City-State of Pantasia
Pantasia is a single city-state, that constantly adrift at sea. Combined with the ability to submerge this city almost undetectable if it doesn't want to be found. The city itself is said to be a haven for any spellcaster.
Corruption +2; Crime +6; Economy +4; Law +4; Lore +6; Society +5
Qualities academic, holy site, magically attuned, rumormongering citizens
Danger +10; Disadvantages wild magic
DEMOGRAPHICS Government Theocracy
Population 29,000
Notable NPCs
Minor Items Nearly All; Medium Items 4d4; Major Items 3d4
The city-state of Pantasia is lost for many centuries. As legends go the city still exists in the depths of the ocean and till the present day, the location of the city remains a secret. The city is sought after by mages of Terria for its Crystalglass.
Once this city stood near the west coast of Scasis, only 2 lonely towers remained of the once magical city. As the city sank to the depths of the ocean due to a great natural disaster but its magical power of the crystal glass protected its people and over time, they became the Merfolk of Terria.
The crystalglass has the property to store magical energy. This energy can later be used to empower and fuel spells. A small crystal the size of one's hand can store up to 3 levels of spell energy. These aren't the spells but just the energy of the caster can be used at a later date.
These crystals work like wild magic in the hands of untrained hands. Those who trained with these crystals can pull extra spell, spell levels or metamagic from the crystal at no cost.
Pantasia had old customs that explains the vast magical power that the large crystal holds. Upon entering the city everyone needed to pay tax for the duration that they are visiting the city. These taxes could be paid in 2 ways, by paying 5 gold for each night they stayed off by donating 2 spell levels for each night.
In return, the city provided free sleeping halls where the travels could sleep.
PANTASIA
CG MetropolisCorruption +2; Crime +6; Economy +4; Law +4; Lore +6; Society +5
Qualities academic, holy site, magically attuned, rumormongering citizens
Danger +10; Disadvantages wild magic
DEMOGRAPHICS Government Theocracy
Population 29,000
Notable NPCs
Mystagogue Del-hir (CG female sha (snake) cleric 12)
Scholar Finrion Ravensong (NE male elf wizard 9)
The Beast (CN male dragonkin barbarian 8)
MARKETPLACE
Base Value 19,200 gp; Purchase Limit 120,000 gp; Spellcasting 9thMinor Items Nearly All; Medium Items 4d4; Major Items 3d4
The city-state of Pantasia is lost for many centuries. As legends go the city still exists in the depths of the ocean and till the present day, the location of the city remains a secret. The city is sought after by mages of Terria for its Crystalglass.
Once this city stood near the west coast of Scasis, only 2 lonely towers remained of the once magical city. As the city sank to the depths of the ocean due to a great natural disaster but its magical power of the crystal glass protected its people and over time, they became the Merfolk of Terria.
Crystalglass
Ancient texts describe an event of the great disaster called the fall of the night. After this event, a gargantuan crystal had felled on the isle and slowly a city formed around it. Due to this event crystalglass can only be found on the isle of Scasis.The crystalglass has the property to store magical energy. This energy can later be used to empower and fuel spells. A small crystal the size of one's hand can store up to 3 levels of spell energy. These aren't the spells but just the energy of the caster can be used at a later date.
These crystals work like wild magic in the hands of untrained hands. Those who trained with these crystals can pull extra spell, spell levels or metamagic from the crystal at no cost.
Pantasia had old customs that explains the vast magical power that the large crystal holds. Upon entering the city everyone needed to pay tax for the duration that they are visiting the city. These taxes could be paid in 2 ways, by paying 5 gold for each night they stayed off by donating 2 spell levels for each night.
In return, the city provided free sleeping halls where the travels could sleep.
Alternative Name(s)
the lost city
Type
Capital
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