun, and about the right amount of challenge.

Shade’s Eve!

Pray the Angel finds you there. Or not. She’s kinda creepy too.

There’s a final note I want to make about this event as it relates to WildStar’s F2P model. I think they did it right. There are only a handful of items that are store exclusive for the holiday: the skeletal warpig mount, the haunted house fabkit, and the shade’s eve dye pack. The mount seems to be standard MMO cash shop mount fare. It is not for me but the value for the price seems fair. The dyes were a must-have, but were cheap enough to pay for with omnibits and can be applied to every character on my account so I’m happy. The fabkit is pretty sweet, it allows you to basically have a second house (a haunted house!) on your plot, and you can even fully furnish it as you choose. However, it suffers from the standard issue all fabkits have, which is that if you decide you don’t like the location or want to swap it out for something new it is gone forever. Since it is a one-use, one-character purchase (and fairly expensive too), I don’t think it is worth the cost. If they ever change those kits from single-use to something you learn and can re-use I would probably buy one myself.

All of the rest of the shade’s eve goodies can be purchased with Shade’s Silver. You earn this from dailies and from running the expedition. I ran quite a few times last night and if there is a daily cap on that currency I didn’t find it, and I earned enough to purchase the hoverboard already! Even better, it looks like most of the items can drop from the instance goodie bag. I would recommend holding off on any big purchases until later in the event, since you might get lucky and get one for free! I managed to snag the pet last night and since that was one of my must-haves I was super stoked.

I hope you all have a fantastic time with Shade’s Eve! And if you are still waffling about whether or not to try WildStar? There’s absolutely no better time!


Shade’s Eve!

SWTOR Class Story Reviews (Part 4)

As of Sunday night, I’ve completed all eight class stories in SWTOR. It’s been a fun few weeks, and I’m glad I managed to get through them all– there were a lot of really cool things that I would never have seen otherwise. The last two class stories I have were for two classes I’d barely put any time into– one because I wasn’t interested thematically at all, the other because I wasn’t excited by the class mechanics. They’re the Bounty Hunter and the Smuggler, and they’ll round up my class story reviews.

SWTOR Class Story Reviews (Part 4)

As before, spoilers ahead, about as much as the other class stories. Without further ado:

SMUGGLER

So, it’s Han Solo. This class probably has the fastest jump into its plot of any of them, and it’s a pretty great hook. Your ship gets stolen out from under you by a jackass named Skavak who takes the time to mock you and vanishes, all before you’ve finished your very first class quest. Obviously you’re going to get it back, and get a bit of revenge on Skavak, and there’s your setup.

Act 1 is all about getting your ship back and getting revenge on Skavak. You chase him from Ord Mantell to Coruscant, with him mocking you the whole time, Handsome Jack-style, until you finally steal your ship back on Coruscant, only to find that he was planning on using it to find a lost crazy treasure of a legendary former space pirate. Stealing his own job out from under him seems like pretty good revenge, so the meat of Act 1 is completing this plan while fending off Skavak and the minions of a crimeboss that Skavak screwed over and left you to take the fall for. It’s a great story, with each planet revolving around the buyer of some random bizarre object that you’ve acquired. The planets are varied and interesting; sometimes the buyer is hard to find, or wants to back out of the deal, or has been compromised in some way (usually Skavak). As you get closer and closer, Skavak gets more and more annoyed, and when you finally come out ahead, he starts getting desperate.

SWTOR Class Story Reviews (Part 4)

The Act 1 finale is solid and satisfying, with you taking down Skavak one on one, becoming a legend of the underworld, and getting a new crewmember who’s been your assistant (and the mastermind behind the treasure hunting plan) the whole time. You haven’t tied up all of your loose ends– after all, there’s a crimeboss out to get you, but in general things are looking up. Then things go off the rails.

Act 2 opens up with a meeting with a contact of yours from Act 1, who has a proposal for you. You’re warned about some dangerous Imperial admiral called the Voidwolf, who you’ve never heard of before, but otherwise you go to meet your contact and– surprise!– have the party crashed by the crimeboss’ thugs. Fight your way out, suddenly there are also Imperials and the Voidwolf, I’m not really sure, but you escape. Good times. Your contact still has a job for you, suggesting that you take up work as a privateer for the Republic, which seems a little out of left field but he’s got a Senator vouching for the idea. Sure, whatever, anything for some credits. The Act continues with you doing odd jobs for this Republic Senator on various planets, culminating in you rescuing her from the crimeboss’ thugs (but not going after the crimeboss himself). She’s very grateful, and something something the Voidwolf is out there and is scary.

I left Act 2 confused and a bit lost. I’ve got a major villain who’s been set up for me, but who I don’t seem to be doing anything against, I’ve got some random ominously-named Imperial that keeps getting mentioned but who I’ve seen once and don’t really have a lot of reason to care about, and I’ve spent the entire Act doing odd jobs for a Senator for some reason, and there’s the occasional hint that I’m building up my own pirate army, or at least that I’m some bigshot in the underworld with lots of followers. I don’t actually see any of these people once I “recruit” them, and I’m not really sure what they’re doing, or what I’m doing, or why. I know that I have exactly one notable foe and I’ve spent the last several planets not actually acting against said foe. Whatever, moving on.

SWTOR Class Story Reviews (Part 4)

Act 3 starts with “let’s take down Rogun the Butcher”, the crimeboss that’s been coming up since Act 1. We’re chasing him by tracking down the source of the creatures he used to attack the Senator at the end of Act 2, which were apparently terrifying considering how many times they’re mentioned over the course of the missions, but I’ve fought enough weird stuff by level 40 that they didn’t really register. Either way, we’re hunting down my last rival, who may or may not be working with the Voidwold, that Imperial who keeps coming up for some reason, and have a plan for getting him. I’m on board.

The first step is chasing down his former mentor, in prison, so you can find Rogun’s stashes, safehouses, and so on. It’s one of the only times I’ve thought Belsavis was interesting, but the whole thing turns into this bizarre chase where said mentor is seeking ancient alien powers or maybe a hidden starship or something, and you’re pursued by a guy who’s supposedly working for Rogun who doesn’t seem to die properly, until you kill him in a cutscene at the end. I honestly have no idea what ultimately happened on Belsavis except that I recruited the mentor who apparently decided I was okay and told the Republic that I’d killed him. There might be some immortal guy who’ll come back for me and has a bunch of clones, or maybe he just ran out of lives.

We move on to Voss, which we’ve heard about at the start of the Act and is where Rogun is smuggling weird monsters out from. How Rogun found out about Voss when it’s ‘recently discovered’ is beyond me, but whatever, Smuggler isn’t the only class with odd questions regarding the Voss. Either way, you track down Rogun’s supplier, get embroiled in Voss court, and find out that the Sith are connected to Rogun’s supplier, and are working for the Voidwolf, who keeps tangentially showing up. The whole thing unfolds quite nicely except for the fact that I don’t actually get what I came for on the planet– information about where to find Rogun. I get a bunch of other assorted tidbits, but nothing on my actual goal. That’s okay, that mentor I rescued from Belsavis knows where Rogun is meeting, and apparently it’s soon and I can show up and stop him.

SWTOR Class Story Reviews (Part 4)

I roll up to this secret meeting, slip past Rogun’s guards and confront the crimeboss, who accuses me of working for the Voidwolf. Some Sith show up and it’s big reveal time. You see, that contact I had in Act 1 and the Senator were both in on it, and everything I did in Act 2 and some of Act 3 was directly benefiting the Voidwolf. Somehow, this escaped my notice entirely and I’ve had no way to check up on my own pirate army. The Voidwolf is crafty and bad, and Rogun (read: the guy who’s been touted as a menace since Act 1) is maybe okay and we team up to fight some Sith and now we’re sorta-bros. In a sudden final-planet twist reveal, we’re now going to Corellia (?) to hunt down my contact and the Senator who were lying to me and also maybe the Voidwolf because wow people won’t stop telling me how scary he is. Spoilers, you catch up with all three of them and wind up shooting the Voidwolf on the bridge of his own ship. He’s got some plan to hit the Republic with a pirate fleet or something, and you accidentally heroically step in to stop him.

If I sound flippant about the latter two chapters of the Smuggler story, it’s because I spent most of both of them grasping at straws to figure out who I was dealing with, why I was dealing with them, who my enemies were, and what my motivations were. It really felt like the two Acts could have been “I hunt down Rogun the Butcher, find out he’s working for the Voidwolf who suddenly is after me and my merry band of pirates with overwhelming Imperial force, and I turn to the Republic in Act 3 for help against this menace”. It would have been a nice incremental progression of bad guys and WAY less confusing than what I actually played. Act 1 is so strong, and has me ready and excited for what feels like an inevitable escalation, and then I just get lost in the mishmash of names and events. I don’t even get very much face time with either Rogun or the Voidwolf; there are two conversations with Rogun over the entire course of the story, and I think three with the Voidwolf, even though both are sending minions against me.

SWTOR Class Story Reviews (Part 4)

Having played through it, I understand Kodra’s utter disappointment with his class story. It’s got a lot of good writing on a line-by-line basis, and some of the one-liners and exchanges are genuinely funny, but the overall plot is a mess. I can only assume it was hit hard by some late-in-development content changes, and two fully fleshed out stories got gutted and had to get frankenstein’d together into one.

That having been said, though, Smuggler Act 1 is one of the best first acts of any of the class stories. Moving on.

BOUNTY HUNTER

I expected to hate this story. It appears to mostly be about becoming a champion of the Great Hunt, which isn’t really well defined early on. You’re put in with a crew of people who have brought you on as their point man, while they play support so you can win the Great Hunt. You’re looking for a Hutt to nominate you, and do a bunch of odd jobs and various services to get his nomination. Along the way, your support team gets murdered by another Great Hunt participant, but that doesn’t stop you; you’re a badass.

SWTOR Class Story Reviews (Part 4)

Act 1 is basically entirely about the Great Hunt. The Hunt is, apparently, a big bounty hunting competition run by the Mandalorians. You get various jobs through the Mandalorians, who have themselves gotten them from clients, wherein you hunt down some particular individual who’s wanted for some reason and bring them in, dead or alive. After Dromund Kass, things shift, and you need to both catch your mark and eliminate your opposing hunter, who has also been assigned the same target.

This gives Act 1 a lot of interesting variety– you’re hunting down interesting characters and dealing with interesting bounty hunter opponents, and you’re never certain when you’re going to run into each. Sometimes catching the mark is trivial, but you have to deal with the opponent. Sometimes you run into the opponent immediately but it takes a while to find your mark. Sometimes you get embroiled in various bizarre situations just to get to your mark, and have to resolve those before leaving the planet with your target. While the premise of each planet on Act 1 is the same, the execution is different and it stays fresh through the Act. Along the way, you’re noticing that the game is being rigged against you. Your targets are much more difficult than they ought to be, and you suspect it’s that Hunt rival of yours, but you can’t prove anything and the Hunt has rules against hunters killing each other outside of specific situations.

Act 1 concludes with you hunting a particularly nasty target: a Jedi, who’s able to overwhelm your rival who beats you to the Jedi’s ship. There’s some interesting back and forth here, where you can grant your rival’s request for an honorable duel to the death by letting him out of the prison cell he’s in, or you can leave him there to rail at you in anguish, knowing that you’re probably going to blow up the ship before you’re done. It’s an extremely satisfying end to the smug rival who’s been a problem the whole way through, and denying him his shot at glory is especially sweet. You also bag the Jedi, which is good times, and call it good. You win the Great Hunt!

SWTOR Class Story Reviews (Part 4)

i’m sold on the Bounty Hunter on the strength of its characterization, and Act 2 doesn’t disappoint. Having won the Great Hunt, you’re summoned by Mandalore himself, who wants to make you into a Mandalorian and have you join an elite cabal of Great Hunt winners who hunt particularly high-value, exclusive targets. You meet some of these other legendary hunters and get slowly brought into the fold over drinks, then go out hunting your targets. Your targets in Act 2 are basically hazing on the part of the Great Hunt winners, who send you some difficult targets mostly because it’s funny and something of a tradition to grief newbies. They’re put in their place when you actually bring the targets in, and Act 2 is set to culminate in a big party in your honor, thrown by your newfound close friends, who have warmed up to you over the act and who are generally pretty cool.

Sadly, the party is crashed by Republic soldiers, who murder your newfound friends and put a huge bounty on your head. They’re not happy about you killing a Jedi, and are out for blood. Another Jedi is hunting you down and being awfully smug about it. On top of that, the Supreme Chancellor of the Republic (not Saresh, the person who Saresh replaces, hint hint) has named you Public Enemy Number One.

SWTOR Class Story Reviews (Part 4)

Act 3 is about revenge. This Jedi and the Supreme Chancellor have killed your friends and gotten on your bad side, so you team up with a Sith Lord, Darth Tormen, to hunt them both down. You attack their close allies and important people to try to goad them into coming after you, and ultimately face down both the Jedi and the Supreme Chancellor, while Tormen gets more overbearing and vicious as your deal starts to sour. In my playthrough, the Chancellor made a deal for his life– clearing my name as long as I stop Darth Tormen, who’s crazy (as many Sith Lords are) and unspeakably cruel (also like many Sith Lords). The Chancellor would rather lose his position forever than have Tormen (who’s become kind of a dick by the end) in power over Corellia, and I opted to agree and cut ties with the Darth, as well as cutting him down with a blaster lots of fire.

The Bounty Hunter is a really solid story, start to finish. Act 1 requires that you buy into the whole Great Hunt concept, but if you do, the entire class is really satisfying. It doesn’t have the twists and turns and genuinely surprising moments of some of the other classes, but it does have some great lines and a very solid plot. I knew who I was after and why at every step of the way, and getting there was much more enjoyable than I’d expected.

More on SWTOR stories as a whole later on, I’ve written enough today, but this was a fun thing to do and it was absolutely worth it for me to go back and play through all the content I’d never seen.

Gaming Muggles

Non-Gaming Spouse

Last night I kinda barged into an interesting conversation on twitter between some of my fellow TGENerates.  This morning I thought I would write a bit about it, in a very non-standard blog post for me.  While I don’t refer to her as a Gaming Muggle…  I guess that would probably be a potential term for my own spouse.  She doesn’t identify with the term gamer, even though she owned an Atari, a Nintendo, and currently plays more mobile games than I will likely ever play in my life.  However because she tends to play spider solitaire or sudoku…  she doesn’t consider it gaming.  The truth is gaming left her when it went three dimensional, and what I mean by that is… she is capable of dealing with two dimensional planes and moving objects across them.  However since her eyes never fused completely, she struggles with depth perception type tasks… especially in the virtual world where there are far less visual queues so to where an object is in relation to other objects.  So I can remember her happily playing Tetris Attack in my college apartment, but once we moved to the Nintendo 64…  that era was pretty much dead to her.  My wife however is absolutely a geek, and we actually met due to our at the time shared IRC addiction.  We were introduced by a man in Belgium, even though we grew up thirty minutes apart.

I will admit I have always been more than a little jealous of “gamer couples”, and seeing them in the various games I have played exploring these virtual worlds together.  That said I know in the case of my wife and I we would probably just drive each other insane.  We are both extremely good at the things we do… we just get to the same conclusion in vastly different ways.  For example when we clean the house we tend to divide and conquer, each taking specific rooms.  The reason being if we are trying to clean the same room at the same time we just end up getting in each others way.  My fear is that in gaming the same would be true, with her taking one path, and me taking another…  but ultimately ending up in the same location at the end.  She has this inborn sense of direction that I have always coveted, because I have to navigate based on landmarks… and get completely lost when those landmarks are missing or have changed.  I can enter a subdivision and within minutes have no clue which direction I am going anymore… and somehow she can magically tell me exactly what our heading is at any point during the trip.  So I think she would honestly probably be far better at navigation than I would even in the virtual space.

Keeping Grounded

Over the years I have come to realize that having a non-gaming spouse is actually a big benefit for me personally.  Everquest was essentially my first MMO, and it bit hold of me hard.  Essentially the ability to explore a fantasy world was the sort of thing I had always craved, and giving me an always on persistent world to do it in…  was absolute crack.  The truth is that for most people that got really hooked on that game… it was in fact like a drug.  There were more than a few people that I know that changed almost everything about their lives to adjust to doing things in Everquest.  The ones who had it worse in a way were the ones with spouses also addicted to that game.  I watched my friends alienate other friends, blow off jobs, and ultimately destroy relationships because of it.  While playing I watched more than one marriage disintegrate, as some folks simply forgot to keep checking into the world.  Bills may or may not have gotten paid, kids and animals may or may not have gotten fed.  There was a bit of a dark underbelly to that game, and as a result it made me realize how lucky I am to have someone to forcibly pull me out of some of those mires.

To answer Liore’s question…  how does one balance?  Well having that person that isn’t doing the thing that you are doing… helps me at least realize that there is a world other than the games I happen to be playing.  It isn’t exactly easy sometimes, especially considering that the reason why I game as much as I do is because my spouse is often busy with her own work.  My wife is a rockstar teacher and because of that ends up spending upwards of eighty hours a week working on this or that item for her classroom.  She takes it all super seriously, and because of that they have piled on so many extra duties.  So there are a lot of times where I am busy with a game, and she is busy with lesson plans… and we are in completely different rooms conversing over instant messenger.  It works… because we know we are in this together.  The relationship is in the little things, and the fact that for the most part we “get” each other.  I made the comment last night that “marriage is a strange thing…  you never really know what is going to work… until it does” and that really is the case.  I don’t know how or why it works… but it does and we have been together nineteen years… and married seventeen.

Complimentary Differences

I think the reason why we work is because on some levels we are completely and utterly different people.  There are times it feels like the only thing we share in common, is our love for each other.  I love Horror and Science Fiction movies… and she loves Home Improvement Television and Crime Dramas.  She is very religious… and I am pretty deeply anti-religion in general.  But the strange thing is…  or differences make us stronger as a whole.  We are unlike most couples in that from the moment we go together we were pretty much a team.  Hell in college we pooled all of our resources into a joint bank account and pretty much supported each other, and I know married couples that have never had a joint bank account in their lives.  This common sense of struggle together means that pretty much everything is tackled as a team.  So if I don’t know how to do something, and she does… and then sometimes she doesn’t know how to do something, I do…  we have a wider range of skills that make it easier to tackle things.  I think the fundamental truth is that we have faith in each other, to do the things that we know we can’t ourselves.

What also makes it work is that for the most part we “get” and respect the things we choose to do.  While I may not understand the concepts my wife is teaching… because Math has always been my weakest area…  I get why she needs resources that her school cannot provide her, and never begrudge getting those items regardless of cost.  Similarly my wife doesn’t necessarily understand why I love Star Wars or Lego.. or the countless game franchises I do… but she is constantly on the look out for things she knows I will like.  The other day she found me an awesome R2-D2 skull cap that I plan on rocking this winter when it gets cold.  She has also come home with Legos that she happens to find on sale somewhere, thinking I would like them.  Similarly I am constantly searching for whatever things she is into, and have gone to silly lengths to track down whatever it is that she is hunting for.  So while I might have a “muggle” wife…  she certainly knows the important bits, and at the same time reminds me that there is a world just outside our door as well.

Mystara Monday: Module X2 – Castle Amber

Today we're having a look at the second of the D&D Expert level modules, Module X2: Castle Amber, written by Tom Moldvay. X2 is a weird module both in style and content. In many ways it's similar to Gary Gygax's later Wonderland-inspired Dungeonland and The Land Beyond the Magic Mirror, drawing both directly and indirectly from multiple literary sources including Zelazny, Poe, and most strongly, Clark Ashton Smith. Castle Amber also introduces a character who goes on to become incredibly important to the ongoing Mystara setting, Etienne d'Ambreville.

Mystara Monday: Module X2 - Castle Amber
That's a 100 foot tall colossus formed of corpse flesh,
just so you're aware.

Castle Amber is split between a dungeon crawl (through the eponymous castle) and a more loosely describe adventure through the lands of Averoigne. Averoigne is described as a province of an alternate earth, based on the French province of Auvergne. Averoigne was the setting for a number of stories by the writer Clark Ashton Smith, four of which become mini-adventures in this module. Before reaching Averoigne, however, the adventuring party must brave Castle Amber and make it out intact.

The Amber family were originally the d'Ambreville's of Averoigne until they were forced to flee across dimensions and found refuge on Mystara in Glantri, a magocracy briefly described in The Isle of Dread. Being a family of powerful mages, the Amber family rose in power to the point that the head of the family was made a Prince of Glantri. The seventh Prince of the Amber family, Stephen Amber (or Etienne d'Ambreville) was one of the most powerful mages in history. Then the entire family and their mansion (Castle Amber) vanished. That was over a century ago.

The party goes to sleep one night on the road and wake to find themselves in the foyer of Castle Amber, penned in by a choking mist that prevents their leaving. To escape, they have to explore the mansion, encountering numerous members of the Amber family of varying levels of sanity, and ultimately find a gateway that transports them to Averoigne. In Averoigne, more adventuring is required to find a way back to the adventurer's home world.

Mystara Monday: Module X2 - Castle Amber
The first of the Amber family the players meet is Jean-Louis.
He likes to put on boxing matches using artificial people.
He's one of the relatively sane ones.

Many of the encounters in the mansion draw from the stories of Edgar Allan Poe, with clear references to Hop-Frog and The Fall of the House of Usher for example. Many of the Amber family have been cursed in some manner, often transformed into animal men. Even the encounters with normal monsters tend to be written in keeping with the off-kilter feel of the mansion, such as an ogre who killed Janette d'Ambreville and has been enchanted to believe it is her.

Mystara Monday: Module X2 - Castle Amber
Also there's a woman and a unicorn sleeping in the garden.
Spoiler: She's a gold dragon. Don't touch her chest.

In the course of exploring the mansion, the party can learn that the family was cursed when Prince Etienne was murdered by his brother, Henri, and Henri's wife, Catharine. To escape, they will have to travel to Averoigne through a portal in the castle dungeon and find Etienne's tomb. This leads to the second portion of the adventure where the party must explore Averoigne to find four magical items which can be used to summon the tomb. Each of those items is a reward from a short adventure drawn directly from one of Clark Ashton Smith's stories.

On reaching the tomb the party discovers that Etienne is not truly dead, but was trapped within his tomb waiting for the adventurers to free him. He teleports them all back to Glantri, resurrects up to four characters that died during the adventure (there are a lot of save or die opportunities in this module), gives everyone a magic item, and vanishes. Adventure over.

This is a module that I've never had the opportunity to run, but have always wanted to. In a lot of ways it feels like something that might better fit in Ravenloft than Mystara; it has a gothic weirdness feel throughout that would be right at home in the Demiplane of Dread. I'd probably modify the hook so that the characters are actively seeking the home of the Amber family so that it's less of a railroad, and I'd definitely want to turn a lot of the save or die encounters into less fatal punishments. Overall though, it's a really neat module with a lot to recommend it.

As I mentioned before, Etienne becomes a key player as Mystara develops. We'll see that more in depth when we get to the Glantri Gazetteer and later the Wrath of the Immortals boxed set. In short though, after being freed from his state of living death he goes on to ascend to immortality through the use of the Nucleus of the Spheres, a nuclear reactor buried deep beneath Glantri in the remains of crashed spaceship. Mystara can be weird, y'all.