Knights of Goldenhawk Tower
An underwater city in The Sea of Fallen Stars founded by and mostly composed of sea elves. Other races also live in the city such as merfolk, humans, and surface elves. The city is known for having a powerful mythal in place around the city to protect it from harm. The architecture of the underwater buildings is stunningly organic. The city seems to grow from the forests of corral and kelp.
The Sea Elves have been in a cold war for generations with the Sahuagin and their shark god Sekolahto the East. To help keep them at bay the Sea Elves constructed Sharksbane Wall. More recently The Abolethic Sovereignty has been a major problem from without and from within. Kuo Toans and their Goddess Blibdoolpoolp have tried to get a foothold within the city. The Cult of Dagon has also been trying to infiltrate the city and corrupt its citizenry.
With a population of about 35,000, Myth Nantar is the center of sea elf society and the capital of an ever- growing undersea kingdom, and it is protected by a powerful mythal, a creation of ancient elven High Magic similar to the one in Myth Drannor. Despite the lurking presence of the Abolethic Sovereignty above the water, the sea elves have enjoyed decades of relative peace below. Myth Nantar, now partly revealed by the lower sea level, lies both above and below the waves. With some of its accommodations completely free of water, sea elves and surface races can and do mingle here, both for trade and for councils regarding the threats facing modern Faerûn.
Aside from its mythal, the city is defended by terrain features both natural and magical. One of the most noteworthy is the Sharksbane Wall. Built by sea elves to contain the sahuagin kingdom in the eastern reaches, the top of this 135-mile-long wall was originally far enough below the surface that ships could pass over it and not even know it was there. Now, however, the water has drained to the point that the wall towers some 30 feet above the surface. It traverses the straits south of Thay and continues for miles inland to both north and south. Beneath the water, the wall is patrolled by sea elves on the west and by sahuagin to the east.
The first thing one notices about Myth Nantar is that it glows slightly, illuminating the waters around the city more than normal for its depth. Despite that glow from the mythal or coral (or both), the city seems shrouded, and surface dwellers comment that the city looks as if it were coated in cobwebs, though they fail to successfully explain that image to the sea elves.
Coral has insinuated itself everywhere across the city, covering and fusing buildings together, strangely weaving from tower to tower and arch to arch even though coral rarely grows in such a fashion. While inconvenient in terms of exploring the ages-old city, the coral is quite beautiful and the residents have only tentatively carved away small sections of the reefs to reclaim parts of Myth Nantar without sacrificing this unique beauty of untamed coral.
Areas of Interest
With more than 75% of the city covered in thick reefs of overgrown coral, it’s obvious the names and uses for the city’s quarters belong to past eras and only tradition maintains their names.
The Elves Quarter is the northeastern quarter of the city. This quarter houses many libraries, villas, and palaces of sea elven artistry deeply buried beneath aqua-colored coral. Among the few sites that are not compromised by thick coral sheathes is the temple of Deep Sashelas.
Trade Quarter covers the southeastern zone of Myth Nantar. Formerly the markets and entertainment area of the city, only the Stadium of Tavynos and the environs of Seven Temples Square are free of the tiger- coral reefs that grow everywhere. The staging areas beneath the stadium have become the hospital.
Law Quarter marks the southwestern location of the tallest buildings in Myth Nantar, which have been made even taller by the high spindles of tiger coral everywhere. Five separate buildings remain clear and are in use in this quarter by the Nantarn Council and its representatives.
The northwestern zone of Dukar Quarter is the only place to truly judge the structure of the city as it once was, since it’s the only area aside from isolated sites that is not overgrown. Nestled up against the mountain, this area is well lit by the lucent coral dotting its slopes, as well as street lamps of glowing magic placed strategically about the quarter.
While not technically part of the city, Mount Halaath and the Three Gates Reef have become part of Myth Nantar’s landscape and structure since the coral of the reef has spread and merged with the city so completely. The reef merges with the overgrowth within the city, though the original purpose of the encircling reef was for defense. The mountain and its caverns act as garrison, lookout, and additional storage of food and other goods.
Beyond the city itself, one more site has ties to the city. The Shipwreck Plains are the dumping ground for all ships that have sunk in this part of the Sea of Fallen Stars, as the mythal’s magic channels sinking ships to slide down its boundary and come to rest in this area.
Laws and Governance
Myth Nantar has ever been a city of knowledge, scholarship, and magic, not unlike Silverymoon, Waterdeep, or Myth Drannor in Faerûn. However, over the millennia, the city has also become a place of politics, ideals, and trade, in addition to its lorekeepers and scholars.
The governing body of Myth Nantar is the Nantarn Council, which is headed by the Coronal, the ruler of the sea elves. Also holding seats on the Council are the current heads of the various Dukar mage orders and the city’s military, religious, and civilian leaders.
The laws of Myth Nantar are simple and are quite elven in nature: Treat others, their ideas, and their property as you would wish yourself or your possessions to be treated. The only overt crimes within the city limits are willful unauthorized destruction of the coral reefs, attacks on fellow citizens, or theft or destruction of another’s property; all of these are punished by the Dukars under the authority of the Nantarn Council. First offenses of anything less than murder usually get a labor sentence at helping to clear away areas authorized for reconstruction, though harsher crimes lead to harsher punishments of banishment from the mythal or death.
Most sea elves worship Deep Sashelas, Sailor’s Friend, the Dolphin Prince (exarch of Corellon). It was Deep Sashelas, so the legends tell, who first created the sea elves by allowing surface elves to transform themselves into the Alu’Tel’Quessir. Mystra was, of course, venerated by the Dukars before the Spellplague, and the so-called Five Temples Square found within the Trade Quarter still contains the ancient buildings once sacred to Mystra and Azuth, along with active temples to Oghma (Scrivener’s Harbor) and two other members of the Seldarine (Milil and Eldath). Other surface gods are worshiped by visitors to the city at the many shrines that can be found throughout the ruins.