The Golden Age

The time of the Chronomancer’s birth in 1652 marks the beginning of Netheril’s Golden Age, when the nation was at the very pinnacle of its power. Netheril began lifting one enclave into the sky per year. Soon, dozens of these magnificent monoliths of magic rode the air currents or moved in orbital patterns around the loosely defined borders of the Netheril empire. Each arch-wizard who created his enclave heeded Ioulaum’s example, setting up his or her own laws and guidelines that the enclave’s residents had to follow. As time went on, the people had less and less say, and their voice regarding changes in government, tax rates, and the such were drowned out by the archwizards’ lust for more power. The enclaves soon became a vehicle to provide funding for the archwizards’ spell research, a staging area for campaigns against other archwizards, and excursions into the quasi- and paraelemental planes.   The Chronomancer was concerned about the other human civilizations on Faerun. He felt that Netheril’s snobbery toward less magically developed nations was a mistake that would come back and haunt the empire. While the Chronomancer shared many of the archwizards’ weaknesses (such as the belief that the gods were just powerful archwizards who could be challenged), he also cared about the well-being of Netheril’s neighbors. This included the elves, dwarves, and barbarian peoples.   When news of an orc horde ravaging the Illusk nation in 1756 reached his ears, he entered the fray, helping the human settlements fend off the attack. Unfortunately, even the incredible power of the Chronomancer couldn’t save the nation, and he fell victim to a degenerative wound that killed him eight years later. He very well could have taken healing and curative spells to fix his ailment, but, like all of Netheril archwizards, he believed the gods were merely archwizards like himself who had found “ultimate magic.” Their pride wouldn’t allow them to put their faith in the deities for fear if they put their trust in these advanced archwizards, they would never achieve “ultimate magic” themselves.   Netheril was never without some rising menace, and the archwizards had to spend a lot of time dealing with enemies from both the surface world and from within their own ranks. This included destructive acts by Netherese citizens as well as the nonhumans that swarmed around and within Netheril’s borders. In the year 1963, Netheril bore witness to an internal menace: citizens who had little aptitude or respect for magic.   Nine men broke into the “Most Holy and Magical Chamber of Ioulaum the Demidivine,” killing nine guards in the process and losing seven of their numbers, to steal 24 parts of the Nether Scrolls. When the thieves escaped to the surface world, a manhunt began. The thieves, fearful of the archwizard’s retribution, pounded the priceless golden scrolls into indiscernible baubles. They then sold these gold nuggets, receiving about 260 gp in coins. In 2201, the Mines of Dekanter were plundered to their fullest. Nothing more could be mined from this site, and Netheril abandoned it. However, the Mines of Dekanter were reopened three years later in order to accommodate the creation and research of dangerous spells-all because of one incident: The destruction of a flying city.  

The First Falling

  The first enclave fell in 2202, when the floating city of Sunrest yielded to the effects of ill-planned spell research. The city hailed the impending creation of a spell called the Sunrest sunshock (which was an early attempt at an ultra-powerful meteor swarm spell), but an accident occurred. The spell probably worked correctly, especially when eyewitness accounts from the city of Remembrance reported a blinding flash of light from the west, with a deafening roar that followed a few minutes later. Those who watched were horrified to see the whole enclave fall to the ground into a heap of rubble and stone. No one survived the accident.  

The Barbarian Schism

  In an unprecedented move, the Angardt tribes living near Frostypaw befriended an arcanist from Netheril who began teaching them spellcraft in 2477. The arcanist wanted to help the Angardt fend off orc raiding parties, and the tribesmen were eager to learn new techniques to rid themselves of the murderous hordes. Unfortunately, the nearby Rengarth tribe, fearful of magic, drove the Angardt from their homeland. For seven years, the Rengarth battled Angardt tribesmen that chose to stay until all of the magic-following tribe was well away from their lands.