# Marmadas World Guidebook
##### A simplified look at the world of Marmadas
##### Version 1.7.8
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##### Table Of Contents
- **[3 Map Elements](#p3)**
- [3.1 World Map](#p3)
- [3.2 People and Places](#p3)
- [3.3 Basin](#p3)
- [4.1 Helios](#p4)
- [4.2 Khulli](#p4)
- [5.1 Oceanic Territories](#p5)
- **[6 Ranger Changes](#p6)**
- **[7 Resources](#p7)**
- [7.1 Core Rules Changes](#p7)
- [7.2 Death Saving Throws](#p7)
- [7.3 Shields](#p7)
- [7.4 Inspiration](#p7)
- [7.5 Help](#p7)
- [7.6 Homebrew Resources](#p7)
- **[8 The Dawn War Pantheon](#p8)**
- **[9 The Awakening](#p9)**
- **[10 Player Notes](#p10)**
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# Map Elements
Part of the larger survival elements in Marmadas are located in the traversal of the World Map. This map is built for ease of comprehension rather than a mass information dump. The world map is intended to be used in conjunction with the DM for all backstory and plot points.
## World Map
Link:https://cdn.discordapp.com/attachments/358382687871827968/358382762048094208/Marmadas.png
## People and Places
This section is dedicated to the Places of Marmadas
### Major Regions
##### Basin [bay-sin]
The Marmadas Basin contains the most land-mass in all of Marmadas. The Maradas Basin contains all elements of the Galtherian range and all everything east of it. It is also not limited to the areas both above and below the range itself. The Basin is host to the following minor regions:
| Name | Location |
|:----:|:---------|
| Khro' Tundra | South-east |
| Sorrowborn Hills | South-east |
| Thrumbreach Badlands | South-west |
| Untamed Warlands | East |
| Unigedd | East |
| Osharove | North |
| Mishra | North-east |
| Laughing Gardens | North |
| Galtherian Range | West |
| Lower Galtheria | South-west |
### Khro' Tundra
No known knowledge
### Sorrowborn Hills
No known knowledge
### Thrumbreach Badlands
Through brief passage alongside the western edge of the badlands one learns about the goblin inhabitants and they harsh environment that the encompass. There are harsh winds that drift down from the mountains during the night.
### Untamed Warlands
From word of mouth the knowledge of the Warlands is weak. What is understood is the savage races that inhabit the warlands are primarily Gnolls, Orcs, and Goblins. The 3 races are constantly at war with themselves and the United races of Unigedd. The drawn war region changes daily and the full list of warring races is currently unknown in the region.
### Unigedd [oo-ni-ged]
Unigedd is the native home of Halflings and 3 different sub-species of Human. The people of Unigedd were never prosperous, but still live happy and content among their blessed lands. Nearby regions draw heavily from Unigedd abundant natural resources in agriculture and domesticated animals.
Some sub-species of Orc and Half-Orc have also made their home in Unigedd and are considered to be invasive. Because of the size of Unigedd it is large enough for nearly anybody for your standard early-medieval walk of life. The United Peoples of Unigedd is a Confederacy that was created in order to combat the expansion of the savage races of the Untamed Warlands and currently oversees all defense against the people of Unigedd.
### Osharove
Osharove is the home to 2 sub-species of Elf. The Wood Elves and the High Elves. Osharove predates nearly all current civilizations and that makes the Elves that longest standing civilization to date. Osharove is a nearly utopian city with lush forests populated by users of powerful magic. The city has its flaws, but it is no doubt one of the most prosperous cities.
There are some notable flaws however, plague the city. The discrimination against non-elven races, legal blood sport among other races, corruption, and systematic slavery.
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### Mishra
Mishra is a compound dedicated to one of the most powerful beings in all of Marmadas. The Oracle, otherwise known as the Sphinx of Wisdom. The Oracle's massive cathedral can be seen from miles around. There are also 10 temples to make up the compound around the Oracle dedicated to each of the non-evil aligned deities.
### Laughing Gardens
The Laughing Gardens can be considered the most primal place in all of Marmadas. From mysterious fey magic to deadly creatures lurking within its canopy the Gardens welcomes no creature to its midst. Not much is known about the Gardens except for rumors. The Wanderers of Marmadas are rumored to have fallen within the Laughing Gardens and very few have made it out alive. The Pricidian Empire has created a frontier town outside the gardens called Anshelm. This town is full of adventurers from an age long gone. Many people from Helios come to this town in search of fame and fortune.
### Galtherian Range
The formidable peaks of the range scale for miles across the basin like a scar. The range is said to be impassable. With volatile weather and craggy terrain the range is the reason that the passage from the Basin to Helios is impossible. Most of the southern region is covered with a dense blight, and after the events of the Giant Prophecy, all of Giant-kind died off along with the Necromancer to Galossus and his forces.
### Lower Galtheria
Home to many strange races Galtheria is considered to be a slightly easier to traverse mountainous area compared to the Galtherian Range. With a lower section decimated by tundra there is only a small stretch of land with habitable terrain that isn't mountainous. Lower Galtheria is host to the only known location of Goliaths, who live in a monastery in the upper reaches of Galtheria, and a refuge of Dwarves from Khro' Kal. With the fall of a White Dragon that had taken refuge near the Goliath Monastery Dwarves aim to expand their land to new areas within the mountains of Lower Galtheria. Lands away from various savage races, and emerging underdark monsters.
##### Helios [hee-lee-oss]
Helios is the peninsula that is directly connected to the Basin. Cut off from its motherland for hundreds of years its people have evolved past the savage races that inhabit the Basin.
| Name | Location |
|:----:|:---------|
| Blue-rock Beaches | North |
| The Black Forest | North-east |
| Pricida | North-west |
| Vysoloth | South |
| Drust Hills | Central |
### Blue-rock Beaches
No known knowledge
### The Black Forest
The neck of the peninsula to Helios is home to an ecosystem dominated by Shadowfell magic. A host of Vampires, Lycanthropes, and undead live within the western-most regions while the east is mostly isolated. With the death of Rethok the Hidden Devourer the region is expected to change drastically in time.
### Pricidia
Pricidia is a massive empire spanning many miles along the coast of Helios. The Pricidian Empire's capital is Pricidia and its native species in Human. With other inhabitants such as Half-Elves and Dwarves. The Empire is one of the Enlightened Triad Civilizations. What is known about Pricidia is its powerful military, agressive trade-laws, and massive internal crime issues. The famous Knights of Pricidia protect the lives of the citizens who pay such heavy taxes to be called a Pricidian.
The Empire has built a canal to route its water better throughout the city. Creating the first effective aqueduct. This invention, along with many other improvements marks Pricidia as the most advanced empire in Marmadas.
### Vysoloth
Vysoloth is the home and native birthplace of the Dragonborn. The Vysolothi people were once a united coalition of all Dragonborn, but after the *The Awakening* the new rules of the Vysolothi people became a council of Metallic Dragons. Effectively ending all conflicts they had previously been in and saving the once great empire from extinction. Along with the race itself.
Vysoloth's terrain is decimated by a dry temperate desert. Due to the Dragons' natural effects on the terrain the desert is far from natural and makes the surrounding area an extremely easy to defend environment. There is very little information about the Dragonkin Empire in general.
### Drust Hills
No known knowledge
##### Khulli [koo-lee] *
Khulli is the island continent that sits closeby to the peninsula of Khulli. Khulli is a region dominated by strange creatures that appear foreign to the native creates of Helios and the Basin.
| Name | Location |
|:----:|:---------|
| Antionum | North |
| Slithersilk Hills | Central |
| Zephyren Deepwoods | South |
| Desolation | South |
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### Antionum
Antionum is the native home of Tieflings. After the events of *The Awakening* the empire has held a strong hold over the lands of Antionum since. With what little information is known about the empire, it is rumored that only the most sinister and evil deeds occur their due to the Tieflings' devilish origins.
### Slithersilk Hills
No known knowledge
### Zephyren Deepwoods
The Zephyren Deepwoods is a large stretch of heavy forest that drapes over the central-southern area of Khulli. There is little known about this place, but the following is known:
There are Dwarves in this region and they work for the Antionum Empire. The area is not well supervised so many traitors and exiles come to the deepwoods in order to live in peace from the Empire's dominance of the northern territory.
### Desolation
No known knowledge
##### Oceanic Territories
| Name | Location |
|:----:|:---------|
| Typherion Ocean | South-west |
| Sea of the Bael Turathi | West |
| The Phezanyse Sea | North-east |
| Sea of the Arkosians | Central |
| Bay of the Icehammers | South-east |
| Khullian Reefs | North-west |
### Typherion Ocean
The largest expanse of the water in all of Marmadas. It's most commonly known for its turbulent waters and dangerous sea life. Only seasonal wind currents and talented sailors can hope to travel through the Typherion Ocean to go cross continent.
### Sea of the Bael Turathi
The epicenter of trade between the 3 Enlightened Empires. Piracy and corruption is only the pursuit to those native to the waters of this sea.
### Sea of the Arkhosians
Once protected by the Frost Giants, this sea that borders the Galtherian Range and southern Helios is rumored to be home to many sea monsters and other aquatic abberants.
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### The Phezanyse Sea
Home to a rare race of aquatic demi-humans known as Merfolk, the Phezansye sea was ruled by its namesake for thousands of years, and as such had been under a storm. After the defeat of Phezanyse, the sea slowly returned to its once lush state with valuable stored away after long exposure to the harsh elements.
### Bay of the Icehammers
No known knowledge
### Khullian Reefs
No known knowledge
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# Ranger Changes
Amidst the fantastic CORE system that Dungeons and Dragons Fifth edition offers, therein hides flaws under the hood. It is to this degree with the Ranger, and Wizards of the Coast does agree that the Ranger is in fact, flawed. With this hot mess of a class we have found a completely different option that pays homage to some other abilities found in the Rangers' past.
## The Ranger Handbook
https://drive.google.com/file/d/0B6j1N-OPcJyIM3BycGVEMDVQdTQ/view?usp=drivesdk
### Changes
##### Natural Explorer:
- Gain a favored terrain.
- While in your favored terrain, you gain advantage + double your proficiency bonus while tracking and double your proficiency with ranger skills you are proficient in while in your favored terrain.
- While in your favored terrain for more than an hour, difficult terrain doesn't slow the travel of your group given you are not seperated, and foraging provides you with twice as much food.
- At 6th level, your attacks count as magical while in your favored terrain, and at 10th level you learn a new favored terrain.
##### Favored Enemy
- Note: You can take the Humanoid option numtiple times, selecting two new species of Humanoid each time. You gain no new languages when selecting the Humanoid option after the first.
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# Resources
## Core Rules Changes
- The following feats are also changed in association with the **Shields** section: *X'ly Armored; gain proficiency in X Shield*, where X can be light, medium or heavy.
- All characters will either use the Point Buy system or the Standard Array system for character creation.
- Any ranged attack roll made within 5ft of an enemy provokes an Opportunity attack if the enemy has a reaction and the attack is not targeting them, otherwise the attacker has disadvantage.
- The [Aim](http://homebrewery.naturalcrit.com/share/S170GCpcG7) Action is available to use.
- The [Forbidden Techniques](http://homebrewery.naturalcrit.com/share/BJlc3kJbQ) go into further detail about what is and isn't allowed with spellcasting.
- The [Exhaustion](http://homebrewery.naturalcrit.com/share/BJ70eEUI7) rules.
- The [Survival](https://homebrewery.naturalcrit.com/share/Hkw3rJej8N) Rules.
- A creature can only hold its breath for a number of rounds equal to 1 + CON in combat. Suffocation rules remain.
- Creatures regain conciousness after a short rest if stable, but do not gain the benefits of one and cannot spend hit dice.
- *Lesser Restoration* can be cast at 3rd level to restore 1 level of exhaustion.
- On a successful cast of the *Polymorph* spell, the caster may only choose a monster with the creature type *beast, monstrosity, abberation, or elemental* and must be familiar with the creature in order to successfully polymorph the target.
- Spending a short rest to attune to a magic item does not identify the item, however you may use the item and its abilities.
## Death Saving Throws
Gain a resource called [*Death Points*](http://homebrewery.naturalcrit.com/share/Hya31FoeT7), where the amount of death points you have is equal to your Proficiency bonus + CON modifier. If you would fail a death saving throw while you have any amount of death points remaining you lose 1 death point, become stable, and gain 1 point of exhaustion upon regaining conciousness. If you would critically succeed on a death saving throw you become stable. Upon fumbling a death saving throw you lose 2 death points instead.
While **unconcious**, a stable creature does not lose stabilization from taking damage(Taking damage while concious does remove stabilization). Upon reaching 0 death points, the character reverts to the SRD rules for death saving throws.
Note that gaining exhaustion after losing a death point is considered a brutal rule.
## Shields
| Name | AC Bonus | Requirements | Don/Doff | Weight |
|:----:|:--------:|:------------:|:--------:|:------------:|
| Light Shield | +1 | Can be used while wielding a non-heavy melee weapon in the same hand, cannot be used to shove a creature prone | Bonus | 3lb. |
| Medium Shield | +2 | As in Players Handbook | Action | 6lb. |
| Heavy Shield | +3 | Speed reduced by 5ft, STR 13 to Wield, STR 15 or else speed reduced by an additional 5ft, disadvantage on Dexterity (Stealth) checks, and you can use an action to gain the benefits of 3/4 cover | Action + Bonus | 18lb. |
## Inspiration Points
Similar to Action Points in 4e. Every 3 combat encounters you complete you gain an inspiration point. A long rest resets this progress.
- A completed combat encounter is living to the end of the encounter without losing a death point.
- You can have any number of inspiration points and they can be gained through both encounters and 'good' roleplaying. You cannot lose an inspiration point once you obtain it.
- If you would spend an inspiration point, you must do so at the start of your turn. You gain advantage on all rolls for the remainder of the round. All attacks and contests made against you by enemies are made with disadvantage.
- Any ally attack against you has disadvantage.
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## Help
Outside of combat, help can be given when one or more party members can be aided in a given task, but the task was wholly given to them. The helping character rolls the same skill check associated with the skill being tested by the helped character first. On a result of 10 or above the check succeeds. A successful check gives a +2 to the result of the helped character's check. The maximum amount of characters helping on a given check is determined by the DM.
## Homebrew Resources
- Use of the [Dark Arts Player's Companion](https://drive.google.com/file/d/1Kr3ZKYy3Me0ZFOhOQAmKBZlB9JUauhW5/view) for the purposes of the Shadar-Kai Race is permitted. Only that race may use other materials presented within the companion such as class archetypes and spells with permission from the DM.
- [Dhampir](https://drive.google.com/file/d/1-mI8mvcDU_Zv21X8psjmSXeoIzWAsOzH/view?usp=sharing) *(Though currently locked due to relations with Silvano)*
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## The Dawn War Pantheon
The Dawn War was the war between the primordials and the gods. The Dawn War Pantheon is a major component of all of my campaigns. Knowledge of how each deity functions and interacts with the world is key to understanding how your character's faith can find a purpose in Marmadas. The following gods have precidence in the locations detailed in the table below:
##### Dawn War Deities
| Name | Locations | Alignment |
|:----:|:---------:|:---------:|
| Asmodeus | Khulli | LE |
| Avandra | Unigedd, Mishra, Pricidia, Khulli, Anshelm | CG |
| Bahamut | Mishra, Vysoloth, Anshelm | LG |
| Bane | Untamed Warlands, Unigedd | LE |
| Corellon | Mishra, Pricidia, Anshelm | CG |
| Erathis | Mishra, Pricidia, Unigedd, Anshelm | LN |
| Gruumsh | Untamed Warlands | CE |
| Ioun | Mishra, Pricidia, Osharove, Anshelm | N |
| Kord | Mishra, Pricidia, Unigedd, Anshelm | CN |
| Lolth | Lower Galtheria | CE |
| Melora | Mishra, Osharove, Pricidia | N |
| Moradin | Mishra, Osharove, Pricidia, Unigedd, Lower Galtheria | LG |
| Pelor | Mishra, Pricidia, Unigedd, Lower Galtheria | NG |
| Raven Queen | Pricidia, Anshelm, Black Forest | LN |
| Sehanine | Mishra, Osharove | CG |
| Tharizdun | N/A | CE |
| Tiamat | Khulli | LE |
| Torog | N/A | NE |
| Vecna | N/A | NE |
| Zehir | Khulli | CE |
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# The Awakening
Passed into legend long ago is an event that goes down in history as the most destructive world event in the history of Marmadas. The Awakening. After a 20 year long war between the Bael-Turathi Humans and the Arkhosian Empire of the Dragonborns the Akrosian infantry were setting upon the soil of Northern Khulli. Detailed in the text *Ancient Conflicts* describes how the last remaining Humans of the Bael-Turathi making a pact with the God of Tyranny, Asmodeus. The Humans in their foolish last ditch effort of survival asked for but only power in exchange for whatever the devil pleased. In his infinite wisdom. Asmodeus plagued the Bael-Turathi with the curse of Devil's blood and turned the once pure race into Tieflings. Half-Infernals with incredible strength. Changing the tide of the entire war allowed the Bael-Turathi to rebuild and retake their homeland. After a year of conflict over water the Tieflings of Khulli finally took the oceanfront and marched upon the lands of Arkhosia.
Taking all of this previous knowledge only sets up the event in its full. The Maramadas Basin is at peace, the Humans of Duskridge in the north of Helios and the Elves of Osharove trade in peace with one another along the peninsula. The Dwarves of Khro' Kal continue to expand further into the depths of the earth. Marking day 0 on the Elven Calender marks the Awakening. On a Full Moon, Dragons began appearing in the skies and landed in various areas within Marmadas. Tracking of these Dragons faded over time and only the most notable Dragon landings were recorded.
The most notable dragon landing was the Council of Soloth. 5 Metallic Dragons landed like a fleet in the heart of the Arkhosian Empire, effectively ending the reign of the Dragonborn over their own people. In the same moment the war between the Tieflings and Dragonborn was forced to a halt. No army could break that many Dragons and the new emperor of the Bael-Turathi Antios was ready to pull back and rebuild his fallen lands. This stalemate has lasted until today even.
With the events occuring in Helios dragging the land back into a former age a number of Chromatic Dragon sightings were recorded by different tribal races. The passage between Helios and the Basin was cut off by several Dragons landing in that area. Most notably, however, is the landing of a Red Dragon in the peaks of Khro' Kal. The Dwarves were overwhelmed and forced out of their mountain. Some traveled underground, never to be seen again, while others ventured to other lands. The Dwarves, being outcasted from their homeland ventured around the world in search of a new place to call home. This was the spawn of the First Age of Adventure. One to catalog in the history that is all but scattered around the world. The solutions to our problems lie only in the past. The future is held by those who dig it up. Are you up to the challenge Adventurer?
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# Notes
- [Player Notes Document (Year 3)](https://docs.google.com/document/d/1K2dMkO14iLu2iehgogEFK2DUsrOZhVQbPNpu7JPBYUE/edit?usp=sharing)
- [Marmadas Pre-Year 4 Player Notes](https://docs.google.com/document/d/1fcC8xzYyjGFqczgGs82RWe4_x_Qb7ugDBdcPY1CISh0/edit?usp=sharing)
- [Chronicle of the New Dawn](https://docs.google.com/document/d/1gJxEYx4pWOD8IQxEkdaekB2FWQl3a7EWiIkKz-k1rxY/edit?usp=sharing)
- [Retainer Guidelines](https://docs.google.com/document/d/1NfWr3o-XK_Et383df8EiUCYfJTtuM28OIqkbQypW0qc/edit?usp=sharing)
# Class Feature Variants Changelog
### Barbarian
Proficiency Versatility - Yes
Survival Instincts - Yes
Instinctive Pounch - Yes
### Bard
Spell List - no contact other plane
Magical Inspiration - Yes
Spell Versatility - No
### Cleric
Spell List - Yes
Cantrip Versatility - No
Channel Divinity: Harness Divine Power - Yes
Blessed Strikes - Yes, Increases to 2d8 at 14th level.
### Druid
Spell List - Yes
Cantrip Versatility - No
Wild Companion - Yes
### Fighter
Maneuver Versatility - Yes
**Fighting Style Options**
- Superior Technique - Yes
- Blind Fighting - Yes
- Interception - Yes, must be wielding a shield
- Thrown Weapon Fighting - Yes
- Unarmed Fighting - Not fighting style, replaces Tavern Brawler Feat
**Maneuver Options**
- Ambush - No
- Bait and Switch - Yes
- Brace - Yes
- Restraining Strike - Yes
- Silver Tongue - No
- Snipe - Yes, Spends both move and bonus actions
- Studios Eye - No
### Monk
Monk Weapons - No
Ki-Fuelded Strike - No
**Ki Features**
- Distant Eye - Yes
- Quickened Healing - Yes
### Paladin
Spell List - Yes
Fighting Style Options
Blessed Warrior - Yes
Channel Divinity: Harness Divine Power - No
### Rogue
Cunning Action: Aim - Add to Assassin Archetype at Level 3
### Sorcerer
Spell List - Yes
Spell Versatility - No
**Font of Magic Options**
- Empowering Reserves - Yes
- Imbuing Touch - Yes
- Sorcerous Fortitude - Yes
**Metamagic Options**
- Elemental Spell - Yes, replace thunder with poison
- Seeking Spell - Yes
- Uneering Spell - Yes
### Warlock
Spell List - Yes
Spell Versatility - No
**Eldritch Invocation Options**
- Bond of the Talisman - Yes
- Chain Master's Fury - Yes
- Eldritch Armor - No
- Eldritch Mind - Yes
- Far Scribe - Yes
- Gift of the Protectors - Yes
- Investment of the Chain Master - Yes
- Protection of the Talisman - Yes
- Rebuke of the Talisman - Yes
**Pact Boon Option**
- Pact of the Talisman - Yes
### Wizard
Spell List - Yes
Cantrip Versatility - No