Updated: Jan 5
I don't want to go too far into the details of the mythology and world of Sidarhael because I don't want to give away any big spoilers for my current players or any future players, but there is a clue in the name. It's magical, and I mean that in the modern esoteric sense of the word. That is to say, it relates to a kind of trans-personal experience and is designed as a kind of 'initiation' if you will, into the realms of deep-psychology and Jungian alchemy. As a milieu, it would feel very familiar to most fantasy RPG players and readers and it is indeed based heavily in the mythology of the game's multi-verse without referencing anything outside of the open source, SRD (Source Reference Document which Wizards of the Coast produced to essentially allow independent publishers and gamers access to their core rules and central game content).
“Visita Interiora Terrae Rectificando Invenies Occultum Lapidem,”
“Visit the interior of the earth and rectifying (purifying) you will find the hidden stone.”
The world of Sidarhael itself is a kind of flat-earth construct, playing into our most base subconscious conceptions of reality, with two suns, and a shattered moon; immediately telling us that this place is both alien but also broken. It is set in a demi-plane surrounded by an astral sea and is made up of several continents and islands with an ocean that floats on a kind of etheric fluid that can be traversed by those with the knowledge and power to do so.