This is my rendering of Lionheart, headquarters of the IEN. It is my attempt to try to give this place the detail that it both needs and deserves. I have taken great liberties with this document, as the details of the base were left scetchy at best. I have read the tiny little description in the Radiant Dragon novel, but my version does vary from what was written. I've tried to stay as true to form as I can, but recent releases detailing elvish magic and power have changed things considerably. By necessity, I've had to include High Magic and its implications on the Fleet, as well as other factors. Many of my ideas were spawned from reading Cormanthor, Kingdom of Elves, Elves of Evermeet, and Evermeet, a Novel. Thus, this document has a colored view of elves as extremely magical beings capable of creating something very special. I have given Lionheart a great deal of power and size that may not be possible with some games. It is my belief that a military the size of the IEN would need a vast headquarters to run their fleet from, not a simple ring of armadas. Such a ring would not have the facilities I believe the elves would need to effectively run their fleet across hundreds of spheres. Thus, I have made some changes in design:
Though elvish High Magic and mythals are an invention of the Forgotten Realms, I believe that such magics should be available to elves across most of Known Space. To accomindate Lionheart's enormous size, there are two ways I can think of to move it. One is via an artifact; the other is via a mythal power. I prefer the second option as I don't want artifacts to predominate my campaign. However, Lionheart does have two artifacts, one of which allow the elves to use High Magic while onboard, even if in a sphere that doesn't normally allow such magic. The other is an artifact from my earlier Unhuman War docs. This artifact allows Lionheart to move about as a ship (but at tactial speeds only).
On the other hand, I have reduced the power of High Magic in my campaign. Most of the higher power magics are nonexistant. High Magic is castable by elves of 15th level or above (with the age restraints in place, however). Most of the rituals are toned down. Mythals are not as impressive; 1 grand power, 4 major powers, and 9 minor powers (each caster in each of the 3 circles can add 1 power only). In ALL Lionheart-style stations, the grand power is teleportation of the station. This power is to ensure the safety and security of the station. Each station has a number of major and minor powers (popular major powers are teleport and scrying defenses; these ensure the security of the station). Many of the lesser powers are very repitious from station to station. This is due, in part, to like security needs as well as the basics of survival in space. Thus, all of the mythal-laid stations have powers to block scrying, teleportation, and dimensional magic for security reasons. The "space-need" powers include substaining magical gardens, air regeneration, and climate control (especially important when station is teleported to exceptionally hot or cold spheres).
To further control High Magic, I have made it quite taxing on the caster. Casting a ritual takes all the mage's power, and he/she cannot cast spells again for a period of time. This, if nothing else, is the best way I can think of for controling High Magic.
Level limits are a tricky subject. A lot of gamers like them. A lot of gamers hate them. Personally, I've never really dealt with the issue; my games never last long enough for characters to reach their limits. Hense, I've never really developed a solid position on them. I've thought about doing away with them entirely, raising them, or even keep them. The latest idea I had was to keep limits as was, but impose limits upon humans, as well. Limits could be busted by characters with high stats (up to +6 levels above the limit). In a way, limits serve as a good guideline to the max. level that an NPC should reach. Thus, an elvish mage, greatly aged and wizen, could reach a level as high as 21. Given that my game centers around lower level characters (3-9), this isn't a problem. Only the greatest of the great reach such levels (21 or 22 being the max for any character). In all classes, humans have a limit of 15, which can reach 21 with an exceptionally (ie magic given) ability score. This is not carved in stone, but I think it'll work (shows the absolute limit of human(oid) potential).
This method, I believe, will work for me. I find 20+ level characters annoying for some reason (probably because they're mostly human mages). So, all characters but one are below 20th level. I have one rules breaking character but she is not exactly alive...