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Nether Scrolls | Forgotten Realms Wiki

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The Anaurian prince Hamukai, interred with


the Nether Scroll of Azumar

Nether Scrolls

Basic Information[2][3][4]

Other names

Golden Skins of the World Serpent[1]

Type

Artifact (scrolls)

Author(s)

Ba'etith

Discovered
-3533 DR

Available from

All across Faerûn


Formerly: Aryvandaar

Origin
Oreme, Isstosseffifil

Language
Netherese

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Volume(s)

One set of 50 scrolls

Description[3][5]

Page material

Flexible sheets of gold or platinum

Rules Information

2nd Edition Statistics[6]

Value

7,500 gp

5th Edition Statistics[7]

Rarity

Legendary

The Nether Scrolls, originally known as the Golden Skins of the World Serpent,[1][8][9]
was the name given to one set of fifty scrolls that dealt with fundamental magic theory. It
was paired with a second set that was transformed by the elves of Faerûn into the Quess
Ar Teranthvar, or the Golden Grove of Hidden Knowledge,[10][3] the magical tree to which
The People could attune. Unlike the elven tree, that was only stolen once,[11] the Nether
Scrolls that always remained in their original form had been continually lost, stolen, and
even partially destroyed throughout the course of five millennia.

One look at the Nether scroll and I've learned what a spell is. I've been collecting spells
as if every one were different. That's illusion...spells are all the same. They're all a path
through illusion to truth. One look, and I've seen the fundamental truth of magic.

— The mage Druhallen.[12]

Description
The Nether Scrolls were a set of small scrolls that described fundamental magical theory.
[3] Two sets were known to exist, one set older and more tarnished than the other.[13] The

contents were written over fifty scrolls divided into five chapters, each consisting of ten

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scrolls. Each scroll was made of a precious metal, namely gold[3] or platinum,[5] made
flexible like paper[3] with silvery letters floating upon the surface. Each time a page was
read, new knowledge appeared, allowing the scroll to contain more information than the
small size should have allowed.[5][3]

When a reader gained sufficient understanding, re-reading the scrolls provided additional
knowledge and information. There did not seem to be any limit to the amount of
information one scroll could contain,[5] although the amount of knowledge contained
wasn't endless, it would still require an entire month to read through.[3]

No destructive magics, even disintegration could affect the scrolls. They could be
physically altered to the point of being unrecognizable, but would always reform
themselves eventually.[13][5]

Influence
The Nether Scrolls were among the most influential artifacts in Faerûn.[5] In fact, in the
14th century DR, a good portion of the sum of magical knowledge on Toril was based on
the theory described in these scrolls. Shreds of its knowledge were known by every mage
in one fashion or the other with varying degrees of completeness.[3]

An adventurer from Netheril known only as Finder,[2][13] uncovered the scrolls among the
ruins of Aryvandaar, a fallen sun elven empire. These elves, however, had not dared to
use the power of the scrolls themselves.[14] After the discovery, the Netherese started to
base their magic on the scrolls' theory, instead of the elves', for their magic followed
inferior standards.[15]

After the discovery of the Nether Scrolls, the arcane might of Netheril increased
immeasurably.[14] They learnt to craft mythallar[16] and utilized that magical technology to
create the fantastic flying cities of their empire,[2] exceeding the power of their former
magical mentors, the elves of Eaerlann.[15][17] This newfound power only lasted for the
short duration before the empire's fall,[18] due to the catastrophe of Karsus's Folly.[19]

Numerous powerful Netherese artifacts were created using information from the Ars
Factum chapter of the scrolls, including the Crown of Horns and the Scepter of the
Sorcerer-Kings.[5] A number of books have been written about the scrolls, including the
appropriately named tome The Nether Scrolls[20] and History of the Nether Scrolls, the
latter of which was quite rare and valued at over 5,000 gp.[21]

Known Scrolls

Things are not as they seem. Seeming is illusion. Illusion is change. Things change.

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— Line one of column one, Arcanum Fundare Tiersus: Of fundamental or basic magic or
mystery, the third lesson or chapter.[22]
While the Nether Scrolls had no direct magical powers, they provided a vast body of
supply of arcane knowledge.[5] It would take eight hours of study a day, for three tendays
in order to even begin to comprehend the contents of a single scroll.[7]

The tomb of Hsssthak once contained Nether Scrolls known to the ancient elves to
contain a pair of spells that could allow lizardfolk to gain much power and prestige.[23]
These scrolls contained the awaken intelligence and alter beast spells.[24]

As mentioned above, every mage, knowing or not, based their magic on the theory of the
Nether Scrolls. Reading the ten scrolls that made up a chapter gave a reader
comprehensive
[25] and holistic knowledge that expressed itself in special permanent abilities.

Chapters

The five chapters of the Nether Scrolls were:

Arcanus Fundare
The chapter "Foundations of Magic" was about fundamental magic. It gave the reader an
instant boost to their spells' effectiveness and magical skill matching and/or surpassing
that of true masters, but no additional base magical power.[5][3]
Magicus Creare
The chapter "Spells of Creation" was about magic item creation. Reading it provided the
user with the ability to create new magic items and the ability to create any magic item
with less expenditure of one's essence.[5][26]
Maior Creare
The chapter "Major Creation" dealt also with the creation of magic items but with the
focus on constructs. It made the reader not only understand how to create constructs but
also how to reliably create them at top quality without any fluctuation.[5][26]
Planus Mechanus
The chapter "Studies of the Planes" dealt with the planes and allowed the reader to use
plane shift and not suffer any negative effects from other planes' environments.[5][26]
Ars Factum
The chapter "Of the Creation of Artifacts" Its contents were unknown, though naturally it
was suspected to deal with making artifacts. This chapter's scrolls required some kind of
key to be read, but it was never discovered.[5][26]

History

You may have heard of them before as the Nether Scrolls, from which the arcanists of
that ancient nation built their power and magical tradition. But let me tell you, the scrolls

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were ancient before the first towns of humans were founded on the shores of the Narrow
Sea.

— The Terraseer circa 1375 DR.[27]

In around −30,000 DR, the Nether Scrolls[14] or, as they were then known, the Golden
Skins of the World Serpent,[1] were created in Oreme[14] by the sarrukh. They sought to
gather all magical knowledge from their vast empire's borders into one location, in order
to consolidate their arcane power. This effort spawned its own secret society, the Ba'etith,
and lasted thousands of years after the fall of the empires of the Creator Races. Their
creation included magic from the batrachi and aearee, but did not include that of the fey
or humans.[5][8]

The Netherese discovered the scrolls amid the ruins of Aryvandaar in −3533 DR,[15]
marking the beginning of the Nether Age of the empire.

They abandoned the forms of magic being taught to them by their elven neighbors, and
refocused their search for arcane power with the newly-found scrolls.[28][29][30] The
enigmatic being known as the Terraseer arrived in Netheril about a century later, aiding its
people with the translation and understanding of many of the Nether Scrolls,[31][32][33] as
part of a grand experiment.[27]

After over 400 years of study, the elves of Cormanthyr stole one set of the Nether Scrolls
in −3095 DR and hid it away in Windsong Tower in the city of Cormanthor.[29][34][35] At an
unknown date afterwards, Tyvollus Aluviirsan transformed one set of the Nether Scrolls
into the Quess'Ar'Teranthvar.[36]

Several centuries later, in −2436 DR, seven of Netheril's remaining Nether Scrolls were
stolen by an unknown thief and returned to several creator race ruins: three were
returned to the Hall of Mists underneath the Grandfather Tree in the High Forest, two to
the Crypt of Hssthak in the western stretch of what would become the Anauroch desert,
[37] and two remained unaccounted for as of the 14th century DR.[38]

In −1896 DR, a band of thieves stole 24 parts of the Nether Scrolls from the chambers of
Ioulaum. Frightened of being discovered, they mashed the scrolls into golden lumps and
sold them.[39] All the remaining Nether Scrolls were stolen from their Netherese keepers
in −664 DR, while they were being transported from Seveton to the enclave of Eileanar,
enclave of the famous Karsus.[40][41]

After the fall of Netheril, during the time of the Lost Kingdom of Anauria, the of the scrolls
was recovered by Prince Hamukai an interred within a crypt in the city of Azumar. After
almost being stolen by the blue dragon Zikzokrishka, the prince offered to sacrifice his life
in a manner to seal the vault with magic and protect the scroll from future theft.[42]

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During the 14th century DR, in the Year of Moonfall, 1344 DR, the three scrolls that lay
within the Hall of Mists were taken by the human bard Mintiper Moonsilver and taken to
other destinations.[43]

In Year of Maidens, 1361 DR,[44] one of the scrolls was found in the ruins of Dekanter by
a lone alhoon that ascended up from the Underdark. For seven years, the scroll was used
by the alhoon to conduct experiments on the local goblin populations,[45] before it was
recovered by a hedge mage named Druhallen. The mage then gave the scroll to Lady
Wyndyfarh, a mysterious agent of Mystra, who secreted away for safe-keeping.[46]

The whereabouts one of the scrolls were uncovered around the Year of the Gauntlet,
1369 DR, by the former Red Wizard Edwin Odesseiron. He tracked down the scroll to an
underground crypt beneath the Graveyard District of Athkatla in western Faerûn.[47]

Six years later, in the Year of Risen Elfkin, 1375 DR, Hadrhune and Shadovar agents of
Thultanthar managed to break into the reemergent city of Myth Drannor and stole the
Quess'Ar'Teranthvar from beneath Windsong Tower. In response, Darcassan the Farseer
conscripted a band of adventurers to ensure the tree, and thus the Weave itself, was not
corrupted by the followers of Shar. The adventurers used the Chalice of Amaunator to
dissolve the tree into the original scrolls, and scattered them across the Realms.[48]

During the late 15th century DR, in the Year of Three Ships Sailing, 1492 DR, a group of
adventurers discovered the Nether Scroll of Azumar, though its final fate was unknown.
[49]

Rumors & Legends


The origin of the scrolls was known to very few beings. Some scholars could attribute
their creation to one or more of the creator races, without knowledge of which were
involved, while others believed they came from another crystal sphere, or were bestowed
upon humanity by the goddess Mystryl.[5]

Appendix

Appearances

References
1. ↑ Jump up to: 1.0 1.1 1.2 Brian R. James, Ed Greenwood (September 2007). The Grand
History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the
Coast), p. 8. ISBN 978-0-7869-4731-7.
2. ↑ Jump up to: 2.0 2.1 2.2 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob
Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of
the Coast), p. 261. ISBN 0-7869-1836-5.
3. ↑ Jump up to: 3.0 3.1 3.2 3.3 3.4 3.5 3.6 3.7 3.8 3.9 Richard Baker, Ed Bonny, Travis
Stout (February 2005). Lost Empires of Faerûn. Edited by Penny Williams. (Wizards
of the Coast), p. 156. ISBN 0-7869-3654-1.

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4. ↑ Lynn Abbey (September 2000). The Nether Scroll. (Wizards of the Coast), p. 290.
ISBN 0-7869-1566-8.
5. ↑ Jump up to: 5.00 5.01 5.02 5.03 5.04 5.05 5.06 5.07 5.08 5.09 5.10 5.11 5.12 5.13 5.14 slade, Jim
Butler (October 1996). “Encyclopedia Arcana”. In Jim Butler ed. Netheril: Empire of
Magic (TSR, Inc.), p. 8. ISBN 0-7869-0437-2.
6. ↑ slade, et al. (April 1996). “The Wilderness”. In James Butler ed. The North: Guide
to the Savage Frontier (TSR, Inc.), p. 81. ISBN 0-7869-0391-0.
7. ↑ Jump up to: 7.0 7.1 Adam Lee, Michele Carter, Christopher Perkins (March 2021).
“Alkazaar's Appendix”. In Michele Carter ed. Candlekeep Mysteries (Wizards of the
Coast), p. 210. ISBN 978-0-7869-6722-3.
8. ↑ Jump up to: 8.0 8.1 Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). Serpent
Kingdoms. (Wizards of the Coast), p. 55. ISBN 0-7869-3277-5.
9. ↑ {{Cite book/Anauroch: The Empire of Shade|100}
10. ↑ Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves.
(TSR, Inc), p. 158. ISBN 0-7069-0761-4.
11. ↑ Greg A. Vaughan, Skip Williams, Thomas M. Reid (November 2007). Anauroch:
The Empire of Shade. (Wizards of the Coast), p. 117. ISBN 0-7869-4362-9.
12. ↑ Lynn Abbey (September 2000). The Nether Scroll. (Wizards of the Coast), p. 292.
ISBN 0-7869-1566-8.
13. ↑ Jump up to: 13.0 13.1 13.2 slade, Jim Butler (October 1996). “The Winds of Netheril”. In
Jim Butler ed. Netheril: Empire of Magic (TSR, Inc.), p. 5. ISBN 0-7869-0437-2.
14. ↑ Jump up to: 14.0 14.1 14.2 14.3 Greg A. Vaughan, Skip Williams, Thomas M.
Reid (November 2007). Anauroch: The Empire of Shade. (Wizards of the Coast), p.
102. ISBN 0-7869-4362-9.
15. ↑ Jump up to: 15.0 15.1 15.2 Brian R. James, Ed Greenwood (September 2007). The
Grand History of the Realms. Edited by Kim Mohan, Penny Williams. (Wizards of
the Coast), p. 28. ISBN 978-0-7869-4731-7.
16. ↑ Jason Carl, Sean K. Reynolds (October 2001). Lords of Darkness. Edited by
Michele Carter. (Wizards of the Coast), p. 80. ISBN 07-8691-989-2.
17. ↑ Steve Kenson, et al. (November 2015). Sword Coast Adventurer's Guide. Edited
by Kim Mohan. (Wizards of the Coast), p. 16. ISBN 978-0-7869-6580-9.
18. ↑ Reynolds, Forbeck, Jacobs, Boyd (March 2003). Races of Faerûn. (Wizards of the
Coast), p. 40. ISBN 0-7869-2875-1.
19. ↑ Jason Carl, Sean K. Reynolds (October 2001). Lords of Darkness. Edited by
Michele Carter. (Wizards of the Coast), p. 81. ISBN 07-8691-989-2.
20. ↑ BioWare (June 2002). Designed by Brent Knowles, James Ohlen. Neverwinter
Nights. Atari.
21. ↑ BioWare (December 1998). Designed by James Ohlen. Baldur's Gate. Black Isle
Studios.
22. ↑ Lynn Abbey (September 2000). The Nether Scroll. (Wizards of the Coast), p. 291.
ISBN 0-7869-1566-8.
23. ↑ Ed Greenwood et al. (1989). Lords of Darkness. (TSR, Inc), p. 34. ISBN 0-88038-
622-3.
24. ↑ Ed Greenwood et al. (1989). Lords of Darkness. (TSR, Inc), p. 39. ISBN 0-88038-
622-3.

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25. ↑ Richard Baker, Ed Bonny, Travis Stout (February 2005). Lost Empires of Faerûn.
Edited by Penny Williams. (Wizards of the Coast), pp. 156–157. ISBN 0-7869-3654-
1.
26. ↑ Jump up to: 26.0 26.1 26.2 26.3 Richard Baker, Ed Bonny, Travis Stout (February 2005).
Lost Empires of Faerûn. Edited by Penny Williams. (Wizards of the Coast), p. 157.
ISBN 0-7869-3654-1.
27. ↑ Jump up to: 27.0 27.1 Greg A. Vaughan, Skip Williams, Thomas M. Reid (November
2007). Anauroch: The Empire of Shade. (Wizards of the Coast), p. 102. ISBN 0-
7869-4362-9.
28. ↑ Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves.
(TSR, Inc), p. 11. ISBN 0-7069-0761-4.
29. ↑ Jump up to: 29.0 29.1 Ed Greenwood, Sean K. Reynolds, Skip Williams, Rob
Heinsoo (June 2001). Forgotten Realms Campaign Setting 3rd edition. (Wizards of
the Coast), p. 268. ISBN 0-7869-1836-5.
30. ↑ Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves.
(TSR, Inc), p. 33. ISBN 0-7069-0761-4.
31. ↑ Greg A. Vaughan, Skip Williams, Thomas M. Reid (November 2007). Anauroch:
The Empire of Shade. (Wizards of the Coast), p. 86. ISBN 0-7869-4362-9.
32. ↑ Greg A. Vaughan, Skip Williams, Thomas M. Reid (November 2007). Anauroch:
The Empire of Shade. (Wizards of the Coast), p. 90. ISBN 0-7869-4362-9.
33. ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the
Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 27.
ISBN 978-0-7869-4731-7.
34. ↑ Steven E. Schend and Kevin Melka (1998). Cormanthyr: Empire of the Elves.
(TSR, Inc), p. 34. ISBN 0-7069-0761-4.
35. ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the
Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 29.
ISBN 978-0-7869-4731-7.
36. ↑ Greg A. Vaughan, Skip Williams, Thomas M. Reid (November 2007). Anauroch:
The Empire of Shade. (Wizards of the Coast), p. 124. ISBN 0-7869-4362-9.
37. ↑ Ed Greenwood, Eric L. Boyd, Darrin Drader (July 2004). Serpent Kingdoms.
(Wizards of the Coast), p. 96. ISBN 0-7869-3277-5.
38. ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the
Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 31.
ISBN 978-0-7869-4731-7.
39. ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed.
Netheril: Empire of Magic (TSR, Inc.), pp. 8–9. ISBN 0-7869-0437-2.
40. ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the
Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 41.
ISBN 978-0-7869-4731-7.
41. ↑ slade, Jim Butler (October 1996). “The Winds of Netheril”. In Jim Butler ed.
Netheril: Empire of Magic (TSR, Inc.), p. 10. ISBN 0-7869-0437-2.
42. ↑ Adam Lee, Michele Carter, Christopher Perkins (March 2021). “Alkazaar's
Appendix”. In Michele Carter ed. Candlekeep Mysteries (Wizards of the Coast), p.
199. ISBN 978-0-7869-6722-3.

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43. ↑ Brian R. James, Ed Greenwood (September 2007). The Grand History of the
Realms. Edited by Kim Mohan, Penny Williams. (Wizards of the Coast), p. 139.
ISBN 978-0-7869-4731-7.
44. ↑ Lynn Abbey (September 2000). The Nether Scroll. (Wizards of the Coast), p. 52.
ISBN 0-7869-1566-8.
45. ↑ Lynn Abbey (September 2000). The Nether Scroll. (Wizards of the Coast), pp.
185–187. ISBN 0-7869-1566-8.
46. ↑ Lynn Abbey (September 2000). The Nether Scroll. (Wizards of the Coast), pp.
300–301. ISBN 0-7869-1566-8.
47. ↑ BioWare (September 2000). Designed by James Ohlen, Kevin Martens. Baldur's
Gate II: Shadows of Amn. Black Isle Studios.
48. ↑ Greg A. Vaughan, Skip Williams, Thomas M. Reid (November 2007). Anauroch:
The Empire of Shade. (Wizards of the Coast), p. 117. ISBN 0-7869-4362-9.
49. ↑ Adam Lee, Michele Carter, Christopher Perkins (March 2021). “Alkazaar's
Appendix”. In Michele Carter ed. Candlekeep Mysteries (Wizards of the Coast), pp.
210–211. ISBN 978-0-7869-6722-3.

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