The six adventure settings of Sycharia
The various regions of Sycharia are covered in greater detail in Chapter 3. Here is a quick overview of the 6 major regions for campaigns.
The Creator has sent your spirit into Sycharia to find your destiny. Your soul is literally the power of the stars given will and thought. You leave the dark, cold expanse of space and enter the blue skies of Evermorn descending on the Continent of Sycharia.
The Northern Kingdom
You soar over a sprawling city built over a mighty waterfall. The royal city of Roxregal is bustling with intrigue, with its grand cathedral of the Doheagan Church and the grey palace of King Ederveign the Pious, monarch of the Northern Kingdom. To the south, you see the endless Forest of Roxterre stretching to the sea, and the bloody front of a mighty war between the kingdom and Tidestone. To the north, you see beautiful lands ruled by humans and half-elven dukes, halfling councils, and a mighty dwarven hold in the low mountains of Hubnuic. The twelve powerful bishops rule the church behind the walls of the Sacred City of Doheag. The seven duchies, though often at odds, still bow beneath the unequaled navies and generals of a distracted and haunted king.
Your spirit guides you to the southern tip of Sycharia where cold winds blow down into a fertile valley of Tidestone. The impossibly high Kellgud Mountains and the Granite Hills border the Tri-Barony of Tidestone isolating it from the rest of the continent. Here, a dark history of murder and intrigue have laid a curse upon the land. The barons, one a violent and brutal dwarven warlord, one a dark and twisted half-elven wizard, and one a warlock with a spear that commands the night itself, murdered all of their kin and seek to forge a new world for their dark god, Grosh al' Dryn, the Blood King. Here in Tidestone, you see 300 foot high oaks, a hauntingly beautiful lake of frigid waters, rough forbidding hills, and a coast of jagged rocks. In the once peaceful land of Tidestone, a people struggle under oppression and yearn for freedom from their cruel lords and the constant war with the Northern Kingdom.
The Kaldtor Jarldoms
Flying over the mighty mountain range to the North of Tidestone, you see an ancient monastery carved into the peaks guarding the snow covered paths. Descending quickly through ancient mines hiding a ruined mountain kingdom of a lost dwarven empire, you find yourself in a land of mighty hobgoblin jarls, peaceful kenku rookeries, and a frigid coast harboring longships filled with fur-clad warriors, shamans, and explorer clan lords. Kaldtor is bordered to the east by a mist shrouded forest of ancient evergreens. The wild-eyed Old Blood humans hunt for ancient demons between the dark trees. On the muddy roads, brightly colored trading caravans wind from village to town sharing ominous fortunes. In the misty valley of the Ulvescov Wood a twisted, grey land hides and is said to be ruled by a prince who can never die and is only seen at night.
You rise from the brutal and wild lands of the Kaldtor Jarldoms and head north to the endless grasses and harsh deserts of the Deliverer Barrens. Armies of horses ridden by mighty human archers roam through the grasslands led by the Khans of the Chángcǎo. The mighty desert cities and clans of the Çöl İnsanlar weave the demon magic of Evernigh with cunning trade alliances to build an emirate that grows in power every year. Dark skinned people and the last remaining fey in Sycharia are ruled by tiefling families who mine a powerful spice from the sand that sits over dune covered ruins. The land of the Deliverer Barrens holds mystery and deadly evils from long ago. The people seek the wisdom of the ancient gods and struggle against harsh conditions to end the plague of slavery and sacrifice.
East from the endless deserts, you fly over the sheer 3000 foot Cliffs of Mak'Ha into the Ischarlin Wilds. Here, the denizens have no kingdoms, empires, or government. The wilds are untamed and mysterious. The land can only be entered by the endless coasts of the Eastern Ocean or the ancient city of Larakesh ruled by a wizened and battle-hardened leonin. Here you find dense jungles, impassable swamps, wide savannah, and mighty creatures from long ago like the ravenous tyrannosaurus. The fierce Borunai tabaxi tribes guard ancient secrets that could threaten all life. Somewhere in a place long forgotten is the lost city of Khaoritan, once home to the long gone empire of elves who nearly destroyed everything with their avarice and pride. In the north, the forbidden lands hold mysteries from another world including the ancient artifice of the alien Ischarlin Shamans.
The Spine Islands
Leaving the coasts of Sycharia to the northeast, you find the wild Eastern Ocean and the swashbuckling Spine Islands. Escaped convicts, banished lords, and pirate kings populate the seemingly endless volcanic island range. Lost galleons, cursed treasure, and long-lost cities under water await you here. The pirate fleets prey on ships from the Northern Kingdom and Tidestone hoping one day to create their own free republic of prosperity and power.
As your spirit passes over the land of Sycharia, you feel the powerful pull of destiny. Now, you must decide where to begin your adventure.