Mythrell'aa
#1
Note from The Thayan: 4th edition source material and possibly some 3.5 editions source information refer to Mythrell'aa as Mythrellan. Since she is the zulkri of Illusion, I would say that confusion about her very name is appropriate

Source: Spellbound (AD&D), circa 1368 DR

Human Female Illusionist 20
Str 9; Dex 17; Con 8; Int 18; Wis 13; Cha 14
Armor Class: 8 (-2 Dex)
Move: 12
Hit Points: 24
Number of Attacks: 1
Damage: 1-2 (whip)
THAC0: 14
Alignment: CE
Magical Items: Ring of spell turning, rod of cancellation, wand of illusion, wand of negation
Age: 60, Ht: 5.1., Wt: 95 lbs.
Hair: None, Eyes: Green
Spells: 8/8/8/8/8/7/6/6/5 (includes bonus spells)

Mythrell’aa dwells in a tower in the city of Bezantur and serves as the Zulkir of Illusion. She is a mysterious and antisocial woman who rarely fraternizes with her fellow Red Wizards. No one knows exactly how she stands regarding Szass Tam’s efforts at unification; most assume she is neutral. (Should Tam’s plans in the adventure Throne of Deceit succeed, she will declare her support for the necromancer in light of Nevron’s and Lauzoril’s humiliating defeat.)
There is no doubt that, like all Red Wizards, the zulkir is a wicked and dangerous person, but few know exactly what sort of wickedness she practices. It is known that she employs seemingly mindless servitors - living beings whose wits have been destroyed by Mythrell’aa’s magic. Those who delve too deeply into the wizardess’ personal affairs run the risk of becoming servitors themselves.

Zulkir of Illusion. Mythrell’aa (CE hf Ill20): This mysterious sorceress is content to remain in her tower in Bezantur, served by mindless slaves, and thus far she has apparently remained neutral in the struggle between Szass Tam and his rivals.

20 (13). Mythrell’aa’s Tower
This slender, gnarled tower houses one of the most powerful and mysterious of the Red Wizards, Zulkir Mythrell’aa. She rarely shows herself outside her tower, content to send legions of blank-face, shambling slaves about the city on errands. These individuals are not zombies; observers report that they are alive but seem to have no will of their own.
Mythrell’aa’s shopping list is extensive, including many exotic spell components, the parts of rare animals, scarce metals and substances, and even slaves of specific races, ages, and appearances. Those who refuse service to the wizardess’ representatives invariably suffer horrific consequences - dying of strange diseases, death in the night at the hands of otherworldly creatures, or sudden disappearance, sometimes later appearing as Mythrell’aa’s mindless slaves.
The tower itself is crafted of a glossy black substance that seems resistant to all forms of force, including magical. Few have gotten close enough to test this is any event, for Mythrell’aa’s residence is surrounded by magical traps and lurking servitors, including invisible stalkers, shadows, and similar inhuman creatures.
What lies inside the tower is anyone’s guess. Rumors vary wildly, claiming that Mythrell’aa’s home contains nothing but ancient, dusty books and moldering corpses, or it is a silken pleasure palace where the sorceress’ every whim is instantly satisfied. All rumors agree that Mythrell’aa is unbelievably wealthy but that stealing even a portion of that wealth is not worth the risk.


Source: Powers and Pantheons (AD&D), circa 1370 DR

Eternal Flame of Kossuth Klanak Famouth (NE hm P[Kossuth]16), a venerable servant of the Firelord, is consumed with rage at the destruction of the Burning House in Tyraturos where he served as high priest and preeminent leader of the Kossuthan faith for decades. Klanak strongly suspects that Mythalanir of the Flaming Brazier was responsible for the rival temple’s destruction, and he seeks fitting revenge against his archrival before his onrushing death at the hands of remorseless time smothers his hatred for eternity.
Klanak has left the task of rebuilding the temple in Tyraturos to his younger brethren, and he now seeks to recruit a band of skilled adventurers to serve as the agents through whom he will destroy Mythalanir. The former high priest is faced with the difficulty of getting even a small group past the near-impenetrable defenses of the Flaming Brazier.
Toward this end, Klanak has forged an alliance of convenience with the archmage Mythrell’aa, Zulkir of Illusion. Mythrell’aa’s Tower stands within the city walls in the northern half of Bezantur, northeast of the city crypts. Since the ascension of the Zulkir of Invocation and Evocation to the position of Tharchion of the Priador, Mythrell’aa has felt threatened by Aznar Thrul’s growing power and has sought to undercut the wizard’s authority without acquiring his vengeful attention. Aware that much of Thrul’s power is based on his close alliance with the Kossuthan faith, Mythrell’aa has decided that the murder of Mythalanir, Thrul’s close ally, would be a suitable check to the strength of the rival zulkir and is unlikely to draw the tharchion’s unwanted investigations toward her tower doors.
To set their plan in motion, Klanak and Mythrell’aa have had their agents spying on every band of adventurers who arrives in Bezantur. When they find a group strong and innovative enough to challenge Mythalanir, but not so powerful or so connected to the power structure of the region as to create a noticeable ruckus when they are apprehended (in other words, the PCs), the unlikely duo ambushes the adventuring company with Mythrell’aa’s mindless servitors and brings them back to the tower of the Zulkir of Illusion.
In preparation for the assault, Klanak wards the PCs with a variety of incantations sufficient to resist the scorching fires of the Flaming Brazier, while Mythrell’aa enspells them into mindless servitors able to do naught but her bidding, cloak them in illusions so as to be able to pass among the minions of Kossuth without incident, and blank their memories with forget spells in case they are discovered.
The only flaw in the two conspirators’ strategy is their ignorance of the existence of Mythalanir’s undead beholder ally, Xakamt. Initially their plan works fine. The hapless PCs (under the control of Mythrell’aa’s mind-numbing spells - in other words, the Dungeon Master) simply stroll through the gates of the temple all the way to Mythalanir’s private chambers without significant difficulties. However, during the battle with the high priest, but after the Eternal Flame of Kossuth suffers a grievous wound, Xakamt appears and sweeps the battlefield with its anti-magic ray. Immediately all the spells enveloping the PCs are negated and they find themselves in the middle of a pitched battle with an enraged but badly wounded high priest and a blazing undead beholder, with only a vague notion of the events of the past few hours! Somehow the PCs must negotiate a truce or fight their way out of the temple, and then either seek their revenge on Mythrell’aa and Klanak or flee before their puppet masters have them eliminated to cover their tracks.


Source: Lords of Darkness (AD&D), circa 1372 DR

Mythrellaa, the zulkir of Illusion, has refused any involvement with the enclaves, although she has spies and informants in several large ones on the coast of the Inner Sea. She has the Greater Spell Penetration feat, making her illusions very difficult to disbelieve. Like Lallara, she pays close attention to what her agents in the enclaves have to say. After a falling-out with Szass Tam, she retreated to her tower and has professed neutrality in all dealings with the other zulkirs.


Source: Unclean (4th Edition Novel), circa 1375 DR

Mythrellan virtually changes her appearance as often as other noblewomen change their gowns - at times having golden eyes and sky blue skin or her body patterned in brown and tan diamonds like snakeskin.

She prefers isolation and devotes most of her time to study. Mythrellan despises everybody else on the council of zulkirs. Mythrellan has been the Zulkir of illusion for several years, even before Aznar Thrul was born.


Source: Unknown, 3rd Edition Stats and Information

Mythrell’aa: Female Mulan Human Ill10/Red7/Sha3; CR 20; Medium-size Humanoid; HD 20d4-20; hp 61; Init +3; Spd 30 ft.; AC 13 (touch 13, flat-footed 10); Base Atk +8; Grp +8; Atk +8 melee (1d3-1, whip); Full Atk +8/+3 melee (1d3-1, whip); Face/Reach 5 ft./5 ft.; SQ Specialist defense, spell power, scribe tattoo, circle leader, shadow defense, shadow power; AL CE; SV Fort +5, Ref +9, Will +16; Str 9, Dex 17, Con 8, Int 23, Wis 13, Cha 14.
Skills and Feats: Bluff +8, Concentration +22, Craft (alchemy) +16, Craft (tattooing) +11, Disguise +6, Hide +9, Intimidate +11, Knowledge (arcana) +29, Knowledge (history-Thay) +16, Knowledge (local-Thay) +16, Knowledge (the planes) +21, Move Silently +7, Sense Motive +8, Speak Language (common, mulhorandi, infernal, abyssal, draconic, ignan, rashemi, untheric), Spellcraft +31; Craft Wand, Craft Wondrous Item, Extend Spell, Exotic Weapon Proficiency (whip), Greater Spell Penetration, Heighten Spell, Insidious Magic, Pernicious Magic, Sanctum Spell, Scribe Scroll, Spell Focus (illusion), Spell Penetration, Shadow Weave Magic, Tattoo Focus, Tenacious Magic.
Special Qualities: Specialist defense +3 (saving throw bonus vs. illusion), spell power +3 (bonus to caster level checks to overcome spell resistance; +4 with illusion spells), scribe tattoo (give Tattoo Focus feat to qualified individuals), circle leader (circle with five apprentices). Low-light vision, shadow defense +1.
Wizard Spells Prepared (5/7/7/6/6/6/6/5/5/5; base DC = 16 + spell level; DC 18 + spell level with illusion spells; barred schools - necromancy, evocation, abjuration; caster level 20th).
Possessions: Rod of cancellation, ring of spell turning, wand of dispel magic (10th), wand of major image.
Height: 5’1”, Weight: 95 lbs., Hair: None, Eyes: Green.
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