The Sharr (Shining South) [Archive] - Wizards Community

Post/Author/DateTimePost
Curtcleancut

07-31-07, 09:12 AM
We're going to be playing a game in the South. I haven't purchased the Shining South yet, but I'm going to start running the game. Can anyone tell me what the climate, people and terrain like? Is this similar to an African setting. Someone was telling me that elephants exist and Loxo people. Is this a scub land? Is it similar to Somalia? Nomadic, similiar animal types?

Does anyone know how the people dress and behave? I read that their horses are prized.
Are the forest below actual tropical jungles?

Thanks!
Delendir

07-31-07, 09:27 AM
What you are actually asking could be worth a whoe chapter from a sourcebook, prominently the Shining South. Check pages 197-198 from the Forgotten Realms Campaign Setting and you'll some of that answered. As a next step, I'd recomend buying the actual sourcebook for this area.
Fabius Maximus

07-31-07, 09:53 AM
Go there: http://www.wizards.com/default.asp?x=dnd/dnd/downloads

Download The Vilhon Reach. It has a chapter on the Shaar.

And forget about Loxo. Believe me, you don't want to use them...
Curtcleancut

07-31-07, 10:07 AM
I don't have the sourcebook. I'm not going to be able to get hold of it anytime soon, but the game module says it should be played here. I will eventually get the book, but I need some more depth information to run the game. Climate, people. It seems like a giant african savanna? Maybe like Kenya?

BTW thanks Fabius Maximus for the link. I'll be sure to check it out.
sleyvas

07-31-07, 10:25 AM
if you just need basics... rolling plains, with the east and west sides separated by a cliff face. Big hole in the ground filled with caves leading to dwarven communities called the great rift. You'll find creatures like wemics, thri-kreen, lamias, etc...
Old Sage

07-31-07, 10:41 AM
And forget about Loxo. Believe me, you don't want to use them...What's wrong the loxo?
Curtcleancut

07-31-07, 10:44 AM
what are the people like? and are the jungles below tropical forests? jungles? i need a little more than the basics because i want to give the PC's some feel to the game.
Old Sage

07-31-07, 10:44 AM
And since purchased sourcebook apparently aren't an option for you right now, I'd also recommend you download Ed's "Elminster Speaks" series from the WotC website. It provides a few tidbits about the region...
Fabius Maximus

07-31-07, 12:29 PM
What's wrong the loxo?
They look so stupid. Most anthropomorphic animal creatures in D&D look stupid (except Minotaurs and Gnolls), but the Loxo are the worst.
1 ton ghost

08-03-07, 02:42 PM
like most Faerunian lands, they are mockups of our own.

The Shaar and Eastern Shaar: basically, think of the Sarengeti or Kalahari in Africa. mostly savavah, occaisional forest or points of natural resources are fiercely controlled as they are sparse/vital.

no real goverment outside of the Great Rift exists, that is, the humans are mostly tribal and designated by animal totems and geographic territory, though they all get together at a big pow wow at the Council Hills (eastern shaar). they are fairly primitive. think Lakota Sioux, proud, tough, nomadic. the flavor is kinda' like the australian outback; bit lawless, gotta' have Survial, might makes right sorta' thing. think "road warrior"

you must have a horse here. that is the measure of manhood amongst most Shaaryans. their horses are exceptional and vital given most of the area is plains, ie)hardly any cover anywhere, very long distance spot checks (mounted combat/mounted archery predominate) and the need to close on a target quickly or retreat as well. horse theft was usually punishable by death in most places, it would be worse than murder here.

metal weapons and armor are rare so they would be worth considerable $. trade w/ gp/sp, etc., might be foreign as barter is commonplace, given lack of food, harsh climate. refined magic (wizardry) is rare, no formal schools really, etc., so mostly adepts and sorcerers. divine predominates i guess, think shamans and so forth amogst the tribes, popular faiths being Mask (Shaaryans raid/steal alot), Akadi (big open skies, wind, etc), and Tempus, so on.

the weather sucks! constantly reinforce fatigue checks for heat and night is very cold, desert-esque. Shining South has a weather page for the 4 seasons, use it. you'd be amazed how many DM gloss this over, rain can paralyze archery and full plate is useless in 110 degree heat. ex)fog = concealment = hide checks, etc. weather changes everything

loxo (elephant ppl) and thri-kreen (mantids) live here, pretty cool. i let my g/f integrate Cat Folk (Races of the Wild) here and only here as savanah is their favored climate and they mesh very very well, particularly w/ the Cheeta Tribe near the mountain range just north of The Great Rift. they fit w/ the theme of wemics too (1/2 lion ppl)

and bla bla bla. sorry i've rambled enough but it's from running a long ass campaign there.
Curtcleancut

08-03-07, 03:02 PM
like most Faerunian lands, they are mockups of our own.

The Shaar and Eastern Shaar: basically, think of the Sarengeti or Kalahari in Africa. mostly savavah, occaisional forest or points of natural resources are fiercely controlled as they are sparse/vital.

no real goverment outside of the Great Rift exists, that is, the humans are mostly tribal and designated by animal totems and geographic territory, though they all get together at a big pow wow at the Council Hills (eastern shaar). they are fairly primitive. think Lakota Sioux, proud, tough, nomadic. the flavor is kinda' like the australian outback; bit lawless, gotta' have Survial, might makes right sorta' thing. think "road warrior"

you must have a horse here. that is the measure of manhood amongst most Shaaryans. their horses are exceptional and vital given most of the area is plains, ie)hardly any cover anywhere, very long distance spot checks (mounted combat/mounted archery predominate) and the need to close on a target quickly or retreat as well. horse theft was usually punishable by death in most places, it would be worse than murder here.

metal weapons and armor are rare so they would be worth considerable $. trade w/ gp/sp, etc., might be foreign as barter is commonplace, given lack of food, harsh climate. refined magic (wizardry) is rare, no formal schools really, etc., so mostly adepts and sorcerers. divine predominates i guess, think shamans and so forth amogst the tribes, popular faiths being Mask (Shaaryans raid/steal alot), Akadi (big open skies, wind, etc), and Tempus, so on.

the weather sucks! constantly reinforce fatigue checks for heat and night is very cold, desert-esque. Shining South has a weather page for the 4 seasons, use it. you'd be amazed how many DM gloss this over, rain can paralyze archery and full plate is useless in 110 degree heat. ex)fog = concealment = hide checks, etc. weather changes everything

loxo (elephant ppl) and thri-kreen (mantids) live here, pretty cool. i let my g/f integrate Cat Folk (Races of the Wild) here and only here as savanah is their favored climate and they mesh very very well, particularly w/ the Cheeta Tribe near the mountain range just north of The Great Rift. they fit w/ the theme of wemics too (1/2 lion ppl)

and bla bla bla. sorry i've rambled enough but it's from running a long ass campaign there.


This was huge. Great information - thanks so much. A great spingboard. I'm definitely going to have to get my hands on the book now!!!!