Myth Nantar Myth Nantar ( the City of Destinies ) was an underwater city about 56 - 64km ( 35 - 40 miles ) west of the Whamite Isles , and about 64km northwest of Voalidru . The city contained a mythal , a magical protective barrier . After the Spellplague the Sea of Fallen Stars receded and part of the city was exposed to air . As of 1369 DR , the city glowed slightly when seen from a distance , and coral has grown everywhere within , seen by its inhabitants as a beautiful effect , but three quarters of the city was covered either with coral or reef . As of 1369 DR , Myth Nantar had 1 , 900 permanent residents of many different races . Law . As of 1369 DR , the Dukar s operated the legal system in Myth Nantar , although there was no written legal system at this time . The laws were similar to other elven realms such as Myth Drannor . Crime was punishable by the Dukars and their judge , Qos . Lesser offences might have commanded a labour - based punishment , usually involving clearing reef or coral , but serious offences were punished with banishment or death . Government . The city was ruled in 1369 DR by the Nantarn Council , at which time there were nine members , although they claimed there to be twelve seats . At that time , a serious concern within the council was that some members put forward their most prominent leaders for the council seats , while others did not make the effort , leading some to believe these members were not taking their roles on the council seriously . Architecture . Being an underwater city , the buildings in Myth Nantar did not require stairs . Access to upper floors was through trapdoors or simply through holes left for this purpose . There was also little need for ground - level infrastructure such as roads , as it was simply possible to swim from place to place . Glass windows were not common except on the grandest structures . Most buildings had shutters that could be pulled for extra privacy . Since small objects can easily be carried away by water currents , almost everything in a building would have been stored inside a chest or container of some kind . Quarters . The city was split into quarters by major 10m - wide ( 30ft ) roads running north , south , east and west , from the city ' s centre , at the Fire Fountain . These roads , Chamal Avenue , Hmur ' s Way , Maalirn ' s Walk , and the Street of Ser - Ukcal , were paved in coral and formed mosaics . Dukar Quarter . The northwest quarter of the city was Dukar Quarter , and it was nestled against Mount Halaath . It contained the Dukam Academy , the Keep of Seven Spires , and the Palace of Ienaron . Elves ' Quarter . The northeast quarter of the city was the Elves ' Quarter , containing structures such as libraries , palaces and villas , as well as the temples to Deep Sashelas and Trishina , and a park with adjoining villa which was a kind of mage school . Law Quarter . The southwest quarter of the city was Law Quarter and contained taller buildings than elsewhere , some of which were used by the Nantarn Alliance . Trade Quarter . The southeast quarter of the city was the Trade Quarter and contained the Stadium of Tavynos and Seven Temples Square . The areas underneath the stadium were converted for use as hospitals and housing after the Twelfth Serôs War displaced many merfolk from Voalidru and other places . Locations . Two reefs bordered Myth Nantar , forming its ecosystem . The Dukam Reef was a cryscoral reef , and home to the Dukar paragon Qos . Three Gates Reef was 30m ( 100ft ) tall and surrounded the city on three sides , with arches ( gates ) to allow entry and exit . As of 1369 DR , some of the floors of some structures had fallen away , revealing access to elven and Dukar tombs . There were also stories that the undercity could grant access to the Great Dungeons of the Merynth s , the rulers of Aryselmalyr . Mythal . The mythal was created over 2 , 000 years prior to 1369 DR . As of 1369 DR the mythal in the city was in good working order , operating out to a 5km ( 3 mile ) radius around the Fire Fountain at the city ' s centre , except that the top of the mythal stopped 20m ( 60ft ) from the surface of the sea , which was about 100m ( 300ft ) above the top of the city . The mythal had certain powers which included the production of water that was breathable to both air - and water - breathing creatures . The water still behaved as water , so it was still necessary to swim . The effect would slowly transform air - breathing creatures , over the course of a month or so , into water - breathing creatures , with gills developing on the creature ' s neck , although upon leaving the water , the creature was able to switch back to breathing air immediately . The mythal was also able to grant strength and vitality enhancements to any " Tel ' Quessir " ( elves ) while within it . Also , the mythal granted , to all within it , protection from cold temperatures , enhanced underwater vision , immediate staunching of all wounds , ability to " fly " through the water , and negation of the usual slowed effects of moving underwater . The mythal magically prevented the entry of doppelganger s , drow , illithid s . ixitxachitl , koalinth , merrow , seawolves and vodyanoi into the city . The mythal has the ability to cure disease for anyone living within it , is able to cause falling wood ( such as from shipwrecks ) to sink more slowly and glow , and can render whale s and dolphin s immaterial if they emit a squeal when coming in contact with it . Discrepancies . Although the map on " Sea of Fallen Stars " p . 171 shows the four main roads to the centre of the city as Chamal Avenue , Maalirn ' s Walk , Promenade of Kupav , and Street of Ser - Ukcal , the textual descriptions on p . 173 differ . For example , p . 173 states that the road leading from the west to Fire Fountain is Hmur ' s Way , but the map does not agree . The text locations have been used in this article , not those indicated on the map .