Introduction
Shar, the Mistress of the Night and Lady of Loss, governs darkness, forgetfulness, and the desire to return creation to the silent void that preceded it. She is Selûne’s twin and oldest enemy.
Her independent church cells cultivate grief, bitterness, and secret revenge. Shar offers temporary relief from pain, then uses the surrendered memory or attachment to deepen a worshiper’s dependence.
The avatar works through intermediaries until a ritual, court, or institution is ready to collapse. She appears personally to claim a grieving convert, destroy a Selûnite refuge, or extend the Shadow Weave into a place where ordinary magic has failed.
Physical Appearance
Shar appears as a slim woman with chalk-white skin, raven-black hair, and violet eyes whose coal-black pupils reflect no light. Voluminous black garments move around her without wind.
Her manifestations include the towering, feather-masked Nightsinger and the starlit Dark Dancer. She may also appear as a black sphere outlined in violet flame or as shadow tendrils that speak directly into the mind.
Roleplaying the Avatar
Shar is regal, quiet, and unfailingly cold. She treats hope as a defect that experience will correct and every servant as a tool to discard once its pain is exhausted.
- Never raise your voice.
- Acknowledge suffering accurately, then deny that it can have meaning.
- Offer forgetfulness as a gift rather than a threat.
- Remain polite while describing an ally’s inevitable betrayal.
- Treat love, loyalty, and memory as temporary conditions.
Use in a Campaign
The Gift of Forgetting
Shar offers to remove a character’s worst memory. Accepting also erases the one fact needed to stop her cult’s current ritual.
Old Night Below
The Temple of Old Night spreads beneath Calimport into districts that no longer remember the streets built above it.
Government of Empty Chairs
A merchant council still meets, but each member serves a separate Sharran cell and believes every other member is loyal to the city.
The Broken Moon
Shar prepares a rite that will extinguish moonlight across a kingdom for one year. The ritual is powered by memories freely surrendered by grieving citizens.
Lairs
Shar’s lairs consume distinctions. Light loses its source, names fall from memory, and passages become easier to find after a traveler forgets why they entered.
Temple of Old Night
A vast complex beneath Calimport hides shrines behind rooms that erase the memory of each door passed.
Palace of Loss
Shar’s realm in the Plane of Shadow preserves beautiful objects after removing every memory of who made or loved them.
Well of Darkness
A converted dwarf mine in the Silver Marches breeds creatures adapted to absolute darkness and the absence of names.
Darkhouse of Saerloon
A Sembian lighthouse projects darkness across the sea while serving as a hidden congregation point and planar nexus.
Shared References
Open a reference for its canonical description and related entries.
