Netherese

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

The language of “Low Netheril” which means it was mostly shunned by the arcanists and residents of the enclaves.

Ironically, Loross (the language of “High Netheril”) mostly died out in the Fall of Netheril, and Netherese formed the basis for the Halruaan tongue which survives at least until the Spellplague.

Source

Disclaimer

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Loross

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

Loross is the language of “High Netheril” which is to say the favored language of the arcanists and citizens of the enclaves.

Following the fall of Netheril it remains the primary language of the city of Shade.


Sources

Primary Sources
Passing Mention
Other Resources
  • Search for Loross on the FR Wiki

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Netheril

This information is intended for use with the Dungeons & Dragons role-playing game.


At a Glance

Netheril is a human realm from -3859 to -339 DR. During and after its fall, the Anauroch Desert covers its fields and cities.


Visiting

What You See
Low Netheril
High Netheril

One of the most remembered features of Netheril was its many flying cities. Two of these, the enclaves of Opus and Shade, escaped the fall.

Ruins
Roads
Other Landmarks
  • The Abbey Mountains
  • The Abbey of the Moon
  • The Allegro River
  • The Alley
  • The Marsh of Amnesty
  • Angardt Ancestral Lands
  • Annagoth Bay
  • Bay of Ascore
  • The Backwash
  • The Barren Mountains
  • Basin Lake
  • The Bodensee River
  • Bone Hill
  • The Canton River
  • Cede Run
  • The Channel Lock
  • The Channel Mountains
  • The Cold Forest
  • The Cold Range
  • The Columns of the Sky
  • The Conch River
  • The Dahla River
  • The Marsh of Deception
  • The Dienere River
  • The Eastern Forest
  • The Escalade Rill
  • The Esslin River
  • The Fenwick River
  • The Filibeg River
  • The Flats
  • The Flux River
  • Friedricht Lake
  • The Fria River
  • The Gers River
  • The Gillan River
  • Glacier Lake
  • The Glorifier
  • The Gods’ Legion Mountains
  • The Gustaf River
  • The Hadely River
  • The Hairald Cascade
  • The Hale River
  • Hatchet Mountain
  • The Hazardous Climb
  • Heip Lake
  • The Hidden Forest
  • The Hidden Lake
  • The High Ice
  • The High Tributary
  • The Hollow
  • The Hungry River
  • The Ischlome River
  • The Jackal Crick
  • The Janick River
  • The Karsus Overwash
  • The Kraal Brook
  • The Lark-Rindle
  • The Last Ditch River
  • The Lodestar Mountains
  • The Lough River
  • Macht Lake
  • The Macht River (north)
  • The Macht River (south)
  • The Meiter River
  • The Mere River
  • Mill Lake
  • Moander’s Footstep
  • The Moran River
  • The Moray River
  • The Moss
  • The Myconid Forest
  • The Narrow Sea
  • The Nauseef Flow
  • The Netheril River
  • The Nugatory
  • Nyanza Lake
  • Oxbow Lake
  • Patrician Peak
  • Paw Bay
  • The Paws
  • The Peril Current
  • Pommel Estuary
  • Portolake
  • The Portent River
  • The Pox
  • The Purple Mountains
  • The Quickwater River
  • The Rampant Peaks
  • Redguard Lake
  • Rengarth Ancestral Lands
  • Sanguine Mountain
  • The Shinantra Mountains
  • The Marsh of Simplicity
  • Snarefell Lake
  • The Southfill River
  • Spirecoast watering station
  • Spiregardt
  • Stade Mountain
  • Sunrest Mountain
  • The Sunderiver
  • The Sword Mountains
  • The Syke
  • The Tarn River
  • The Tempera Channel
  • The Terrace Spate
  • Thunder Peak
  • The Two Rivers Reservation
  • The Waterbourne River
  • The Watercourse
  • The Weimar River
  • The Westview River
  • Widowmaker Mountain
  • The Wolfsberg River
  • Wont Surge
  • The Zeig River
  • The Zweihaus River
Neighboring Nations & Features

Politics

Who Rules
Who Really Rules
Political Divisions

Culture and Society

Demographics
Caste and Class
Religion
Factions

Local History

Timeline
Survivor States

Several realms and city-states were formed in the wake of Netheril: Anauria, Asram, Halruaa, Helbrester, Hlondath, Nimbral, and Philock.


Notable Individuals

Citizens
  • Aksa
  • Alashar Crywinds
  • Andoris Derathar
  • Anglin
  • Annagoth
  • Aumvor
  • Brightfinger
  • Buoyance
  • Candlemas
  • Carbury
  • Chever
  • The Chronomancer
  • Congenio Ioun
  • Cragh
  • Dace
  • Decampus
  • Dethed
  • Dienere Falconholfer
  • Efteran
  • Enollar
  • Fahren
  • Falious
  • Fourfinger
  • Gilomide
  • Grenway
  • Halavar
  • Hamring
  • Ioulaum
  • Jarm
  • Karsus
  • Kartaklys
  • Larloch
  • Lashia the Dagger
  • Lefeber
  • Lesten
  • Lucke
  • Matick
  • Mavin
  • M’dahl
  • Nether the Elder
  • Nether the Younger
  • Noanar
  • Oberon
  • Olostin
  • Polaris
  • Proctiv
  • Quantoul
  • Sadebreth
  • Saharel
  • Shadow
  • Storm
  • Sysquemalyn
  • The Terraseer
  • Tolodine
  • Trebbe
  • Trothas Helgaras
  • Tyvern
  • Valdick
  • Volhm
  • Xanad
Transients

Sources

Primary Sources
  • Lost Empires of Faerûn [17738] pages 95-112
  • Netheril: Empire of Magic [1147]
  • Forgotten Realms [1085] A Grand Tour of the Realms page 125
Passing Mention
Maps
  • Netheril: Empire of Magic [1147]
Other Resources

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Saharelgard

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

A vast labyrinthine castle-city of the Frozen Sea, now falling into disrepair. It was once ruled by Saharel, an arcanist of Netheril. Elven adventurers report that it now features a temple to a hawk-headed god.

Also called Spellgard.

The Xaeyruudh Campaign

In the Xaeyruudh campaign, the “hawk-headed god” referenced is Horus-Re. Specifically, the sect known as the Ancient Might of Re is seeking artifacts of Imaskari origin which are believed to have been brought to Netheril. The sect’s presence here is not known (or authorized) by the “ruling” church hierarchy, so the fanatical Mulhorandi priests and adventurers will attempt to do whatever it takes to prevent word of their identity or activities from escaping the cool dark halls of Saharelgard.

Sources

  • Forgotten Realms Campaign Setting [11836] page 296
  • Anauroch [FR13/9320] pages 64-65

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

Hlaungadath

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

Once, an enclave of Netheril. At the moment of Karsus’ Folly, this was the northernmost of all the enclaves. Now, it is merely a ruined city in the Frozen Sea region of Anauroch.

Long abandoned by humans, the city is now inhabited by about ninety lamia and more than twenty lamia nobles. They breed slaves for food.

Bedine, d’tarig, laerti, and Zhentarim all give the ruin a wide berth.

Locations

Notable Individuals

Sources

  • Forgotten Realms Campaign Setting [11836] page 102
  • Anauroch [FR13/9320] pages 63-64
  • Perilous Gateways: Portals of Anauroch: The Lost Portal at Hlaungadath

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.

The City of Shade

This information is intended for use with the Dungeons & Dragons role-playing game.

At a Glance

Once an enclave of Netheril, and later a city-state of Anauroch. In elder times, it bore the name of Thultanthar, but only a few sages ascribe that name to Shade today.

Thultanthar was established in 2388 NY (-1472 DR) by the arcanist Shadow. It persisted beyond the fall of Netheril by escaping into the Plane of Shadow.

The human population of the region is 100% Netherese, at least until they start acquiring foreign slaves. The primary language is Loross.

Notable Citizens

The Xaeyruudh Campaign

The City of Shade is still in the Plane of Shadow, at least until 1372 DR.

Sources

  • Races of Faerûn [88578] page 110
  • Lost Empires of Faerûn [17738] page 109
  • Forgotten Realms Campaign Setting [11836] page 99
  • Netheril: Empire of Magic [1147] The Winds of Netheril page 87
Passing Mention

Disclaimer

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The Enclaves of Netheril

This information is intended for use with the Dungeons & Dragons role-playing game.

A flying city, from the WotC Epic Level Handbook Art Gallery... click on the image for the link. All rights are assumed to be reserved by Wizards of the Coast

At a Glance

Legend has it that the wizards of ancient Netheril raised flying cities into the sky over their realm. They called these cities Enclaves… or so the bards say. The magic needed to accomplish this is now lost, prompting generations of mages and treasure hunters to comb the sands searching for ancient Netherese magic and manuscripts. Only the most powerful survive, returning with tales of tribal humans who are violently superstitious about magic, murderous lizards of apparently infinite numbers, and ancient spell-sapping horrors who lurk in lightless depths beneath the world. Even among those who have found the ruins of the fallen empire, few have found magic enough to make the risk – and the investment of time – worthwhile.

DM’s Notes

The aforementioned tribes are the Bedine, the lizards are the laerti, and the (generally nameless because surface-dwellers know nothing about them) “horrors” are the phaerimm, though various ruins are also inhabited or watched by other races including beholderkin, illithids, lamia, and sharn.

The sharn generally leave folks alone who don’t go bumbling into their lairs and causing trouble, but the phaerimm (and even more commonly, their minions) will eventually notice humanoids putzing around in their realm… which is to say: everything over, under, or buried in the sand or ice of Anauroch.

The Enclaves

At one time, there were 54 flying cities. The “official” list of enclaves, from various sources including Lost Empires [17738] and the Netheril boxed set [1147], includes

Three enclaves —supposedly named Anauria, Asram, and Hlondath— were saved by Mystra and became the centers of the survivor states of the same names. These might be among the enclaves whose fate or location are unclear, including Aquessir, Delia, Doubloon, Phylornel, Xinlenal, and Spiel. Spiel would be a particularly good candidate for one of these survivor cities, since it was close and apparently no trace of a ruin is found on the location today.

There are other cities with mythallars, which did not fly.

  • The Sargauth Demesne

Sources

  • Lost Empires of Faerûn [17738] pages 95-112
  • Netheril: Empire of Magic [1147]

Disclaimer

Wizards of the Coast, Dungeons & Dragons, D&D, Forgotten Realms, and their logos are trademarks of Wizards of the Coast LLC in the United States and other countries. This blog is not affiliated with, endorsed, sponsored, or specifically approved by Wizards of the Coast LLC.