THE SHAAR

The Western Shaar is a fertile region of vast, empty plainslands. Great centaur herds and wemic prides roam the endless grassland alongside bands of nomadic humans and elves, while powerful, inbred city-states claim the northern coast, each vying with the others for supreme control of the region.

Prosperous merchant towns and unnamed villages dot the great trade-way called the Golden Road, which slices the Shaar in half.  Along this path flows a river of goods in all directions, from the barbarian kingdoms of the distant north, the mystical lands of the exotic south and the dwarf-holds of the dusty east.

To the north is the boiling Lake of Steam, the volcanic waters plied by merchants, pirates and pleasure-seekers of the coastal city-states and civilized empires of the west, while along the western shore of the vast plain laps the endless expanse of the Shining Sea, traveled by merchants from distant isles, pirates and privateers.

To the east, beyond the Golden Road and the cliffs of the Landrise, lies a vast, empty region of dry dust and sand, split by a great rift in which the haughty southern dwarves live and work.  In the endless desert beyond, amid the sand and rock, the burning sun shines down upon the ruins of ancient empires, temples to lost gods, and structures of unknown origin.
 

"The grassy plains stretched out ahead of us, broken by the occasional baobob or umbrella tree, sometimes folding into gentle ravines where shallow rivers crawled, crocodiles and hippopotami basking along their muddy banks. Herds of zebra, gazelle and water buffalo blackened the plains in the distance, while white clouds of birds swirled overhead. Springbok, wild pigs, small antelope ranged through the grasses, often glimpsed, easily spooked."

--Wulf the Freelance,
'Heart of the Lion'


WEATHER & CLIMATE

The Shining Sea in the west regularly gives birth to great tropical storms which sweep over the Shaar to the north and east, bringing rain to fertilize the plainslands along with fierce winds strong enough to overturn wagons and hurl men through the air.

When the wind picks up and clear skies suddenly darken with thick, rolling black clouds, regular travelers in the region know one of the feared Shaarstorms has arrived. With little-to-no warning proceeding their arrival, travelers can be thankful that, at the very least, the storms pass as quickly as they arrive.

Though the coast is warm and fertile, the climate grows steadily hotter and drier the further east one moves, until one arrives at the Landrise, at the bottom of which begin dusty scrublands and the true desert surrounding the Great Rift and reaching to the distant, mythical Plains of Purple Dust.

The vapor-laden air near the Lake of Steam makes the air warm and moist, nearly tropical, and the climate grows more tropical in the southern reaches of the Shaar.
 

 

Thick morning mists are common in both the north around the Lake, and the south, in the Dun Hills and particularly within the Misty Vale.

The forests here are usually of deciduous trees, particularly duskwood, ash, birch, oak and maple -- all which thrive in the rich, marshy coastal soil -- with babob, umbrella, mahogany and teak in the southern reaches. The plains themselves are of various types of grasses, taller than a man on the most fertile edges near the sea, tending to shorter, hardier brands and cedar stands in the dry east.

There is little seasonal variation in the weather, though winters tend to be cooler and wetter than the rest of the year, marked by increased storms and mist in the west and especially along the coast of the Lake.


RELIGION

Due to the powerful Shaarstorms, Talos the Destroyer is venerated, (or at least feared and appeased) by many of the nomad cultures of the plains, and in every city one can find an opulent temple dedicated to his name. Among those cities and towns upon the coast, these are twin shrines to Talos and Umberlee, the Bitch Queen of the Sea -- reflections of mankind's desire to stave off the destructiveness of these storms and to tame chaotic fate.

The Elves, however, both nomadic and city-dwelling, find Talos to be a crude and destructive human deity with no understanding of the balance or nuances of nature. The People instead venerate the Lady of Breezes, Aerdrie Faenya and many of the Lady's druids roam the wilds, protecting the Shaar, making her strong.

Most often, however, the nomads of the plains, both elven and human, worship the Beastlord, Malar, in all his many guises.

In civilized lands, with the economy of the Shaar fuelled by trade from distant ports, most cities hold large gatherings of the faithful of Waukeen, the young merchant goddess. Her Grand Temple resides in Sheirtalar, and her priests often travel the length of the Golden Road with merchant caravans in all directions, providing blessings, protection and other clerical services to the caravans and trading houses...for a price, of course.

The towns and villages of the Shaar hold shrines to Chauntea, especially among the fertile farming lands of the northwest, while nomads, merchants, pirates and bandits all pay homage to Selune, goddess of the Moon, Night and Navigation (even some elves respect her as the Lady of the Stars).

Finally, the Old Lord of Bones, the God of Death named Myrkul, casts his shadow across the length of the plains. Though few follow him, men everywhere whisper his name fearfully.

One of the most active lesser deities of the region is Tempus, whose High Church resides in the center of the city of Yallasch, on the northwestern coast.  Mercenaries, never in short-supply due the on-going wars and skirmishes of the northern coast, pay the Lord of Battle homage, as do nearly all individuals active in military duty, land or sea, and even pirates (though these tend to throw their appeals and appeasements more to Umberlee).

Lathander, the God of Men and Elves, the Lord of the Dawn, the Light Bringer, from whom the nobility and people of Sheirtalar claim direct descent, and to whom the beleaguered people of Channath pay dutiful homage, holds sway over large swaths of the southernmost Shaar, though the powerful churches of Sheirtalar and Channath are seperate entities and little known beyond these countries.

 

KINGDOMS & RACES

In the north, around the Lake of Steam, lie a number of cities, each a kingdom to itself. In the southeast lies the kingdom of Chanaath; and upon the western coast, Sheirtalar and the remains of its once broad empire. The Misty Vale is a kingdom unto itself, and numerous nomadic groups claim the plains.

The cities of the Shaar are dominated by humanity, along with the occasional dwarf or elf, and a handful of half-elves born of elven slaves to human masters, or to human women of an elven bandit. The humans in the northern cities and of the plains are of an olive stock, varying in heights and builds, though they obviously have a singular racial ancestor and much in common with the Chessentans to the north and the Mulhorandi to the far east. The humans of the south are dark or bronze-skinned, bearing some mixed resemblance to the peoples of Chult, Mulhorandi and Unther.

The dwarves of the cities are usually pale, clanless Shield dwarves from the North, or sour, outcast Gold dwarves from Earthheart and the Rift. Some cities even hold small dwarven districts where the stout-folk live and work. The vast majority of dwarves are the bronze-skinned Gold dwarves from the Rift, in the human lands for business and trade.

The majority of elves found in the cities here are broken, enslaved wild elves of the plains, rich men's playthings, meant to impress the owner's social peers.  However, some few Moon elves from the forgotten north live as private citizens, never numbering enough to form any sort of community (the exact number across all the cities could be counted on two hands).

Only on occasion will a pale-skinned, dark-haired elf from the Misty Vale be spotted, cursed outcasts from their own people, much different than their gold-and-bronze skinned cousins of the plains.

By far, the majority of slaves are dark-skinned human barbarians from Chult, for the slave trade is both legal and profitable among the coastal cities. This exists to such an extent that even the least wealthy may own a slave or two.
Of the dwarves, only Shield dwarves are ever found as slaves, for the Gold Dwarves would make war upon any city found holding any of their Clan in bondage, and none of the cities would wish to bring the dwarves might and anger down upon them.

 

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