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Sharawood Investigation


To folk from other parts of Faerûn, the Shaar seems to be a vast expanse of nothingness that presents an unfortunate obstacle to trade among other lands. The fierce barbaric nomads and dangerous beasts that roam its grassy plains appear to spend all their time attacking caravans and fighting over precious water. Indeed, many feel that everyone would be better off if the Shaar just disappeared.


But this immense sea of gently rolling hills is far more diversified and wondrous than most people understand. The Shaar is a land of hardship and fierce people, certainly, but it also, offers a bounty of unusual cultures, varied resources, and trade opportunities found nowhere else. Humans are not the only nomadic creatures living on the plains. Wemics, Centaurs, Thri-kreen, and Loxo also roam the Shaar, hunting the great herd animals for food and constantly squabbling over water rights. From time to time, Gnolls, Perytons, Manticores, Wyverns, and Dragons challenge the nomads for supremacy of the area.


Of all the regions of the Shining South, the Shaar is perhaps the most complex in terms of its great variety of races and cultures. Some races - such as the gold dwarves, of the Great Rift, the humans in the trading centers, or the reclusive wild elves and ghostwise halflings of the various forests - are firmly entrenched in their ancestral homes. Many others - including humans, wemics, centaurs, and others - roam the grasslands as nomadic tribes, coexisting in a never-ending cycle of hunting and gathering. Still other races visit the Shaar only occasionally, yet their presence impacts every native creature's way of life in profound ways. Few outsiders fully understand the delicate balance that maintains the Shaar, but the grassy sea has been the same for many centuries, and all who are part of it accept it as an intrinsic element of their very existences.

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The Shaar is a most effective barrier between the Heartlands and the Shining South, effective through its own emptiness. The Shaar is dominated by miles upon miles of thick grassland, and peopled only by nomads, herdsmen, and raiders. Yet, strange temples and abandoned shrines to lost gods dot the lands, and some of the wanderers encountered wield great mystical powers. Mighty winds powerful enough to overturn wagons and lift mounts into the air are common. The region known as Eastern Shaar is sparser, less green, and more of a wasteland. Larger than the Shaar in area and more arid, it is separated from the Shaar by a ridge known as the Landrise. The Eastern Shaar is free of any major features save for the huge chasm known as the Great Rift.

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The Beastlands are a region of plains at the eastern end of the Shaar. It was home to various non-human monstrous tribes who were allied in a loose confederation for self-defense. The eastern edge of this region was formed by the Giant's Belt Mountains, a range which separated the plains from the desert to the east.


Veldorn is a savage land of poorly defined borders. To many, it is considered the Beastlands, a home of monsters. Each clan of monsters is said to be ruled by a “beast lord”, who plot and scheme against each other for control over the Beastlands and the lands beyond. Travelling through these lands is unsafe to do unarmed. Caravans without guards are invariably attacked and the monsters of Veldorn see little problem with attacking anyone who stumbles into what they consider to be their territory. As such, most folk tend to steer far clear of these barbaric lands.


Yes, those tales your mother told you were true: There is a land of monsters, ruled by monsters, and this is it. They eat caravans whole along the Trade Way, love to raid the camps of outlanders who will all be too dead to hit back, and dream of ruling all Faerûn. Avoid the place or be eaten, as the old maps say.

— Anonymous Harper agent

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Sometimes referred to as the Drakewood, the Sharawood sits between Azulduth, Lake of Salt to the northwest and the Toadsquat Mountains to the south. Thick and overgrown with tropical vines and flowering creepers, the Sharawood holds many secrets, since few sentient beings have ventured into its murky interior. The nomads of the plains occasionally come to the edge of this forest to gather herbs, hunt for food, or hide from their enemies, but they rarely venture deeper into the woods because of the many Sword Spiders that dwell there.


As if the spiders didn't present enough danger, a traditional story says that a terrible undead creature that steals people's bodies and turns them into zombie slaves haunts the Sharawood. In fact, this tale is not far removed from the truth. An extremely old and powerful Dracolich known only as the Everlasting Wyrm inhabits the darkest, deepest part of the Sharawood, ruminating on its nefarious plots and slowly collecting a brood of minions. Though it keeps to itself and tries to remain unnoticed by the nomads of the plains, it does not hesitate to enslave any tribesfolk who discover its existence. The Dracolich's worst enemies are the Knights of the Eternal Dragon, a group of undead stalwarts hidden away in the ruins of the Castle Al'hanar, just south of the Sharawood. Once every century, the knights arise and charge into the woods to do battle with the Dracolich and its horde of living spawn. Though the knights always destroy the Dracolich and all its minions, this battle seems doomed to play out over and over until the end of time because true to its name, the Everlasting Wyrm simply reforms over a decade or two and begins its machinations again.


Since the Spellplague, hidden deep inside it is a city ruled over by Xavarathimius, the Everlasting Wyrm, an Ancient Green Dracolich. The city is largely populated by Lizardfolk, who revere the Everlasting Wyrm, as well as the Dracolich's numerous undead slaves.

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