1. Journals

The Life of the Sharawood

Tome

The Sharawood is three quarters location and one quarter magical beast. Its personality, will and mindset are ancient, bordering on alien. It has perceptions and powers beyond understanding - and often beyond notice - of those who dare to enter its bounds. It nourishes itself. It defends itself. And it remembers those who have challenged it in the past. It is in many ways like any other creature, with the notable exception that it is the size of a country.

I question what the true name is of this magical wilderness... for it has been lost.

The Sharawood Gazetteer

The Sharawood Forest is an ancient place, already old when most of the gods were young. In time immemorial, it cradled the great spirits of nature, and its loam felt the footfalls of the old ones. As millennia passed, its roots swallowed rivers, its canopy stole the sun from vast tracts of land, and its groves created mountains that have since weathered to hills. Somehow throughout time holding at bay the terrors of the Underdark, and the ancient Sarrukh empire of Okoth to the North.


In all that time, the Sharawood had changed little. Time seemed to flow around it, lapping at its edges like the sea around an island. As kingdoms rise and fall beyond its borders, the Sharawood remains a world apart - a place where memories and old magic linger in the rings of trees and where new ideas never quite take root.


But it can only bear so many wounds. The violent, unjust death of its ancient noble guardian Xavarathimius, what many now call the Everlasting Wyrm, has drastically changed the Sharawood. Somehow the two are linked beyond what shreds of history I have found wandering these woods. Though even I, have not been able to find all evidence of its history and changes. Even in the years I have been here - the forest grows ever darker. Instead of hosting solely Domains of Delight, it has begun to suffer the Domains of Dread. I question if the Sharawood is... dying.

Movement

Like all intelligent creatures, the Sharawood knows that the element of surprise provides a great tactical advantage. The forest tends to act when creatures are not looking. Since the forest cannot see normally, it uses its tremorsense to determine when target creatures are still and their heartbeats are slowed. Its activity typically occurs when creatures are sleeping, but it is not uncommon for a relaxed (or drunken) person on watch to hear or notice movement while sitting quietly at a campfire.


The Sharawood can move paths, add forks, or redirect game trails at will. Exploers who wake in the Sharawood might feel disorientated, as if their camp had rotated during the night. Trails that should lead deeper into the forest now lead out of it. Landmarks cannot be trusted. A compass is the explorer's only firned. The best advice comes from a handful of successful trappers and furriers. "Don't make any appointments," they say, "A path may take three days, or it may take a fortnight. It just depends." Cautious parties go around large, ancient trees on the same side, lest they risk being separated.


Night comes early in the Sharawood. This is true not only because of the forest's canopy but because the Sharawood can thicken (or thin) it at will. During the day, the Sharawood filters the sun's rays, blocking most before they reach the forest floor and creating an area of dim light centered on targets who species suffer in such conditions. Vampires and undead travelers experience the opposite effect, as the canopy opens above them and subjects them to the full glare of the sun. At night, the Sharawood typically hides the moon and stars, making navigation by celestial bodies impossible and the prospect of getting lost dangerously likely. The exception is for lycanthropes, who wildness the Sharawood favors and from whom the Sharawood never conceals the moon.


One of the Sharawood's most insidious defenses against interlopers is to starve them. It moves its roots to redirect streams underground and withhold fresh water. It shakes its branches to spook game and withhold fresh food. An old Sharawood saying, "Deer and rabbits dance around the starving man," has been memorialized in wood sculptures whittled by emaciated men and found near their bones.