Baldur's Gate 3 Codexery

Sharrans

Servants of the Lady of Loss seeking to extinguish all light and memory.

The Sharrans are a secretive religious order dedicated to Shar, the Lady of Night and Goddess of Loss. In Baldur's Gate 3, they operate as shadowy antagonists distinct from the Cult of the Absolute, though their goals often bleed into one another in the pursuit of darkness. You'll find them scattered across the Sword Coast, especially deep in the Shadow-Cursed Lands and lurking beneath the streets of Baldur's Gate itself. While many factions chase power or gold, Sharrans aim to snuff out light, memory, and hope. They highlight the ancient cosmic feud between Shar and her sister Selûne. Players meet them mostly as enemies protecting secrets or running rituals meant to spread despair and wipe existence clean.

Deity
Shar (Lady of Night)
Alignment
Lawful Evil
Primary Location
Shadow-Cursed Lands, Baldur's Gate
Status
Active Hostile Faction
Symbol
Black Moon or Void
Historical Affiliation
Ketheric Thorm (Former Priest)
Relation to Absolute
Distinct but Thematically Similar

Lore & Background

Shar is one of the oldest deities in the Forgotten Realms, representing the void between stars and the inevitable loss that comes with time. Her followers believe that existence is a burden and that true peace lies only in oblivion. This philosophy drives them to sabotage temples of Selûne, steal artifacts of light, and erase memories from those who cross their path. In the context of Baldur's Gate 3, the Sharrans maintain a tenuous presence despite the rise of the Cult of the Absolute. While Ketheric Thorm was once a high priest of Shar before his necromantic transformation, current cultists operate independently, often clashing with both the Absolute and the player. They view the Netherbrain as another form of control that must eventually be consumed by the void. Their rituals are quiet and insidious, focusing on psychological erosion rather than brute force. A Sharran temple is not a place of worship in the traditional sense, but a sanctuary for those who wish to forget their sins or their very identities.

In Their Own Story

The candle flickered once, twice, then died. The cultist did not reach for another wick; there was no need. In the silence that followed, he smiled at the darkness. He had spent years hunting this relic of light, a shard of Selûne's blessing hidden in a Tiefling's home. Now it lay cold on his palm, its glow stolen by the void. 'Nothing remains,' he whispered to the shadows that answered him. 'Only what is lost.'

Reader's Guide

The Sharrans function primarily as an environmental and narrative obstacle rather than a recruitable faction in Baldur's Gate 3. Their goals center on undermining sources of hope and light, often placing them at odds with the player character depending on their choices. Leadership is decentralized, with local cult leaders operating semi-independently across the Sword Coast. Key members include various unnamed acolytes encountered in Act 2 and Act 3, though Ketheric Thorm represents a historical figure of high standing within their order before his fall to necromancy. There is no official mechanism for players to join the Sharrans; interaction typically results in combat. To oppose them, characters must destroy their shrines or interrupt rituals found in locations like the Shadow-Cursed Lands. Their impact on the world is subtle but pervasive, adding layers of mystery and danger. They serve as a reminder that even after defeating major threats like the Absolute, ancient evils persist.

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