Ischarlin Wilds
wildfly02

Ischarlin Wilds

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A thick jungle in the northern part of Sycharia

Score 463

09/18/22
  • Population: Unknown
  • Geography: thick temperate equatorial jungle marked by deep canyons, wide rivers, and several snow covered peaks.
  • Weather: Warm to Hot with daily rain storms, some violent. Regular typhoons coming from the east. 
  • Urban Population: 2000
  • Size: approximately 8,000 sq kilometers

Mysterious and filled with tragedy and alien power, the Ischarlin Wilds are the least civilized regions of the continent. Lost in the tangles of the Yashix tropical rainforests, or the in black, demon-plagued savannah of the Makanta lands, or in the sweltering jungle of the Forbidden North, the Wilds harbor secrets lost to modern Sycharia. It was here, nearly 1500 years before the Gloom, that the Ischarlin Shamans first crashed into the world of Evermorn.


Populated primarily by tribes of tabaxi (locally called the Borunai) and primitive ape-like humanoids (tools and tribal structures with some primitive shelters - think homo erectus), the Ischarlin Wilds are nearly impenetrable.   The coasts of the Ischarlin Wilds are raided by men and halflings who operate a slave trade capturing demi-humans and humans and selling them in the south.  There are no ports of note, but there are rumors of pirate encampments. Recently, a trade in Ischarlin and elven artifacts has led to more and more expeditions into the wilds, most ending in death and disappearance.  Duke DuRegen of the Duchy of Clinaugh has little control over the edges of the wilds since his forces were decimated by orc raiders and clashes with the regiments of the Doheaga Religion. No major incursion into the wilds has succeeded. 

Travel through the jungles is hazardous from difficult terrain, poisonous plants, rumors of lizards of unusual size, and the tribes of Borunai Tabaxi who fiercely guard their territory.  Deep within the Ischarlin Wilds is rumored to be the ruins of the Lost City of Khaoritan - the former capital of the now extinct elven empire. 

Travel in the Ischarlin Wilds

  • Travel in the Ischarlin Wilds even with a guide is extremely treacherous. 
  • Every 3 hours, travelers must take a short rest or make a DC14 Constitution or Survival check or incur a level of exhaustion*.
  • Every hour there is a 20% chance of an encounter the type of which is dependent on the region of the Wilds.
  • After 6 hours of travel, players must take a long rest or make a DC18 Constitution or Survival check or incur a level of exhaustion.
  • All travel is made at a slow pace even with an experienced ranger* or guide without the aid of a spell.
  • After 9 hours of travel in a single day, players with a Constitution score lower than 18 will incur a 2 levels of exhaustion.
  • For each day of travel in the Yashix Region all travelers not resistant to disease must make a DC10 check against Ischarlin Fever. 
  • Travel is difficult in the wilds (DC15 survival check every 3 hours or DC12 with a guide familiar with the region).  Failing a check means getting lost.

Becoming Lost

d6

  • Result 1–4 2d6 miles in a random direction from destination
  • 5–6 After traveling in circles, end 1d6 miles in a random direction from starting point

*Tabaxi or other natives to the Wilds do not need to make exhaustion checks.

**The ranger's land stride ability works only if the ranger's favored terrain is the Ischarlin Wilds. Rangers with the Land Stride ability can travel up to 6 hours without rolling for an exhaustion level. 

Borunai Four distinct tribes of tabaxi
Khravi Zhes Warlord Orc Fortresses
Cargusi Goblin Clan Lords
Olym Leonin city-state
Pureblood Revolutionary Army Militant Theocracy
Reborn Xitalian Empire City-State

 

Connections

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11/01/20 Scarlett (level 5)
@Arcwynd - @ravensmaw added you as a insider of Ischarlin Wilds. Try editing it now!