NETHERIL The Empire of Netheril stretches from the edge of the High Ice south to the Farsea Swamp, occupying the former desert land of Anauroch. Rivers now flow from the melting glaciers, rain falls, temperatures are moderate, and in some places vegetation is particularly lush. Netheril is a land reborn, despite its cruel overlords. The Twelve Princes rule Netheril from their capital city of Shade Enclave (known also as Shade and, formerly, Thultanthar), the lone city of old that escaped ancient Netheril’s collapse. These incalculably powerful mages threaten all of Faerûn’s nations. A floating enclave, tentatively identified as the resurrected city Sakkors, is sometimes sighted hanging over Sembia in the dead of night. Stories of bloodshed and heartache follow in Sakkors’ wake. A fragment of the ancient Netherese, who call themselves Shadovar, escaped the destruction of their empire by fleeing into Shadow. They spent long, difficult centuries there but have finally returned, although with something of the shadowstuff in them. The Netherese returned in the Year of Wild Magic (1372 DR) and found their old empire in ruins, buried under a desert covering the once-verdant landscape. Their nation was all but forgotten by the descendants of the tribes they once ruled with an iron fist. To the Shadovar, the world seemed a nightmare landscape of savage realms. It was a place where magic was suppressed by the upstart Mystra to a ghost of its former grandeur. The Shadovar pledged that the peoples of Faerûn would once again accept the Netherese as their rightful masters. The surrounding realms of Evereska, Cormyr, the Dalelands, and Myth Drannor patrol Netheril’s borders, hoping to stem Shadovar aggression. Although the league has managed to keep armed forces at bay, it has failed to fend off Netherese spies, which are widely believed to be scattered all across Faerûn. Given their magic and shadow-infused flesh, Netheril’s agents could be anywhere. Arid dustbowls are dotted with youthful forests; sparking streams wend through formerly wind scoured rocky steppes; the thawed tundra is green with grass. Many Netherese vaults and forgotten towers of ancient days remain to be consolidated into the growing empire. SHADE ENCLAVE Capital City; Population 35,000 This city of black walls and high spires hangs suspended by mighty magic above the Scimitar Spires. Shade Enclave is peopled by descendants of ancient Netherese wizards now thousands of years old, sustained in life by magic and a connection to the Shadowfell. Legions of dark-armored swordmages patrol the city. The Twelve Princes of old, wizards infused with the power of shadowstuff, yet lead the city as they did before it escaped the empire’s fate. Shade represents one of the most potent concentrations of arcane might on the face of Toril. It has forged an empire of incredible size and power in just a few short mortal generations. The Twelve Princes never cross each other. They are unified in their goals, or at least they present that public face. Each rules the confines of his own dark mansion much as a mortal baron oversees his community. All the princes answer to the Most High. All told, only a couple of hundred shades live in the city. Most of the Shadovar are still human. However, all have been touched by generations of living in the Shadowfell, and shadar-kai began to appear spontaneously in the generation following Shade’s return to Faerûn. SAKKORS Resurrected City; Population 15,000 Unlike the city of Shade, Sakkors did not survive the original fall of Netheril—it crashed into the Sea of Fallen Stars and languished on the bottom. Over a hundred years ago, in the Year of Lightning Storms (1374 DR), the Shadovar raised the ruin, rebuilding and rejuvenating it, fashioning a second city approaching the glory of old. Sakkors is built on a floating inverted mountaintop. Shadow magic is incorporated into its rejuvenated structure: Darkness twines around thin spires, over thick walls, along wide boulevards, and through the windows of shops, residences, and noble mansions. From time to time, Sakkors appears over Sembia in the dead of night, apparently not having crossed the intervening distance, or at least without being sighted by anyone in Cormyr or the Dalelands. This appearance, not part of any openly discussed or official Netheril policy or promise, might be designed to create fear. After such sightings, disagreements between the Empire and Sembian merchants, if any, fade away. RAVAERRIS Prior to the return of Shade Enclave, the now-collapsed Zhentarim maintained outposts on the edge of Anauroch. Ravaerris was the largest of these forts, housing a company of prospectors, diggers, soldiers, diviners, and a series of special vaults that held what treasures they could pry from the unforgiving sand.  When the Spellplague struck, some relic, spell, or captive creature in the Ravaerris vault reverberated like a bell, sending out waves of force that collapsed the sprawling outpost into a hidden fault. A handful of Zhents escaped, only to watch gape-mouthed as the fault closed with a final shudder, stealing away Ravaerris and all of Zhentil Keep’s hard-won Netherese relics. The few scattered Zhent outlaws who yet wander Faerûn tell each other when they meet that, somewhere, Ravaerris yet remains. NETHERIL AND SHAR The active worship of any deity but Shar is forbidden in Shade and Sakkors, and is only moderately tolerated in the territories of Netheril. The Bedine have, for the most part, converted to the worship of Shar. Savvy Sembians have realized that getting a leg up in the new business climate requires at least the appearance of being a devoted follower of the Mistress of the Night. SHAR (Mistress of the Night) Evil Greater Goddess As old as the cosmos, Shar is one of the twin deities who created the world, bringing order out of Ao’s primordial chaos. The balance to her sister’s loving grace, Shar resides in the deepest shadows, nurturing the secret hatreds, the unnatural desires, and the lust for revenge that reside in the black corners of the mortal heart.  Her worshipers wield great power over other mortals and have worked their way into the highest governing ranks of countless realms. In the Empire of Netheril, allegiance to Shar, and Shar alone, carries the weight of law. Her night cloaks form their own cells from what scraps of secret lore they can find. Temples of Shar practice devotion to her in wildly varying ways. Often the presence of a temple is revealed only to a small inner circle of lay initiates who are tasked with spreading Shar’s whispered dogma in their own way. CHURCH OF SHAR Shar’s worshipers form a highly secretive network of priests, mages, and warriors dedicated to darkness. The church’s philosophy is one of nihilism, so life and even existence are of little value. Thus, Shar’s agents are very dangerous, willing for the faith’s sake to sacrifice themselves and any number of nonbelievers. Worship of Shar has existed since the earliest days, but in secret. During past times of strife, such as the Time of Troubles and the Spellplague, the Dark Goddess moved openly against her enemies and killed them. Shar’s faith has enjoyed a revival since the rise of Netheril, and her hand in the death of Mystra has only strengthened her influence. Shar was once a being of darkness, created at the beginning of time. She and her sister, Selûne, fashioned the universe in which Toril exists. Since then, only strife has existed between Shar and her lighter twin. Selûne desires unbridled creation and light, but Shar longs for a return to primeval nonexistence. Toward this end, she works to eventually snuff out all other gods and to subvert all creation. The Church of Shar is actually a complex network of independent cells and hidden temples. Besides Netheril, few lands tolerate the open veneration of the Mistress of the Night. Shar’s faithful work in the shadows to undermine authority and to corrupt the good. OTHER FAITHS MAINTAIN KNIGHTLY ORDERS , but Shar’s sect favors stealthy, terrifying assassins called Dark Moon Monks. These fanatics not only work for the church, they also police Shar’s clergy and other followers. KIR-LANANS ARE MYSTERIOUS WINGED HUMANOIDS  that appeared after the deaths of a few evil gods during the Time of Troubles. They now serve Shar. Kir-lanans live in communities they call rookeries. Since Shar often requires them to work with her other devotees, however, kir-lanans can be found in Sharran enclaves across Faerûn. SHADES BECOMING A SHADE IS SEEN AS A GREAT REWARD  for service to the empire. The most powerful Netherese are usually shades. A shade retains its original appearance, but with a gaunt, drawn look. Its skin takes on a dull hue, and its eyes become slightly luminous. It no longer needs to eat or sleep, and its aging slows to a crawl. As a shade grows older, its appearance becomes darker and more monstrous, with strange features such as sharp teeth. KRINTH Since their creation, these dour, gray-skinned humanoids have been slaves to the Shadovar. They are capable and nearly fearless warriors who serve their masters with suicidal abandon. But the taint of demonic heritage makes them reckless and bloodthirsty. Since the appearance of the shadar-kai, the krinth population has been declining precipitously and will soon die out altogether. SHADAR-KAI The Spellplague and its reshaping of the cosmos had a strange effect on some Netherese. Their acclimation to centuries in Shadow caused them to transform into or give birth to shadelike beings. Prince Rivalen declared this to be a miracle sent by Shar. He dubbed the changed people shadar-kai, which has become the common term for the race. Shadovar youths entering adolescence sometimes become shadar-kai, though this phenomenon is waning. Shadar-kai breed true with one another, and their unions with humans also produce shadar-kai. Rivalen has also devised a ritual to turn any human into a shadar-kai, not unlike that used to create a shade. Netherese shadar-kai have existed for more than three generations. They are a privileged class, not quite as blessed as shades, but given unique training. Shadar-kai agents work schemes to better Netheril’s hold on Faerûn, and gather resources and information from all over. Most of them long to become true shades. Not all shadar-kai serve Netheril. Many flee the empire to make their own way in the world. Others are offspring of humans who broke with Shade long ago or who refused to cross out of the Shadowfell.  Netheril’s shadar-kai usually worship Shar and tend more toward evil behavior than their non-Netherese counterparts. Those of the Shadowfell are given to macabre and thrill-seeking behavior: Many revere Tempus, though a few follow Shar, Cyric, Beshaba, or even Asmodeus. A rare few hold Tymora in highest esteem.