Unearthing Netherul's Forbidden Mzgic: A Study in Dark Sorcery

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The Netherul Empire of Mzgic was a powerful and influential civilization that existed thousands of years ago. It was renowned for its advanced knowledge and mastery of magic, establishing itself as a dominant force in the world. The empire was characterized by its ambitious expansionist policies, as it sought to conquer and assimilate neighboring territories. The Netherul Empire was ruled by a council of powerful mages known as the High Arcanists. These individuals were revered for their immense magical abilities and were responsible for guiding the decisions of the empire. Under their leadership, the empire witnessed unprecedented advancements in magical research and development.

Netherul empire of mzgic

Under their leadership, the empire witnessed unprecedented advancements in magical research and development. One of the most distinctive features of the Netherul Empire was its sophisticated system of magical education. The empire housed numerous prestigious academies and universities, where aspiring mages from across the realm flocked to learn and hone their magical abilities.

Netherul empire of mzgic

"Finally, without warning or preamble, Larloch, the Shadow King, revealed the secret past of Netheril." Netheril: The Empire of Magic

So begins the first book in the Netheril boxed set, so begins the Netheril story. The Netheril Empire was located where the Anauroch -- that strange desert in the other wise green and frequently frosty north -- is now located in the modern period of the Forgotten Realms setting. In many ways, the desert is the scorch mark they left when their empire fell. The boxed set was published several years ago and was the first of the Arcane Age supplements. All told it is interesting and despite a few errors worth the money.

"The year 326 marked one of the most important dates in Netheril's history � the discovery of the nether scrolls." Netheril: The Empire of Magic

The boxed set contains two books and two maps, with the two books totaling about 158 pages. Each map is printed on both sides. The first shows Netheril at its height on one side and its frontier on the other � the frontier is Savage North in the current setting. The second map shows Netheril shortly before its collapse, illustrating a stark change as much of its lands have turned to desert. The reverse of the second maps illustrates the Karsus enclave. The first book is "The Winds of Netheril," which details the history of Netheril, offering campaign suggestion and parameters as well as a list of when spells where created. It also describes equipment available, the gods of the period and a list of important cities and locations in the Netheril Empire. Finally, it includes a detailed look at the Karsus enclave and a list and description of important people through the history of Netheril. The second book, the "Encyclopedia Arcana," details magic items unique to Netheril and a list of Netheres spells, such as "Karsus' Avatar": a spell that allowed a mage to become a god.

"This spell allowed the caster to become a god of his choosing, replacing a current with himself the moment the spell was completed." Netheril: The Empire of Magic

However it was not a good idea for Karsus to cast the spell because he choose Mystryl -- the goddess of magic at the time. In so doing he pretty much turned off all of magic for about and hour and a half. This caused all the floating Netheril cities -- the enclaves created and run by 20+ level mages -- to pile drive into the ground, old mages to turn to dust and all sort of trouble all over the place. Mystra � the next goddess of magic � came to power and rewrote all the rules so that could not happen again, basically setting up 1st edition until the Time of Trouble, when 2nd edition came about. Thematically the boxed set is very interesting. It portrays a human society that lasted more than 3,000 years and had its own flavor and so forth. The magic is interesting and the notion of a culture with many floating cities is truly fantastic. After reading the set it does feel like it is something of a sadness to have lost such a nation and people.

"As his body fell, his stony eyes, still shimmering with the last glint of godly omniscience, caught a glimpse of the cities of Netheril smashing to the ground, killing all their inhabitants. His heart broke � greed for the power of the gods themselves caused the destruction of his home, his family, his friends, and his people." Netheril: The Empire of Magic

Of course, the set is backwards engineered to fit into the current Forgotten Realms setting so the empire had to fall down and go boom. That aside, slade and Butler did a good job with the set. In many ways it is reminiscent of the stories of Atlantis � an ancient empire of humanity the rose to a great height but fell when they tinkered poorly with ultimate power. Likewise there is a subtle message about a people who were used to having everything handed to them and who were not able to survive on their own without everything being handed to them. Perhaps this message is why the set has gotten bad reviews elsewhere: gamers do not like games with a message or stories with a moral. They just want to kill thing and only want DM's around to facilitate their ability to do so. Be that as it may, the set is good because it portray a setting that is truly fantastic � great floating cities, magic that provides everyday household needs, strange non-human shaped beings and so forth. In many ways, most supplements and novels just feel like a day at a Ren-Fair where they have a modest laser-lights show budget. Much of "fantasy" in the Realms is no longer so fantastic. This boxed set bring the fantastic back. The set does have its faults. First among these are editorial errors, like in one place where "fate" is misspelled as "fat." These are mostly amusing until the history and time line sections where they become confusing. In addition, the scope of the history of Netheril poses some problems as well. In 3,000+ years, it only filled a space about the size on the Anauroch, rather than a territory much larger. In this 3,000+ year period there were never any major wars to speak of and little to no description of how Netheril dealt with other major world powers like Calimshan, Unther, Mulhorandi and what have you. Granted there was space limitations, but by comparison, "Cormanthyr: Empire of Elves" did a much better job in the history department. This should not stop you from picking up a copy, however. In the end, this boxed set has been unfairly disparaged and is worth picking for the way it details a truly fanatic and interesting setting.

Style: 4 (Classy and well done)
Substance: 4 (Meaty)

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After 300 years of studying magic under the Eaerlanni, the Nether Scrolls were discovered by the Finder, within the ruins of Aryvandaar in −3533 DR. The scrolls provided a huge leap forward in Netherese spellcraft, which they favored over the magic they learned from the elves. The next two hundred years saw the power of the Netherese arcanists increase by leaps and bounds. It was during this age that the 33-year-old Congenio Ioun, in an unprecedented feat of skill, created his first magical item, the ioun stone. In the last 20 years of this age, the arcanists assaulted the Land of Alabaster Towers and stripped away arcane spells from the minds of the nation's sorcerers.
Netherul empire of mzgic

The Netherul Empire's focus on education played a crucial role in cementing its status as a center of magical knowledge and innovation. The empire's territory was vast, covering a significant portion of the known world. Its cities were often adorned with intricate magical structures, showcasing the empire's dedication to magic and its integration into everyday life. The Netherul Empire utilized magic not only for warfare but also for practical purposes such as agriculture, transportation, and communication. Despite its numerous achievements, the Netherul Empire eventually faced its downfall. Internal conflicts and power struggles within the High Arcanist council led to its fragmentation, weakening the empire and leaving it vulnerable to external threats. In addition, the empire's expansionist policies had strained its resources, leading to economic instability and unrest among its citizens. The fall of the Netherul Empire marked the end of an era of unparalleled magical prowess. Its decline had a profound impact on subsequent civilizations, as the knowledge and secrets of Netherul magic were lost or heavily guarded by surviving remnants of the empire. Even in the present day, scholars and historians continue to study the Netherul Empire's legacy in an attempt to unravel its secrets and reclaim the lost heights of magical power achieved by the ancient civilization..

Reviews for "The Netherul Amulets: Ancient Magical Jewelry of the Empire"

1. Sarah - 2/5 stars - I found "Netherul Empire of Mzgic" to be incredibly confusing and hard to follow. The world-building was inconsistent, with elements of the magic system and lore being introduced without proper explanation. The plot felt disjointed and rushed, with no clear direction. The characters were flat and lacked depth, making it difficult to connect with them. Overall, I was disappointed with this book and wouldn't recommend it to others.
2. John - 1/5 stars - "Netherul Empire of Mzgic" was a complete waste of time. The writing was amateurish, with numerous grammatical and spelling errors throughout. The dialogue was stilted and unrealistic, making it even harder to invest in the story. The pacing was off, with long stretches of boring exposition followed by brief, action-packed scenes that made no sense in the context of the narrative. I struggled to finish this book and regretted wasting my money on it.
3. Emily - 2/5 stars - I had high hopes for "Netherul Empire of Mzgic," but unfortunately, it fell far short of my expectations. The world-building was shallow and lacked originality, feeling like a poor imitation of other fantasy novels. The characters were one-dimensional and their actions often inconsistent with their established personalities. The writing was clichéd and lacked creativity, making it difficult to get immersed in the story. Overall, this book failed to deliver a compelling and engaging reading experience.

The Great Library of Netherul: Preserving the History of Mzgic

The Netherul Empire's Legendary Mzgic Guilds: Guardians of Arcane Knowledge