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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 11:22:52
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Shar (Pronounced: Shahr) Mistress of the Night, Lady of Loss, Dark Goddess
Greater Deity ( Divine Rank 18 )
Symbol: Black disk with deep purple border Home Plane: Plane of Shadow Alignment: Neutral Evil Portofolio: Caverns, Darkness, Dungeons, Forgetfulness, Loss, Night, Secrets, the Underdark Worshipers: Anarchists, Assassins, Avengers, Monks (Dark Moon), Nihilists, Rogues, Shadow Adepts, Shadow Dancers Cleric Alignment: Chaotic Evil, Neutral Evil, Lawful Evil Domains: Cavern, Darkness, Evil, Knowledge Favored Weapon: "The Disk of Night" (Chakram)
Shar is a twisted and perverse being of hatred, jealousy, and evil. She can see every being, object, and act performed within Darkness and holds dominion over pains hidden but not forgotten, carefully nutured bitterness, and quiet revenge for old slights. She spends much of her energy battling her old nemisis, Selūne, in a war that is older than recorded time. She is the creator of the Shadow Weave. The church of Shar is made up of independant cells that have strong, authoritarian leaders. All cells in a particular region is under the purview of a superior priest. Clergy members revel in secrets, using them to tie each other together in loyalty and community. The pursue practical goals of advancing the power of the priesthood and Shar's worshipers while avoiding direct opposition of other faiths (Except that of Selūne). The clergy of Shar work to overthrow governments, promote Shar's patronage of avengers, organize secret cabals, and create false cults to their ends. Clerics of Shar prays for their spells at night. They have no faith-wide holy days except the Rising of the Dark, which occurs on the Feast of the Moon and involves a blood sacrifice and the revelation by senior clerics of which plots the church will be advancing in the coming year. At least once a tenday, a cleric must attend a Nighfall, a dancing and feasting revel performed at nightfall that is followed by a small act of wickdness that cleric reports to her superiors in the clergy. Shar's clerics often multi-class as rogues. She has an elite order of sorcerer-monks in her service that uses the power of the Shadow Weave.
((Forgotten Realms Campaign Setting, page 248 and 249
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"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 11:24:36
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After Lord Ao created the universe, the swirling chaos coaleced to form twin deities; Selūne, a being of Creation and Light, and Shar, a power of Darkness and Destruction. Shar's existence, paradoxically, is tied to the shrouded nothingness that existed prior to Lord Ao's act of creation. Shar reflects the primal dark, the flawless void erased at the beginning of time by a distant, unconcerned overdeity. Her heart longs for a return to the calm nonexstence, and she schemes from the shadows to tear down establishment, destroy order, and undermine all creation. Religious art depicts Shar as a black sphere outlined in magical purple flames or a beautiful human woman with long, raven-black hair dressed in swirling dark garb. In this guise her haunting purple eyes have coal black pupils that reflects the primal void.
Since her earliest battle with Selūne (Which continues to this day), Shar has gained over pain hidden but not forgotten, carefully nutured bitternress, and quiet revenge for old sights. Deeply twisted, the Lady of Loss secrets, underhand dealings, and subterfuge. She uses her mortal worshipers as pawns in a perverse game against everything that has been, is, and will be. Patron of the Shadow Weave, a corrupting magical force based upon nothingness and mad secrets, the Mistress of the Night bolsters her impressive power with temptation and guile.
Shar's love of secrecy serves her clergy well, and most residents of Faerūn knows very little about her mysterious cult. All regard her as a dark and vengeful deity, but many seek out her servants in time of grief and bereavement. There is a pervasive belief that her clergy aids those who have been wronged or who have suffered great loss. Instead of offering release from the pains of grief, though, Shar's clerics reinforce supplicant's regret and feeling of betrayal, turning their focus to bitterness and revenge. Good clerics (Particularly those of Lathander, Mysta, and, of course, Selūne) warn of the dangers of seeking such solance, but desperation often gets in the way of better judgements, and the ranks of Shar's clergy swell with each passing year.
Clerics of Shar prays for their spells at Night. Because most of her followers keep their devotion a secret, the religion have but one fixed holy day. During the Festival of the Moon, Sharrans celebrate the Rising of the Dark, when the directors of local cults outline the dark plots of the coming year over the quivering body of a live sacrifice. Once a tenday, followers must engage in an act of wickedness, ideally after a nocturnal dancing and feasting ritual known as Nightfall. Shar's clerics often multiclass as rogues, with her most debased and accomplished servitors becoming Night Cloaks. Those clerics associated with the Cult of the Dragon often multiclass as Wearers of Purple.
History/Relationship: Shar's ceaseless battle against her bright sister have caused the creation and destruction of several deities throughout history. Though Selūne strikes openly and forcefully against her twin at every opportunity, Shar prefers subversion, using her mortal worshipers to attack Selūne's clergy and those things she holds dear, rather than at the deity herself. Still, she occasionally moves against minor enemies. During the Times of Troubles, Shar killed Ibrandul, a lesser deity of Caverns, Dungeons, and the Underdark, as an act of pure opportunitism. She continues to grant spells in the name of Ibrandul, reveling in the decite of the entire affair. Shar may attempt to consume Mask as well, for she nutures a cold anger against his dominion over Shadows. Shar's love of dark spaces brings her into frequent conflict with deities of light and fire, and her desire to dominate over the concept of revenge sets her against the ancient, dwindling Hoar. Her only frequent ally is Talona, who may eventually serve Shar in return for the Dark Goddess's aid in murdering her hated enemy Loviatar.
Dogma: *Reveal secrets only to fellow members of the Faithful. *Never turn to hope, or follow promises of success *Quench the light of the Moon (Agents and items of Selūne) whenever you find it, and hide when you cannot prevail. *The dark is a time to act, not wait *It is forbidden to better your lot in life or to plan ahead, except when directly overseen by the Faithful of the Dark Deity *Consorting with the faithful of good deities is a sin except in business dealings, or to corrupt them from their beliefs. *Obey ranking clergy unless it would result in your own death
Clergy and Temples: Shar's doctrine of vengeful nihilism appeals to those who have suffered great loss or betrayal. Her dominance over Darkness and Night makes her popular among the blind (Especially those accidentually or intetionally blinded due to the actions of others), nocturnal and subterrean humanoids, and creatures who shun the light, including many goblonoids. All who favor the Dark or do they business by Night (Such as cutthroats and thieves) carry her favor, as do many whose deranged world views might be interpreted as insanity. The insane seems to have a natural affinity for Shar's teachings, which may be why so many Selūne's clerics seek out the mad and attempt to cure or imprison them.
The church is made up of independant cells that have strong, authoritarian rulers. Few adherents know the real name of others in the local cult, and almost no-one knows the name of the leader of the larger regional organization. In areas where Shar's cult is strong, wars of assassination against Selūnites are common. This keeps the church fairly small, since many Sharrans dies in these attacks or are put to death by local magistates shortly afterwards. Temples to Shar vary in description but usually doubles as a place of business or residence. Most feature at least one room bathed in deeper darkness, which is used in religious ceremonies and religious killings.
Shar's clergy revels in secrets. In civilized lands they frequently establish exclusive social clubs or false cults to further corrupt the foundation of mannered society. Culthists work to overthrow governments, promote vengeance, organize cabals, and foment unrest through calumny and sedition. Sharrans believe that all that matters is the freedom to live by one's own dectates; The state exist to freedoms and is hench inherently immoral institution that should be crushed. To them, everything deserves to perish, and their duty in life is to encourage the process of destruction. The Dark Moon, an elite order of sorcer-monks employ the power of the Shadow Weave to further the Dark Goddess agenda.
((From the Faiths and Pantheons, page 58 to 59 |
"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 11:25:45
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Shar, the dark-tressed deity of Darkness and Secrets, has nursed a grudge against her sister Selūne and their daughter Mystra since the Dawn of Creation. While her battle with Selūne have been both grand and subtle, her vengeance against Mystra have been brewing so long and so coolly that most doesn't even know it exsist. Yet sages of divine lore categorizes her as "the Ruler over pains hidden but not forgotten, bitterness carefully nutured away from the light and from others, and quiet revenge for old slight, no matter how old". With this as her legacy, it should be no surprise that Shar would seek recompense from Mystra, but none thought she would do it in the matter she have chosen...
The Shadow Weave: Because she knows that striking directly against Mystra at this time would be foolish and dangerous, Shar chose an indirect way to combat her traitorous daughter. If Mystra is the source of Magic on Faerūn, making every mortal spellcaster beholden to her to some extent, it would be possible to steal away some of that power and the associated worship by creating another source of magic that was under Shar's control and whose practitioners would have to be beholden to her if they wished to survive its use unscatched. Shar studied the Weave and her own energy in remote parts of the world to experiment on it, eventually coming to understand how it worked and duplicating with her own subtle and dark creations. Eventually this experiment grew to encompass the entire globe, although none knew of its existance. This creation is the Shadow Weave, a dark and disordered copy of the true Weave that enchances the magic of shadows, enchantment, necromancy, and illusion. With the Shadow Weave, Shar hopes to draw evil-inclined spellcasters to her flock, especially since those are the kind of people who would avoid paying to the good-aligned Mystra anyway. While the Shadow Weave has existed for quite some time, only recently has its use begun to spead rapidly as its powers become known to many.
With people drawn to her Faith and her souce of Magic rather than that of the normal Weave, Shar hopes to draw power away from Mystra, so that the Lady of Mysteries is reduced to an intermediate or lesser deity, at which time Shar might be able to force Mystra to serve her or destroy her outright. With Mystra subservient or gone, Shar would be able to attack Selūne, using her complete control over magic to slaughter large numbers of the Moon Maiden's worshipers, weakening her eternal rival to such an extent that Shar could finally be victorious.
Philosophy and Worshipers: Shar is a newcomer to the powers of Magic and has not established a firm platform for her followers that worship this aspect of her. Her primary goals are the acquisition of new followers, mainly by tempting them with the power offered by the Shadow Weave. She tries to have those who turn to the Shadow Weave chose her as a patron, and in return for this, she sooths the pain of the mental damage caused by drawing upon her dark secret. Shar is careful to avoid tempting divine spellcasters to take this last step, as she has no desire to create more enemies when she sees her moment of victory over Mystra and Selūne over the horizon. It is possible that Shar and another deity might make arrangements for a special follower to gain Shar's blessing without having to choose her as a patron; Such agreements usually involve an extra quest for Shar and one for the character's actual patron as well.
Shar is especially fond of seducing sorcerers and wizards known to train many apprentices, for such mages tend to produce young mages who also rely on the Shadow Weave. She also enjoys corrupting those who manufactors magical items, particularly prolific crafters such as enclave Red Wizards, for their items are Shadow Weave items, which encourages every person handling them to turn to the Shadow Weave.
The Shadow Weave is the space between the strands of the Weave, the gaps in the Spider's Web, the bubbles of air trapped in the water of the ocean. It reaches everywhere the Weave does, and more, for the Shadow Weave is not subject to Mystra's Laws or state of well being. If Mystra were to die, and the Weave collapse, the Shadow Weave would persist. Users of the Shadow Weave are not subject to wild magic areas or dead magic areas in the Weave, for they draw upon another source of power. It might be possible for dead or wild magic areas to form in the Shadow Weave, but that would require great magical force to be expanded against it, such as the death of a deity who use the Shadow Weave or the destruction of an artifact or mythal created with the Shadow Weave. No such events are known. Should these events come to pass, the effects would be similar to a Weave user in an area of wild or dead magic, except that the Shadow Weave user would be effected and not the Weave user. A creature that uses the Shadow Weave cannot cast spells with the light designator or activate spells completions or trigger items with the light designator. Any attempt to do so is a standard action and produces no effect, just as if the user were trying to cast a spell within an antimagic field. Antimagic field negates all magic within its area, so it does affect a user of the Shadow Weave. Shadow Weave spells do not bypass spell resistance, although users of the Shadow Weave get a bonus on level checks to overcome spell resistance when casting spells from the schools of Enchantment, Illusion and Necromancy.
During the course of her eternal war with the goddess Selūne, the goddess Shar created the Shadow Weave in response to Selūne's creation of Mystra and the the birth of the Weave. If the Weave is a loose mesh permeating reality, the Shadow Weave is the pattern formed by the negative space between the Weave's strands. It provides an alternative conduit and methodology for casting spells. Shar, being the goddess of secrets, have mostly kept the secrets of the Shadow Weave to herself. Over the millenia some mortals, mainly her sevants, have been allowed to discover the Shadow Weave or have stumbled upon it during their researches. Shadow Weave users enjoy several advantages. First, they ignore disruptions in the Weave. A Shadow Weave effect works normally in a dead magic or wild magic zone. (An antimagic field, which blocks the flow of magic, remains effective against Shadow Weave Magic, as does spell resistance) Skilled Shadow Weave users are able to cast spells that are extraordinarily difficult for Weave users to perceive, counter, or dispel. Shadow Weave users also suffer some disadvantages. Fist, Shar has full control over the Shadow Weave and can isolate any creature from it or silence it entirely without any harm to herself. Second, the secrets of the Shadow Weave are disquieting and injurious to the mortal mind. Without assistance from Shar, a Shadow Weave user loses a bit of his or her mind. Third, while the Weave serves equally well for any kind of spell, the Shadow Weave is best for spells that sap life or muddle the mind and senses, and is unsuited to spells that manipulate energy or matter - and cannot support any spells that produces light. Finally, the more familiar a mortal becomes with the secrets of the Shadow Weave, the more divorced she becomes from the Weave. An accomplished Shadow Weave user can work spells that Weave users find difficult to detect, dispel, or counter, but the Shadow Weave user also becomes similarly unable to affect spells worked through the Weave.
Shadow Weave Items:
Magic items created by those who use the Shadow Weave are rare and dangerous. Only the clergy of Shar and Shar's few devotees create any number of Shadow Weave items. Shadow Adepts unallied to Shar's church are rare and reclusive enough that only a handful of magic items are manufactured asShadow Weave items. Shadow Weave items are nearly identical to items created by Weave users, but the differences are profound. Spell-like effects generated from Shadow Weave items have the same benefits and limitations that a Shadow Weave caster has; Effects from the schools of Enchantment, Illusion, and Necromancy gain +1 bonus on their save DC and a +1 bonus on caster level to overcome spell resistance. The same bonuses apply to effects with the Darkness designator. Effects from the Evocation and Transmutation have their caster level reduced by 1 (Though their cost are based on the original caster level). The reduced caster level affects the spell's range, duration, damage, and any other level-dependant variables the effect may have. The effects save DC is reduced by -1 and caster level checks to overcome spell resistances suffer a -1 penalty as well. The DC to dispel Evocation or Transmutation effects from a Shadow Weave item is 11 + the reduced caster level. In general, Shadow Weave users does not bother to create magical items that includes Evocation or Transmutation effects. Shadow Weave items cannot generate effects with the light designator. Shadow Weave items can pose a seriouse danger to users who are not familiar with the mysteries of the Shadow Weave. Activiting a Shadow Weave item through spell completion, spell trigger, or command word deals 1d4 points of temporary wisdom damage to the user unless the user has the Shadow Weave Magic feat. A use-activated Shadow Weave item deal 1 point of temporary wisdom damage the first time it is used each day unless the user have the Shadow Weave Magic feat. If the item functions continuosly, the temporary wisdom damage occurs at dusk each day or when the user takes off or puts away the item, whichever comes first.
((Magic of Faerūn, page 6, 7 and 10 ((Forgotten Realms Campaign Setting page 57 and 58 |
"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 11:27:55
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Introduction:
The deity Shar is one of the reasons the good folks of Faerūn fear the Night. The clergy of Shar fulfills the commands of Selūne's dark twin, whose sinister desires and schemes are the stuff of evil legend. Dedicated to speading her dogma and carrying out her wishes, the church of Shar is of neccessity a secrative and furtive organization that must practice its rite in hidden places, for the faith is forbidden in some areas. A conciderable number of those who follow the Lady of Loss are quite willing to give up their own if doing so better serves the Dark Deity, making this organization a particularly deadly and dangerous foe of those who espouse the doctrines of Shar's enemies. Any good-hearted person fears the snares and lies of Shar, and rightly so. Perhaps because times have been increasingly difficult across Faerūn in recent years, giving rise to greater feelings of jealousy, hatred, and bitterness, Shar's cult has of late gained a number of converts, and with them an increase in its influence and resources. Though barred officialy from some cities, hidden temples concecrated to the Mistress of the Night have sprung up across Faerūn. From these secret bases the church's cells advance the power of their sects even as they advance their own.
Brief History:
Shar is, was, and shall always be. So say her priests, and they may well be correct. Her own history dates back to the very earliest origins of the cosmos. Dark Shar and her bright sister, Selūne, together brought about the creation of the universe which Toril is found. But their opposed nature led to strife, and finally open conflict. In the divine struggle that ensued, Selūne emerged victorious through the aid of the newborn deity Mystrul (Later Mystra), born from energy taken from both sisters. Ever since that time, Shar have struggled against her lighter twin. Powerful but isolated, she waxed and waned in power as the eons passed.
Mortals have worshiped the various aspects of Shar since they first appeared in the world. She is favored by those whose desires and deeds are best served by darkness, venerated by those who have suffered loss and grown bitter in its wake, and worshiped by those whose hearts are filled with jealousy. All who know the delicious thrill of discovering and hoarding secrets, particularly those of a malicious or spiteful nature, know Shar's caress. Her dogma of hopelessness in the face of an uncaring and indifferent cosmos appeal to all those whom life seems without substance and meaning. During the Times of Troubles, she aquired the Cavern portofolio by slaying Ibrandul, a lesser power. Since then, a number of subterrean beings, such as goblins, troglodytes, and kobolds have started to venerate her.
Today, her clergy is actively spreading her worship throughout Faerūn. The clerics must do their work in secret, however, for Shar have many enemies. Her clerics tools includes subversion, corruption, and outright deception as they work to convert the faithful of other deities to the Lady of Loss.
The Organization:
Headquarters: Because the cult must remain hidden to avoid persecution, it has no official center of worship or administration that would tempt its enemies. Its largest religious house is the Temple of Old Night in Calimport.
Members: It is impossible to know the exact number of worshipers who concider Shar their patron deity, or who venerates her sufficiently to be concidered active in her church. The best estimation is that perhaps as many as 100 000 Faerūnians have chosen Shar as their patron, and of this number some 3 500 represents her clergy.
Hierarchy: Webbed Leader: Shar Religion: Shar Alignment: Neutral Evil, Lawful Evil, Chaotic Evil Secrecy: High Symbol: Shar's symbol is a pure black disk with a deep purple border. This symbol is displayed prominently in her temples and shrines (Though in some hidden worship areas the symbol is removed between services, so intruders who stumble upon the place of worship will not necessarily know exactly what is transpiring there). Her clerics often wear jewelry that bears her sigil worked into its design. They prefer jet or onyx for the black center of the symbol, and amethyzt or purple marble for the border.
The church of Shar segmented into a number of individual cells that operate independently. A cell is normally organized near a temple, shrine, or other place of worship. All the cells in a given geographic area are under the command of a single priest. These priests communicate with one another, but they provide information to their inferiors only on a need-to-know basis. Shar is, after all, the deity of unrevealed secrets. Wheter or not she actually lies to her clergy is uncertain, but it seems likely that Shar never reveals more than she feels she must, even to those who servev her well.
Hierarchy: Shar's temples are controlled by the most senior (That is, the most potent) cleric of Shar. Each temple's hierarchy is unique , but regardless of its precise organizational structure it is always arranged in a olearly defined manner. All members of the clergy know their place, and doctrines forbids attempting to improve one's position... Although this rule is conveniently ignored by the ambisious.
Motivations and Goals: The church of Shar exists both to prepeutate itself and to spread the influence of the Dark Deity by converting worshipers to her faith. Shar's worshipers advance these goals by working secretly to undermine and corrupt governments, religious, and persons dedication to good or tenets that differ from their own. Doing so makes their victims more receptive to Shar's gospel and increase the likelihood that they will turn away from their own faiths and accept hers. While their methods may seem similar to those of other evil organizations, each member of the church of Shar performs these acts not merely for personal gain but from a deep devotion to the Lady of Loss and an unwavering obedience to her worldly representatives. Any given cell of the church may undertake a variety clandestine operations, as dictated by its superior. Often the members of a cell does not know why they are to murder a particularly noble or take over a certain merchant's business. Those who absolutely need to know hold these secrets in trust. Among the clergy, secrets are the coin of the realm. They are the most valuable commoditie avaible to a worshiper of Shar, and they are not distributed casually. Sharrans offering to share information expects a return in kind. Secrets are also useful for subverting the minds and will of potentional converts. A well-placed secret in the right ear may gain a new soul for Shar much faster and more lasting than a conversion obtained at swordpoint. A favorite recent example involves a certain noteable countess in Sembia, who was ignorant of the fact that her beloved husbond was engaged in an affair with her siter... Until a priest of Shar whispered the awful secret in her ear. The countess experienced all the emotions that made her receptive to Shar's message - loss, jealousy, and bitterness. The countess's thirst for vengeance drove her right into the waiting arms of Shar's clergy. So does the influence of the Dark Deity grow, one soul at a time. Although the church of Shar normally avoids open conflict with other religions, it is intractably opposed to the good faiths, particularly those of Selūne. So bitter is Shar's hatred towards her twin that her clergy's resources and energy are devoted to bringing as much harm to the Moon Maiden as possible. The church works on occasion with the monks of the Dark Moon, an elite order of sorcerer-monks who serve the Lady of Loss. But those collaborations are infrequent, since Shar prefers that the monks works independantly.
Recruiting: Shar's church actively recruits new members as well as worshipers of its deity. But Shar's priests are not easily fooled, and those wishing to ordained in her church must undergo tests of faith and commitment that involve practices abhorrent to most good-aligned beings. Those who balk at committing murder or sacrificing a loved one to prove themselves are not accepted into the clergy. Often they are themselves killed, usually by potentionally true converts who are ready to show their devotion to the faith. New cleric recruits are continually tested, assigned to activities that require uncompromising obedience to the church hierarchy and principles. The hands of most initiates are so steeped in blood after only a few months as members of the clergy that even if they were to renounce their faith and somehow escape Shar's vengeance, they would very likely never be welcomed in good societies again. Once accepted into the clergy, a cleric of Shar must demonstrate unswerving and unquestioning obedience to his or her superiors. To defy orders is to invite death. Seldom are her clerics given instructions that involve suicide sacrifice, for Shar does not spend her worshiper's lives unless doing so leads to a further net gain of converts. Those who serve the faith well learns its secrets, but not before they are judged ready. Folk who choose Shar as their patron deity because circumstances in their lives led them to believe in her message generally have no problem finding their way to the nearest underground cell. Joining Shar's church as a worshiper, rather than as a member of the clergy, also involves performing acts that would repulse non-evil individuals. Those who betray the church after being exposed to, or participating in these rites are, naturally, destroyed.
Allies: Given Shar's dogma, it is not difficulty to understand why her church have few lasting allies. The Dark Deity's unforgiving and bleak dogma discourages alligeances of all but the most temporary sort. Those who willingly work alongside Shar's clergy do so with the knowledge that the Sharrans will never reveal any profound secrets or vital information except under the most extraordinary situation. The church has no hestitation about employing monsters or creatures that are easily bribed, manipulated, or intimidated into serving Shar's goals. Undeads, evil humanoids, and ambitious young evil dragons are common among the church's servitors and associates. Amongst the Faerūnian deities, only Talona does not fear to ally herself regularly with Shar, but she does so only when the partnership brings woe to their common enemy, Loviatar. Shar have been observing Cyric's career since his ascension to godhood during the Times of Troubles. Of late, she have begun to tempt him with the power of the Shadow Weave, which would allow his clerics to free themselves from their dependance on Mystra. She have not yet revealed the extent of her plans for a Sharran - Cyricist alligenace even to her most loyal clerics, however, since she does not wish those forces allied to her sister to become aware of what might well become the most powerful evil cult in all of Faerūn.
Enemies: Shar's foes includes all the organized groups, clergies, and forces of good. First amongst her opponents is, of course, her sister Selūne. Shar's hatred and loathing for the Moon Maiden is unremitting, and her clergies have standing orders to destroy her sisters worshipers whenever possible. Shar takes special delight in condemning captured Selūnite clerics to prolonged and excruciating torture.
((Lords of Darkness, page 122, 123, 124, 125 |
"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 11:30:25
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Shar (Mistress of the Night) - Neutral Evil
Goddess of the Dark, Night, Loss
Garb: Ceremonial dress is long-sleeved robes of deep purple, parted in front to reveal black tights. A black skullcap covers the entire head, except for women with jet black hair; This is left long as a symbol of the Dark Lady's pleasure. Symbol: Circle of black with a border of deep purple Ceremonies: During the Festival of the Moon, Sharrans celebrate the Rising of the Dark, when the directors of local cults outline the dark plots of the coming year over the quivering body of a live sacrifice. Once a tenday, followers must engage in an act of wickedness, ideally after a nocturnal dancing and feasting ritual known as a Nightfall.
The goddess is said to be darkly beautiful. She is often worshipped by those made bitter by loss of a loved one, for in her dark embrace all forget, and although they forever feel loss, they become used to such pain until they consider it the usual and natural state of existence. Shar battles continually with Selūne, slaying her often (I.E. every new moon), and is worshipped (or paid lip service by) all surface-dwelling beings who dislike light. Those who make or take disguises worship Leira, but those who seek only to hide or bury something pay homage to Shar. Shar appears as a raven-haired beauty dressed in black. Shar is a popular amongst goblins and other light-hating beings, such as drows whom have tired of the rule of Lolth, and many venerate (without actually worshiping) her when doing business in the dark. Followers of Shar are called "Nightbringers".
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"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 11:32:35
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Shar
Rogue 10/Shadowdancer 10/Assassin 10/Sorcerer 10/Shadow Adept 10 Medium-sized Outsider (Evil) Divine Rank: 18
Hit Dice: 20d8+160(Outsider) + 10d6+80(Rog) + 10d6+80(Shd) + 10d6+80(Asn) + 9d4+72(Sor) + 10d4+80(Sha) (968 HP) Initiative: +19, always first (+15 Dex, improved initiative, Supreme initiative) Speed: 60 feet AC: 88 (+15 Dex, +18 Divine, +31 Natural, +14 Deflection) Attacks: +5 Keen Unholy Wounding Short Sword +85/+81/+75/+71 melee/+5 Keen Unholy Wounding Short Sword +85/+81 melee, or +5 Returning Speed Disk of Night +84/+84/+79/+74/+69 ranged; Or spell +70 melee touch or +78 ranged touch *Always receives 20 on attack roll, roll to check for critical Damage: +5 Keen Unholy Wounding Short Sword 1d6+12/17-20/x2 /+5 Keen Unholy Wounding Short Sword 1d6+8/17-20/x2, or +5 Returning Speed Disk of Night 1d4+12/19-20/x3; Or by spell *Always inflicts maximum damage Face/Reach: 5 ft. by 5 ft./5 ft. Special Attacks: Death Attack (DC 50), Domain Powers, Divine Abilities, Sneak Attack +15d6 (90), Spell-like Abilities Special Qualities: Darkvision, Defensive Roll, Divine Aura (18 miles, DC 42), Divine Immunities, DR 53/+4, Evasion, Familiar (Bats), Fire Resistance 38, Godly Realm 100 miles outer plane, 1 800 feet material plane), Greater Shield of Shadows (19 rounds), Hide in Plain Sight, Improved Evasion, Low-light Vision, Plane Shift at will, Remote Communication 18 miles, Shadow Companion (3), Shadow Defense +3, Shadow Double (1/day, 19 rounds), Shadow Illusion (1/day), Shadow Jump (160 feet), Shadow Walk 1/day, Slippery Mind, Spell Power +3, SR 50, Summon Shadow, Teleport without Error at will, Traps, Uncanny Dodge, and understand, speak, and read all languages, + speak directly to all beings within 18 miles. Saves: Fort +62, Ref +69, Will +61 *Always receives 20 on saves Abilities: Str 25, Dex 41, Con 26, Int 34, Wis 24, Cha 38 Skills: Appraise +41, Balance +82, Bluff +104, Climb +49, Concentrate +98, Deceipher Script +41, Diplomacy +97, Disable Device +41, Disguise +104, Escape Artist +80, Forgery +53, Gather Information +68, Heal +42, Hide +105, Innuendo +56, Intimidate +76, Intuit Direction +38, Jump +40, Knowledge (Arcana) +92, Knowledge (History) +66, Knowledge (Nature) +53, Knowledge (Planes) +53, Knowledge (Religion) +53, Listen +59, Move Silently +77, Perform +37, Profession (Herbalist) +40, Scry +78, Search +61, Sense Motive +59, Spellcraft +95, Spot +48, Tumble +58, Use Rope +40 *Always receives 20 on skill check Feats: Ambidexterity, Blind-Fight, Combat Casting, Combat Reflexes, Delay Spell, Dodge, Empower Spell, Exotic Weapon Proficiency (Chakram), Expertise, Extend Spell, Insidious Magic, Improved Critcal (Chakram), Improved Initiative, Improved Two-Weapon Fighting, Mobility, Persistent Spell, Point-Blank Shot, Precise Shot, Quick Draw, Quicken Spell, Pernicious Magic, Shot On the Run, Shadow Weave Magic, Spell Penetration, Still Spell, Tenacious Magic, Two-Weapon Fighting, Weapon Finesse (Short Sword), Weapon Focus (Chakram) Divine Immunities: Ability Damage, Ability Drain, Acid, Cold, Death Effect, Disease, Disintegration, Electricity, Energy Drain, Mind-Affecting Effect, Paralysis, Poison, Sleep, Stunning, Transmutation, Imprisonment, Banishment Salient Abilities: Alter Form, Alter Reality (DC 52 for duplicated spell, Temporary nonmagical object lasts 18 days, Temporary magic object lasts 18 hours), Alter Size, Annhiliating Strike (Fort DC 38+dmg dealt, or destroy 18 000 cubic feet of nonliving matter), Automatic Metamagic (Silent Spell), Automatic Metamagic (Twin Spell), Avatar (Up to 20 at a time), Call Creatures (18 creatures with the Shadow Weave Magic feat, 18 HD each), Deny Shadow Weave, Divine Blast (17/day, up to 18 miles, 32d12 pts of dmg), Divine Shield (11/day, stops 180 points of dmg), Divine Storm (180 feet, Fort DC 42), Divine Weapon Focus (Short Sword), Extra Domain (Cavern), Hand of Death (Fort DC 52), Know Death, Know Secrets (Will DC 42), Lay Curse (Will DC 42, 18 creatures/day), Mass Divine Blast (90 targets, no two of which can be more than 18 miles apart, or a cone 1 800 feet long, or a burst or spread with a radius of 900 feet and height of of 180 feet), Possess Mortal (Will DC 42, up to 20 mortals at a time), Shapechange, Supreme Initiative, True Shapechange Domain Powers: Stonecunning, Cast evil spells at +1 caster level, Cast divination spells at +1 caster level Spell-like Abilities: Shar uses these abilities as a 28th lv caster, except for evil and divination spells, which she uses as a 29th lv caster, and evocation and transmutation (Except spells with the Darkness descriptor), which she uses as a 27th lv caster. The save DCs are 42+spell level, or, 43+spell level for Enchantment, Illusion, and Necromancy Armor of Darkness, BlackLight, Blashpemy, Blindness/Deafness, Clairaudience/Clairvoyance, Create Undead, DarkBolt, Darkness, Desecrate, Detect Secret Door, Detect Thoughts, Discern Location, Dispel Good, Divination, Earthquake, Find the Path, Foresight, Imprisonment, Legend Lore, Leomund's Secure Shelter, Magic Circle Against Good, Maw of Stone, Meld Into Stone, Nightmare, Obscuring Mist, Passwall, Power Word; Blind, Power Word; Kill, Protection From Good, Prying Eyes, Summon Moster IX (As evil spell only), True Seeing, Unholy Aura, Unholy Blight *Because she created the Shadow Weave, Shar reaps both the benefit and penalties of the Shadow Weave Magic feat for her spell-like abilities, as well as her spells
Deny Shadow Weave (Unique Salient Ability): Shar has the power to deny any creature, mortal or divine, the ability to access the Shadow Weave. Should she choose to do so, an affected creature cannot employ any spell or spell-like ability through the Shadow Weave for as long as Shar chooses to block his or her access to it.
Senses: Shar can see (Using normal, low-light, or darkvision), hear, touch, and smell at a distance of eighteen miles. As a standard action, she can perceive anything within 18 miles of her worshipers, holy sites, objects, or any location where one of her titles or name was spoken in the last hour. She can extend her senses to twenty locations at once. She can block the sensing powers of deities of her rank and lower at up to two remote areas at once for 18 hours.
Portofolio Sense: Shar senses any act of treachery or nihilism that takes place under cover of darkness eighteen tendays before it happens, and retains the sensation for eighteen tendays after the event occured.
Automatic Actions: Shar can use Knowledge (Arcana, History, Nature, Planes, or Religion) as a free action if the DC for the task is 30 or lower. She can perform up to twenty such actions each round.
Create Magical Items: Shar can create any kind of magical item that obscures the truth, such as Amulet of NonDetection, or that creates magical Darkness. |
"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 11:33:37
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Sharran Temples
The Cult of the Shadow (Tsurlagol) The Dark Embrace (Small Teeth Mountains) The Darkhouse (Saerloon) The Hall of Shadows (Shade) The Temple of Old Night (Calimport)
Ibrandulian Temples
Dark Gateway (Waterdeep) Deep Temple of the Dark Hope (Beneath Waterdeep) The Protector's House (Memnon)
((Ibrandul having been consumed by Shar during the Times of Troubles, is now an aspect of her, even though none are aware, not even Shar's most trusted servants |
"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Alaundo
Head Moderator
United Kingdom
5695 Posts |
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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 12:05:53
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quote: Originally posted by Alaundo
Well met
Whoah, Aesgereth, whoah There's no need to reproduce the entire 3rd edtion sourcebook content of the Realms herein
Heh... ...Just seeing as there are heaps of questions revolved against Shar and the Shadow Weave, I felt like I had to share any knowledge I stumbled upon these past months
And, I agree; Not entire sourcebooks, just most of what is worth knowing regarding the first greater deity of Faerūn; The Lady of Loss
((Sorry, but I kinda spark when it gets to Shar, as she've been my favorite since I first started off playing DnD |
"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Shadowlord
Master of Realmslore
USA
1298 Posts |
Posted - 20 Apr 2004 : 19:39:00
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Indeed, Shar is my second favorite deity, so I can see where this is coming from... |
The Chosen of Vhaeraun "Nature is governed by certain immutable rules. By virtue of claw and fang, the lion will always triumph over the goat.Given time, the pounding of the sea will wear away the stone. And when dark elves mingle with the lighter races, the offspring invariably take after the dark parent. It is all much the same. That which is greater shall prevail. Our numbers increase steadily, both through birth and conquest. The dark elves are the dominant race, so ordained by the gods." Ka'Narlist of the Ilythiiri. |
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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 20:38:53
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quote: Originally posted by Shadowlord
Indeed, Shar is my second favorite deity, so I can see where this is coming from...
S-second..? Wha-?
You mean, you know of someone who excels the Mistress of the Night? |
"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Lord Rad
Great Reader
United Kingdom
2080 Posts |
Posted - 20 Apr 2004 : 21:20:57
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quote: Originally posted by Aesgereth
quote: Originally posted by Shadowlord
Indeed, Shar is my second favorite deity, so I can see where this is coming from...
S-second..? Wha-?
You mean, you know of someone who excels the Mistress of the Night?
Take a look at Shadowlords signature. He's a pretty heavy follower too (sometimes he harps on and on about it, just try to humor him ) |
Lord Rad
"What? No, I wasn't reading your module. I was just looking at the pictures"
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Aesgereth
Acolyte
13 Posts |
Posted - 20 Apr 2004 : 21:58:24
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By all the dark corners of the Mistress of the Night..!
*Bangs his head at the desk* |
"Lady of Loss, I call upon thy dread name to cloak my motives and mind in a tangled web of engulfing darkness!" |
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Shadowlord
Master of Realmslore
USA
1298 Posts |
Posted - 20 Apr 2004 : 23:52:33
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quote: Originally posted by Rad
Take a look at Shadowlords signature. He's a pretty heavy follower too (sometimes he harps on and on about it, just try to humor him )
Oh, I harp on and on, do I, Rad? Well, just wait until the drow conquer the Night Above, then you won't be laughing! |
The Chosen of Vhaeraun "Nature is governed by certain immutable rules. By virtue of claw and fang, the lion will always triumph over the goat.Given time, the pounding of the sea will wear away the stone. And when dark elves mingle with the lighter races, the offspring invariably take after the dark parent. It is all much the same. That which is greater shall prevail. Our numbers increase steadily, both through birth and conquest. The dark elves are the dominant race, so ordained by the gods." Ka'Narlist of the Ilythiiri. |
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 21 Apr 2004 : 06:24:05
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quote: Originally posted by Alaundo
Well met
Whoah, Aesgereth, whoah There's no need to reproduce the entire 3rd edtion sourcebook content of the Realms herein
I'm surprised you're letting it stay, Alaundo. I'm all for the free exchange of ideas, but I don't want Candlekeep in trouble. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Lord Rad
Great Reader
United Kingdom
2080 Posts |
Posted - 21 Apr 2004 : 08:50:21
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No, no, of course not Shadowlord ::cower:: Vhaeraun is the power, the great and will triumph with you as his Chosen!
I hope Mielikki isnt listening |
Lord Rad
"What? No, I wasn't reading your module. I was just looking at the pictures"
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Alaundo
Head Moderator
United Kingdom
5695 Posts |
Posted - 21 Apr 2004 : 09:17:03
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quote: Originally posted by Bookwyrm
quote: Originally posted by Alaundo
Well met
Whoah, Aesgereth, whoah There's no need to reproduce the entire 3rd edtion sourcebook content of the Realms herein
I'm surprised you're letting it stay, Alaundo. I'm all for the free exchange of ideas, but I don't want Candlekeep in trouble.
Well met
Thank ye for your concern, Bookwyrm. I am however, willing to let this one pass for now... unless of course, the Wizards who dwell on the Coast come banging at our gates |
Alaundo Candlekeep Forums Head Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
An Introduction to Candlekeep - by Ed Greenwood The Candlekeep Compendium - Tomes of Realmslore penned by Scribes of Candlekeep
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Shadowlord
Master of Realmslore
USA
1298 Posts |
Posted - 21 Apr 2004 : 09:17:24
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Yes! The Seventh conversion of the Keep! |
The Chosen of Vhaeraun "Nature is governed by certain immutable rules. By virtue of claw and fang, the lion will always triumph over the goat.Given time, the pounding of the sea will wear away the stone. And when dark elves mingle with the lighter races, the offspring invariably take after the dark parent. It is all much the same. That which is greater shall prevail. Our numbers increase steadily, both through birth and conquest. The dark elves are the dominant race, so ordained by the gods." Ka'Narlist of the Ilythiiri. |
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Lady Kazandra
Senior Scribe
Australia
921 Posts |
Posted - 21 Apr 2004 : 11:08:10
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quote: Originally posted by Alaundo
quote: Originally posted by Bookwyrm
quote: Originally posted by Alaundo
Well met
Whoah, Aesgereth, whoah There's no need to reproduce the entire 3rd edtion sourcebook content of the Realms herein
I'm surprised you're letting it stay, Alaundo. I'm all for the free exchange of ideas, but I don't want Candlekeep in trouble.
Well met
Thank ye for your concern, Bookwyrm. I am however, willing to let this one pass for now... unless of course, the Wizards who dwell on the Coast come banging at our gates
Heh . . . I suddenly have this image of an angry mob with torches and pitchforks clamoring at the gates of the keep shouting, "Give us Alaundo, and no one will be hurt . . ." .
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"Once upon a time the plural of 'wizard' was 'war'." -- The Last Continent, by Terry Pratchett |
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 21 Apr 2004 : 13:22:30
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Yes we will! Without Alaundo, what is Candlekeep? |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
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Alaundo
Head Moderator
United Kingdom
5695 Posts |
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Bookwyrm
Great Reader
USA
4740 Posts |
Posted - 21 Apr 2004 : 13:34:15
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Well, I wasn't saying you were all of what makes Candlekeep special. But without our Alaundo, we'd be just another high-traffic Realms-focused website visited by a whole bunch of authors and a proxy of the High Sage. |
Hell hath no fury like all of Candlekeep rising in defense of one of its own.
Download the brickfilm masterpiece by Leftfield Studios! See this page for more. |
Edited by - Bookwyrm on 21 Apr 2004 13:35:53 |
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Lady Kazandra
Senior Scribe
Australia
921 Posts |
Posted - 21 Apr 2004 : 13:45:26
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quote: Originally posted by Alaundo Well met
Thank ye for your concern, Bookwyrm. I am however, willing to let this one pass for now... unless of course, the Wizards who dwell on the Coast come banging at our gates
While I agree with your decision Alaundo, perhaps it would be a good idea to make it known to other scribes (both for now, and in the future) that such wholesome posting from official material could jeopardise the integrity of Candlekeep by generating a wild series of legal issues with those same Wizards who dwell on the Coast. . .
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"Once upon a time the plural of 'wizard' was 'war'." -- The Last Continent, by Terry Pratchett |
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Shadowmane
Acolyte
USA
2 Posts |
Posted - 05 Apr 2005 : 23:31:21
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Okay, I've got all that. I paid a ton of money in buying sourcebooks for that info. However, I've yet to stumble across any info concerning what happens to Shar's faithful when they die. What's the end result? What's the ultimate goal of being a worshiper of the Lady of Loss? With Tempus you get to play wargames all the time, with Bane there's the promise of ruling Toril with an iron fist answerable only to Him. My friends and I have a couple of theories, one of which is that all of the faithful are like that Dark Moon Monk in the FRCS, who only hope Shar will send them to oblivion, (personally, I don't like this thought as it makes Shar's clergy sound suicidal). What do *you* think? |
For crying out loud, will you just sacrifice him for greater power & be done with it already?! My Hotpocket's getting cold. |
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khorne
Master of Realmslore
Finland
1073 Posts |
Posted - 06 Apr 2005 : 14:50:10
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Looks like if Ibranduls followers discover Shars deception, there will be hell to pay........ |
If I were a ranger, I would pick NDA for my favorite enemy |
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Wooly Rupert
Master of Mischief
USA
36804 Posts |
Posted - 06 Apr 2005 : 17:33:36
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quote: Originally posted by khorne
Looks like if Ibranduls followers discover Shars deception, there will be hell to pay........
What can they do? Ibrandul wasn't widely worshipped, and now he's gone... All they can do is turn to other deities. |
Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
I am the Giant Space Hamster of Ill Omen! |
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elven_songstress
Learned Scribe
126 Posts |
Posted - 06 Apr 2005 : 23:19:16
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Hey that can't have our Head of Library !!! They have to get there own...errr...anyways.We won't let them have him now will we Bookwyrm ?
*lol*
Still I am not too big on Shar. |
We need to be reminded sometimes that a sunrise lasts but a few minutes,but its beauty can burnin our hearts eternally." |
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khorne
Master of Realmslore
Finland
1073 Posts |
Posted - 07 Apr 2005 : 09:59:06
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quote: Originally posted by Wooly Rupert
quote: Originally posted by khorne
Looks like if Ibranduls followers discover Shars deception, there will be hell to pay........
What can they do? Ibrandul wasn't widely worshipped, and now he's gone... All they can do is turn to other deities.
And try to kill any sharworshippers they find. At least that`s what I would do. |
If I were a ranger, I would pick NDA for my favorite enemy |
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Wooly Rupert
Master of Mischief
USA
36804 Posts |
Posted - 07 Apr 2005 : 11:27:39
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quote: Originally posted by khorne
quote: Originally posted by Wooly Rupert
quote: Originally posted by khorne
Looks like if Ibranduls followers discover Shars deception, there will be hell to pay........
What can they do? Ibrandul wasn't widely worshipped, and now he's gone... All they can do is turn to other deities.
And try to kill any sharworshippers they find. At least that`s what I would do.
So the spellcasters among them would immediately be cut off by Shar. Advantage: Shar.
I honestly don't see this being a big deal. |
Candlekeep Forums Moderator
Candlekeep - The Library of Forgotten Realms Lore http://www.candlekeep.com -- Candlekeep Forum Code of Conduct
I am the Giant Space Hamster of Ill Omen! |
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khorne
Master of Realmslore
Finland
1073 Posts |
Posted - 07 Apr 2005 : 15:12:05
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It would still be a bit of a hassle for Shar if Ibranduls followers started crucifying every sharworshipper they got their hands on, wouldn`t it? |
If I were a ranger, I would pick NDA for my favorite enemy |
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SiriusBlack
Great Reader
USA
5517 Posts |
Posted - 07 Apr 2005 : 16:07:31
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quote: Originally posted by khorne
It would still be a bit of a hassle for Shar if Ibranduls followers started crucifying every sharworshipper they got their hands on, wouldn`t it?
Ibrandul's church against Shar's clergy. Short fight I believe that the Ibranduls would be best to avoid. |
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