Netheril's Fall - First Impressions

Netheril's Fall is the second DLC to be released for the new Forgotten Realms books.
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If Astarion's Book of Hungers is the player-facing add-on for Heroes of Faerun, than Netheril's Fall is the slightly more beefy add-on for Adventures in Faerun. The new digital "DLC" for the Forgotten Realms book is a gazetteer for the lost kingdom of Netheril, with an overview of the fallen kingdom, a look at two of its cities (one flying city, Eileanar, and the landbound city Conch), some magically-themed environmental hazards, and a short collection of mini-adventures in the style of the Dungeon Master's Guide. Netheril's Fall is functionally a mini-gazetteer, albeit not quite as beefy as the five gazetteers found in Adventures in Faerun that detail various regions.

At first glance, it's easy to see why Netheril's Fall wasn't included in Adventures in Faerun. Netheril is a fallen empire and having an adventure in Netheril will likely require the use of time gates (which are conveniently explained in the supplement, with two adventures dedicated to traveling and crossing through a Time Gate. I'll note that the adventures in this book feel much more specific than what we saw in Adventures in Faerun or the 2024 Dungeon Master's Guide. While the adventures in other books could be "plugged" into any level-appropriate campaign, these adventures feel much more narrow in scope and cover specific locations or events found in the DLC. There's a few adventures in Adventures in Faerun that cover locales seen in the gazetteer, but there aren't very many that cover a specific event. I don't mind the "one page adventure" format, but I'm not sure it works with every adventure type. If an adventure sends players into a mad wizard's attempted ascent into godhood, I want a little more meat than a few encounters and a resolution of "well, the players will have time to explore the city before the ritual fails."

Another criticism I have of Netheril's Fall is that Netheril doesn't feel nearly as fantastical as an ancient high-magic society should. Given that Adventures in Faerun did a very find job of elevating the Forgotten Realms beyond its generic high fantasy trappings, I feel like a bit more care could have really sold Netheril as more fantastical in nature than what we got. If we could have gotten a few more pages about Netheril's culture, I feel like Netheril would have been more appealing as a place that DMs would want to incorporate into their campaigns. As presented, there are a few cool ideas, but even the phaerimm (one of my favorite D&D monsters) feel a bit flat compared to what we would have gotten.

I was critical of Astarion's Book of Hunger's price point, and while I feel that $15 is still too high for Netheril's Fall, there's a lot more "content" compared to that book. Generally speaking, some adventure content, a gazetteer, and some monster statblocks is probably a bit more valuable than one new species and a collection of feats, although I'm probably a bit biased towards DM content since I'm usually the one behind the DM screen. I personally would had preferred a $10 price point for this DLC, but others may feel that the price point of these are more fair.

All in all, I feel a bit underwhelmed by Netheril's Fall. Netheril seems like a very cool part of Forgotten Realms lore, but it's not given full justice here. I know there's some other Netheril content out there from past editions, and I encourage people to check those out on DMs Guild if they want a real deep dive into this lost empire.
 

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Christian Hoffer

Christian Hoffer

I agree! I guess what I'm trying to convey, and not well, is that by current FR standards, the Nether Scrolls probably don't have anything that would surprise a wizard. They might like having that information but there are a lot of sources out there by 1372, or 1494, that the scrolls are prosaic.
I don't agree with that. While they do detail the foundations of magic that all the races of Faerun use, they go much farther into that knowledge than any race alive. The Netherese quickly surpassed even elven high magic and no other country had magic that compared. It was the knowledge of the ancients, with the current knowledge levels being far lower. I doubt even Elminster could create an artifact from scratch like the Nether Scrolls taught the best arcanists.

Not even the the best of the Netherese Arcanists ever learned all that was in them.
 

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I don't agree with that. While they do detail the foundations of magic that all the races of Faerun use, they go much farther into that knowledge than any race alive. The Netherese quickly surpassed even elven high magic and no other country had magic that compared. It was the knowledge of the ancients, with the current knowledge levels being far lower. I doubt even Elminster could create an artifact from scratch like the Nether Scrolls taught the best arcanists.

Not even the the best of the Netherese Arcanists ever learned all that was in them.

Still fluff as PCs cant create artifacts.
 

Aware but theres no real game mechanics for that stuff. Its basically the phb and dmg stuff. In universe its great if your civilization lacks magic.
It's more than what's in the PHB and DMG. Modern wizards of the Realms don't have as much knowledge as the Netherese wizards gained from those scrolls, and the Netherese never learned all that the scrolls contained. No matter how much they learned of a specialty, there was more there to learn when they went back to read them again.
 

It's more than what's in the PHB and DMG. Modern wizards of the Realms don't have as much knowledge as the Netherese wizards gained from those scrolls, and the Netherese never learned all that the scrolls contained. No matter how much they learned of a specialty, there was more there to learn when they went back to read them again.

Once again its fluff. What mechanical effects would a wizard in 1358-1501DR get?

Theyre basically a plot device for new spells.
 





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