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Also the Netherese had flying cities (yes, multiple), and magical toys for all the children (think like an ipad, but better). Their magic was so magic, that they changed the rules of how magic worked in controlled areas. When featured in an adventure, the central plot point devolves into not letting people use the Netheril magic because it is too world-breaking.
Yeah, that's exactly what I'm talking about: I had no idea about any of that. You don't feel it in any of the adventures. I assume some writer thought this up as a plot-line and tacked it onto the setting at some point, but it's not part of what makes a FR adventure an FR adventure.
Contrast that with Tolkien's stories, and the excellent adventures for The One Ring, where the sense of lost greatness permeates every page. The stories can't even be told without a reference to the past. I like that.
I gather Dragonlance has...or is supposed to have...some sense of this, but the setting is so unspeakably awful in other ways that I can't count it.