# Marmadas World Guidebook
##### Version 2.2.4
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##### Table Of Contents - **[World Elements
3
](#p3)** - [Helios
3
](#p3) - [Pricidian Empire
4
](#p4) - [Vysolothia
5
](#p5) - [Khulli
6
](#p6) - [Empire of Turath
7
](#p7) - [Neutral Bodies of Water
8
](#p8) - [Special Locations
9
](#p9) - **[Homebrew Rules and Changes
10
](#p10)** - [Aim
10
](#p10) - [Death Saving Throws
10
](#p10) - [Equipment
10
](#p10) - [Exhaustion
11
](#p11) - [Forbidden Techniques
11
](#p11) - [Help
12
](#p12) - [Inspiration Points
12
](#p12) - [Homebrew Resources
12
](#p12) - [Minor Rules Changes
12
](#p12) - [Languages
13
](#p13) - [Overwhelm
13
](#p13) - [Ranger Changes
13
](#p13) - [Light
13
](#p13) - [Initiative
14
](#p14) - **[Character Roles
15
](#p15)** - **[The Dawn War Pantheon
16
](#p16)** - **[Class Feature Variants Changelog
17
](#p17)** - **[Notes
18
](#p18)**
Marmadas World Guidebook
\page # World Elements Each region is categorized based on its association to the various landmasses and their relative subregions. There are detailed descriptions for each subject within these regions categorized alphabetically and notated on the table associated with each major region. ## World Map
Image Reference: https://imgur.com/AlT7zJv
#### Reading the Map Each solid red border is an Empire border within either landmass. Antionum doesn't have a border because it spans the whole island of Khulli. A dashed red border signifies a city border. Each hex follows the [6 mile hex](https://2.bp.blogspot.com/_HxKuYZ2XdJE/SxiR3VBakII/AAAAAAAAAIY/spigR7Zz8Rs/s1600/6mihex.bmp) method. ## Major Regions ##### Helios The peninsula to the Marmadas Basin, Helios resides as everything past the Black Forest surrounding the Phezanyse Sea, Sea of the Bael Turathi, Sea of the Arkhosians, and Typherion Ocean. Helios is home to the Pricidian Empire and Vysolothia Empire. | Name | Location | |:----:|:---------| | Black Forest | North-east | | Blue-rock Beaches | North | | Drust Hills | North-central | | Fairgrass | Central | | Phezanyse Sea | North-northeast | | Pricida | North-west | | Pricidian Empire | North-central | | Sea of the Arkhosians | East-central | | Vysoloth | South | | Vysolothia | South |

Black Forest

Spanning the entire neck of the Helios peninsula the Black Forest follows its namesake quite realistically. Thick black-leaf foliage covers most of the ground and has overgrown to create a large canopy over the forest floor. Though not well known, the Black Forest suffers from the Shadowfell seeping into the area and as such it is home to many monsters and undead. The two main factions of the Black Forest on its most western edge are Lord Silvano's Vampires and the Night Mother's Lycanthropes. Both factions, while in staunch opposition of one another are also actively working against Pricidia and all other civilized life. The Black Forest has many intense properties that make it impractical for expansion. Time works differently within the forest as spending as much as a day within the forest can last a month in real-time. The Raven Queen, who has domain over the Shadowfell also seeks domain over the Black Forest, and as such has prevented her opposition from leaving the forest without her consent.

Blue-rock Beaches

Comprising of the northern tip of Helios, the Blue-rock Beaches is a desert that spans for nearly 150 miles at its longest stretch. Besides the immediate beach sand on the coastline, the rocky terrain is sprinkled between large sections of fine sand and other freshwater life thanks to geysers that are commonly found throughout the blue-rock beaches. The name blue-rock comes from distinct colored rocks that be found by the freshwater life that lives natively near geysers and feeds on micro-organisms on the surrounding terrain to create both colored rocks and fine sand.
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Drust Hills

The Drust Hills comprise mostly a large section of land between the Pricidian Capital and the Black Forest, continuing further around the north and south sides of the capital. The Drust Hills' core area is surrounded by a lush plain and scrubland area. The green grasses of the Drust Hills are mostly a figment of the past as poor agriculture techniques have led to strong dust bowls that changed the color of the grass to a golden-brown after many Pricidian druids worked to revitalize the region. Many creatures like Griffins and Horses are native to the Drust Hills but are only wild in the northern and southern regions. Humans are also native to the hills and have saturated the central portion of the hills up to near the edge of the Black Forest.

Fairgrass

Considered the most central region of Helios, Fairgrass is comprised of many forests that make up the region and sits mostly empire neutral in the competitive region of Helios. Fairgrass is home to many forest wildlife and for many years was considered to be the second home of the Elves. Over time the region was the focal point of wars and other bloodshed and as a result, became a region overhunted by empires throughout the years. While still used by people of the forestry trade the druids native to Helios have spent hundreds of years making sure it doesn't end up as another extension of the Drust Hills due to poor handling by Helion governments. Nowadays Fairgrass is region neutral because of those same druids who for generations have been protecting the natural resources that lie within and allow even stronger creatures to flourish within the region. Helping keep the ecosystem balanced and healthy.

Phezanyse Sea

One of the more volatile bodies of water in Marmadas, the Phezanyse Sea is a stormy region to the northeast of Helios that is home to many dangerous sea creatures and sea life. Within the sea is an island known as Darkdress Isle which is constantly clouded by a powerful thunderstorm. It's theorized that the reason there is so much rain in the Phezanyse is because of wind patterns with other sources of evaporation pushing clouds into the region causing multiple positive feedback loops. Because of this, many neighboring coastal regions flood constantly.

Pricidia

The capital city to the Pricidian Empire, Pricidia is home a large variety of people and cultures that create a functional metropolis. Currently, in its renaissance age, Pricidia contains many great events, people, places, and wonders. There are 8 general sectors in Pricidia that make up the city, each of these sectors spans for several miles usually and contains its variation of subcultures and subsectors. | Technical Sector Name | Effective Sector Title(s) | | :------------: | :-------------: | | Government | Palace, Bureaucracy | | Military | Justice, Law, Guard | | Aquaculture | Docks, Canals, Mercantile | | Criminal | Underground, Black Market | | Guilds | Artisans, Entertainment | | Agriculture | Farms | | Upper District | Noble | | Suburb | Slums Places like the Government district not only contain the Palace with the Emperor but also embassies for the other empires, buildings known as the Jade Palace and the Ministry of Brimstone. The Military district houses a large guard population despite most of the training done outside of the capital. This is because Pricidia has a very high crime rate among all races. There are many different types of criminal syndicates within Pricidia that work towards different goals. Built hundreds of years ago, but expanded upon in recent years is a massive canal that pulls fresh seawater deep into the Pricidian Capital and is carried to the Drust Hills by a system of aqueducts. Pricidia uses many of its environmental advantages to make itself a trade leader among the 3 empires. More ships pour into Pricidian ports every day than the canals were originally designed to handle, so they've been expanded to make a system of canals for a 20 mile-wide stretch. Much of Pricidia's architecture is unurbanized so one-story buildings fill plots of urban land for miles. The inefficient use of space is a major downside because of the mobility of resources and goods is slow, while crime is very hard to efficiently predict or douse. Much of the older architecture from hundreds of years ago lies in a place known as 'old town'.

Pricidian Empire

*The greatest empire in this or any age.* The Pricidian Empire is the result of hundreds of years of inter-human conflict that resulted in a civil war throughout the First and Second Ages of Adventuring. After Pricidia was formed, a front was made against the monsters that previously sought to gain from the demi-human conflicts and relations with the other empires were repaired. Pricidia was created out of the ideal that humanity should be unified and fortified. Humans 'ought to be protected by their empire and Humans 'ought to work together to maintain that empire. The current state of Pricidia is hundreds of years ahead of its first incarnation. Spread across its borders a whole slew of demi-human races have come together to share in Pricidia's wealth and freedoms. Though still dominant and favored towards Humans, Pricidia's tenants now focus on Justice, Freedom, and Creation. A freestanding empire that could never fold to any one group or individual now stands to keep law and order among its people, yet it pledges freedom to allow for the individual to work towards innovation and one's own goals, and while creation is broad, and can range from pure Imperialistic values to reformation and innovation.
Marmadas World Guidebook
\page Pricidia as an empire is broken up into 6 broad types of usable territory: Military, Sea-Trade, Land-Trade, Gather-waters, Urban, and Gather-land. These pieces of territory are overseen by 4 different types of Justice branches: the Navy, Army, Fulcrum, and Elite. The Navy and Army oversee their respective territories exclusively and work at an empire scale as well as non-capital territories while the Fulcrum acts as a police force within urban environments. Elites are often outside of the general description and can range from Fulcrum Counter-Intelligence to Valor's Paladins. The Emperor of Pricidia is Lander Pherisath. Lander's chain of command is tied to a large stretch of military nobles that scale downwards in both responsibility and influence. The government of the Pricidian Empire is known as a Military Dictatorship, but the emperor and his highest advisors aren't always military chiefs. Outside of the chain of command, but still beneath the Emperor are the Pricidian Knights. It is known that Pricidian Knights are elected individuals by the Emperor who have done incredible tasks and are given the responsibility of protecting the empire in all forms. Though not very publicly known, there are 9 Pricidian Knights, all of which conceal their identity and work silently about the confines of the Empire. The most notable and known knight is Valor. Valor and his paladins protect Pricidia from monsters. Most monsters come from the Black Forest so Valor is well known among farmers and soldiers to fight consistently and diligently against direct forces of evil. Pricidia is often remarked as the trade capital of the three empires. Turath and Vysolothia are both diplomatic allies with Pricidia and often trade between one another. This is a major cause for crime within Pricidian ports but also a great boon in wealth that Pricidia gains from both empires. Despite the natural tendencies of the international climate Pricidia has been know to be a common broker of peace between Turath and Vysoloth so that trade may continue within its ports. Summits between the Triad Empires' leaders are held yearly in the Pricidian capital. The Pricidian Military at both land and sea scale is magnitudes larger than either empires' largest force, but Pricidia's military technology and strategy are centuries behind the other eternal empires. Despite being quite technologically advanced, Pricidia's large force prevents it from outfitting every soldier with the magical implements required to make for a powerful force. In addition, most of Pricidia's forces are made to fight against monsters. With silvered weapons and blessed armors, Pricidia is more prepared for a war against the Black Forest rather than an eternal empire. Despite this, their navy does make use of gunpowder for cannons and other more modern naval advancements.

Sea of the Arkhosians

Known as The Crucible of the Deep to any who have ventured into its cursed waters the Sea of the Arkhosians remains as another large body of water unexplored and unknown. For the few that have tried to wade into its captivating mystery have left emptyhanded. The Sea of the Arkhosians is home to Sea Monsters and strange occurrences, similar to those of the Typherion Ocean. ``` ```

Vysoloth

Also known as the City of Alloys, Vysoloth is the capital of Vysolothia and the home of the Metallic Dragonborn people. The city is divided into 5 sections, one per metal or 'scale' that each metallic Dragonborn represents. This is also the domain of each respective Metallic Dragon that combines to make the Council of Weyr. Because of the presence of each of the respective metallic Dragons, their scale domain is altered to their preference. | Scale | Terrain | Dragon | Specialization | |:----:|:-------: | :----: | :------------: | | Brass | Arid Badlands | Gigan the Sandwyrm | Army, Artisan, Construction | | Bronze | Coastal Beaches | Felgolos the Clarion | Entertainment, Mercantile, Naval | | Copper | Mountainous | Tyrangal the Deceiver | Cultivation, Sheriff, Spies, Mining | | Gold | Urbanized Plains/Desert | Aurinax the Resplendant | Military, Nobility, Politics | | Silver | Alpine | Miirym the Seer | Academia, Art, Magic, Theology | The separation of Metallic regions is less exaggerated among its people. Though housing for Dragonborn is purely determined by their scale, Dragonborn are not disallowed to enter another scale's region or work a job, not of their scale's specialization. The Dragonborn of Vysoloth are considered to be very unified because of their devotion to the Council of Weyr. Vysoloth as a city feels very 'eastern' and the Dragonborn that live within these scales all have a unique variation on the life that Dragonborn of Arkhosia used to live. Metallics have a rich culture that survives off of honor and community and as such have adapted the environment around them as it changed with the arrival of the council several centuries ago.

Vysolothia

A product of the ancient empire known as Arkhosia, Vysolothia is the land ruled by the Council of Weyr, at the throat of the Empire of Turath, and home to the Dragonborn people. Vysolothia was formed out of the near ashes created by Bael Turathian Tieflings as the Awakening occurred. The Council of Weyr flew into the capital of Arkhosia, known now as Vysoloth, and took the reigns of a dying empire and brokered peace with the devilkin of Khulli. Vysolothia is ruled by a Kraterocracy, though none have effectively been able to overthrow the Council of Weyr since they took power, the age-old traditions allow for the strongest group to maintain power while within, and any may challenge the council. Though the Dragons have complete control over Vysolothia, they are influenced by the traditions of the Dragonborn and work cunningly with their eternal traditions. The Tenants of the Council of Weyr aren't communicated to the Dragonborn it oversees, but many believe that the Council aims to simply outlast the empire and move on, while others speculate that they are guiding the Dragonborn down a better path than they otherwise would. A few believe that a greater power or mystery is what drives them. \page Dragons naturally influence on everything around them, and this includes the very terrain they make their homes. Ancient Dragons can slowly alter the terrain they make their nests in to be of their most favorable type. Vysoloth is a great example of this, but the combined strength of the Dragons has manifested into something far more powerful. For hundreds of miles, the combined strength of the Council of Weyr has influenced the terrain to become arid and dry. A desert has formed where a colder, more temperate climate once remained. Vysolothia is known for its incredibly land army. This military is comprised of Legions of soldiers that are housed all across the deserts and arid badlands of Vysolothia. These soldiers train under harsh and very competitive conditions for the right to lead others of their kind. The most promising of these soldiers are very usually Gold Dragonborn, and the best of these soldiers are put a set of legions known as the Aureum Castellum. The Aureum Castellum is a set of 8 legions, each 1000 soldiers in strength, that lie in wait for the day that they can conquer Turath and all of Khulli. The military tactics of the Dragonborn are unmatched and similarily untrainable to the common soldier. The Dragonborn sense of unity and strength only appears to run within their blood. Not very similarily, Vysolothia's navy is quite lacking in comparison to its rival and is best suited for dealing with things like piracy. While most larger ships aren't very technologically advanced, they make up for it with the impressive firepower that comes from Dragonborn themselves. Vysolothia also uses smaller skiff-like ships that can fly just above the water at incredible speeds to chase down targets over the water, and have a very complicated boarding system depending on the type of watercraft the Dragonborn are dealing with. Vysolothia is also home to some Chromatic Dragonborn who live to the northeast of Vysoloth in the Chromatic Colonies. These colonies are mostly used for menial labor tasks as Chromatics are labeled as undesirables. Vysolothia is home to a different type of people than the other empires and is led by non-demihuman creatures. The Dragonborn of Vysoloth are a proud people who celebrate life and community better than any other.
*Vendarastrix; The Last Emperor of Arkhosia*
``` ``` ##### Khulli A large island found on the west side of Helios in the continent of Marmadas. Khulli is surrounded by the Sea of the Bael Turath and Typherion Ocean. Khulli is home to Antionum, the Empire of the Tieflings where they reign over its entirety. | Name | Location | |:----:|:-------: | | Antionum | North | | Desolation | South | | Empire of Turath | Entire Landmass | | Khullian Reefs | North-northeast | | Slithersilk Hills | Central | | Zephyren Deepwoods | South |

Antionum

Many years ago, the people of Bael Turath were to hold their last defense in their northmost settlement, Antionum. Before the Arkhosian Dragonborn would descend onto the city and eliminate the last of the free Humans of Khulli the survivors of this city would turn to a darker power. After making a pact with Asmodeus to save their people, the humans of Antionum became half-devil, now known as Tieflings. With their newly gained strength, they managed to push against the Dragonborn after a successful defense against their siege and turn the tide of war itself. Pushing the Arkhosians back into Helios and to near extinction in their capital. This is the origin of all Tieflings. Antionum was once an empire all of its own, but over time the unity of Khulli rose to become a primary of the Antionum Empire's focus and so the Turath Empire was formed. This ancient city has been rebuilt from its human ancestors and been industrialized after generations of cultural reformation was done. Antionum, while not taking up as much space as other capitals is still a very large city. Densely populated and urbanized the city is made less of wood and stone more brick and metal. Being a city built within a steep valley the infrastructure of Antionum is affixed into much of the hillside and roads are paved over with cobblestone for traction. Antionum is a more exclusive capital than other cities within Antionum. Instead of being a major hub for all people, Antionum is more of a bastion for the wealthy and noble. Only those who can effectively prosper off of the weak can last within the trademarked *Cutthroat City*. Being a city of mostly trade and government affairs the Empire of Turath ceased expansion ages ago in favor of forcing the weak out of the city and into the once untamed wilds of Khulli to find more resources and wealth. The lack of space has overtime created a subculture of old families within Antionum, some still human, that have spread their influence and relations across Khulli to maintain their place within the cutthroat city. Antionum has a massive influx of internal resources to the city and is known to have the most exotic goods of any empire. Considered a statement of high wealth and influence, mined in the southern reaches of Khulli is Neodymium, and when treated with magic can lose its highly magnetic properties. Neodymium is commonly worn as jewelry or piercings after receiving a coating of black paint.
Marmadas World Guidebook
\page The noble class of Antionum is vast and can be equated to our modern understanding of the middle class. They worship Tiamat typically due to their inherent hatred of Dragons, and more specifically Metallic Dragonborn. While these individual do have wealth and riches, they do not have much power outside of their own jurisdiction. Those who hold power are known as *Devil Nobles*. These nobles come from families with richer devil blood and worship Asmodeus. Equating to about 1% of Antionum's population, these nobles are rarely seen in public and work within the highest echelons of the Turath Empire. While usually wearing ceremonial robes with many piercings and tattoos, their most telling features are their incredibly reddish skin, claws, sharp teeth, and elegantly curved horns. With the naturally corrupt culture of the Tieflings, you would think that crime would be a constant problem, but with very lax regulations much of what is considered taboo or downright illegal in other empires is par for the course in Antionum. Freedom of magicks, worship, substance abuse and prostitution are all legal in Antionum. When necessary, Turath will strike back and usually more exaggerated than necessary. This kind of activity leads to shady activity regardless, but more for privacy rather than concealment of illegal deeds. Outside of a small population of native Khullian Humans that managed to escape the devil pact are a substantial population of Yuan-Ti. They choose to live in the underground areas of Antionum like catacombs and sewers where they worship Zehir away from the light of the sun.

Desolation

The most southern reaches of Khulli are a desolate snowy wasteland with mountains covered in snow and ice. While very inhabitable to most, the Dwarves of Khro'Kal migrated to this region a couple of hundred years ago and since the climate is very similar to that of the Khro Tundra. Many valuable metal and mineral deposits are found within the mountains of Desolation. Many ice fishers, whale hunters, and miners live in this region and gain what success they can selling raw materials to Turath.

Empire of Turath

Once the Empire of Antionum and even prior Bael Turath. Turath is an eternal empire and apart of the empire triad which mainly comprises of Tieflings. The denizens of Khulli, the island territory that it controls, are more than just Tiefling. Humans and Yuan-Ti are native to the region and hundreds of years ago Dwarves migrated to southern Khulli seeking refuge after they had lost their homeland. Turath however, is run by Tieflings and is mostly comprised of Tieflings. The upper echelons of the Turathi society is based on power through wealth and strength rather than influence. The government of Turath is very secretive and have mostly hidden regulation made to push productivity of the vast amount of resource collection made over the island of Khulli. The strategy of control without imposing active law only works through the use of aggressive censorship and punishment to impose fear into the general populous. The roots of Turath come from Antionum, also known as the *Cutthroat City*. Outside of the most powerful government leaders centered in Antionum, the wealthy class of Turath is spread throughout Khulli in its various cities. Many of this wealthy class are Tieflings that are apart of a similarily wealthy family and mine, gather, trade, or process materials through a workforce of 'lesser races' like Dwarves, Yuan-Ti, Humans, etc. These materials range from wood and common ores to Neodymium and whale blubber. It's common for Tieflings to act as lords of given regions and build a hierarchy of influence over the general populous of an area without much supervision. Oftentimes Tieflings with wealth will hire trained mages from within their family to act as sheriffs over their various operations. Turath is incredibly industrialized and its central and southern cities are centered around factories and hand-machine warehouses. Given that Tieflings are resistant to fire, much of what they develop is made out of metal because it's easier to work with and can be refined without as much caution. Tieflings are known to be some of the best smiths because of this trait. Turath has almost no law regarding the use of forbidden magic and as such has been a safe haven for many rebellious Pricidian mages over time. Much of the Zephyren Deepwoods is filled with strange cabins and caves where wizards would make their homes to practice taboo magic. As such, Turath closes off many different parts of Khulli for various military installations. These installations are used for testing new magic, weapons, and counter-intelligence strategies. The Military of Turath is heavily based in their Navy, being that all of their communication with other empires has to go through a sea, their navy is comprised of metal-plated steam-powered warships of varying sizes. Their weaponry is usually powered by mages rather than using gunpowder. Turath has the most formidable navy and is unmatched in that department. The exert incredible control over the Sea of the Bael Turathi. The army of Turath, while not comprised of massive legions akin to Vysolothia is more based around guerilla tactics and is made up of small teams of assassins or mages. The average Turath soldier is more similar to a spy rather than a guard.

Khullian Reefs

In the warmer, more tropical waters between Khulli and Helios is a large stretch of reefs. Much of this reef can be seen from the surface of the water as the large coral population is kept healthy by exotic fish and other sea life. This area isn't particularly dangerous and is where some practical sources of Neodymium are mined from. The area is mostly controlled by Turath while some of the upper and eastern reaches are considered neutral.
\page

Slithersilk Hills

Along the neck of central Khulli is a stretch of hills supporting a small mountain range, surrounded by a broad area of fertile scrublands and plains. Within the more flat terrain of Slithersilk is a large portion of badlands in the north. The result of magic tampering with crops led to much of the soil drained of life, and as such the results of that experimentation allowed for Turath to sustain itself with urbanized agriculture. There once was a large portion of Turath's population in the Slithersilk territory as farmers, but life in Antionum has left it a reminder of the past. Within the hills live a portion of the Yuan-Ti population that remain more native to the mountainous terrain resting atop the nested hills. Many theorize that the majority of the Yuan-Ti population lives within the Slithersilk Hills, rather than the Zephyren Deepwoods. A large population of wild birds like Peryton, Chimera, Manticore, and Vulture live within the hills and stalk onlooking prey that would attempt to hike through the hills.

Zephyren Deepwoods

Dense evergreen forests line the southern portion of the island of Khulli. Among hills, mountains, lakes, and rivers craft a lush terrain filled with calm marshes and hidden mountains surrounded by an endless sea of conifers. Within these mountains lie dormant volcanoes with vents of sulfurous steam leaking for miles across the forests of Zephyren. Within these dense woods are strange ruins and odd varieties of demihuman-like creatures that remain native to the deepwoods to this day. From the tribal lizardfolk of the marshes to the Yuan-Ti hidden within its once great empire's ruins the Zephyren Deepwoods appears to yet be completely conquered by the Empire of Turath. ``` ``` The valuable resources hidden within the deepwoods aren't completely out of reach, however, as Turath has settled many cities and military installations within the deepwoods to take advantage of both the vast space and variety of resources available for harvest. The Yuan-Ti are a humanoid cousin of the giant snake that common within the region. These cult-like creatures are incredibly secretive, so not much is known about their culture. Outside of those who live within the deepwoods themselves, many of its secrets remain hidden to the outside world. ## Other Regions
Neutral Bodies of Water
These waters are either fought over for valuable resources, trade, etc or simply don't have a place within any particular empire. | Name | Location | |:----:|:---------| | Sea of the Bael Turathi | Central | | Typherion Ocean | South |

Sea of the Bael Turathi

Unlike the turbulent seas of the Arkhosian, Phezanyse, or Typherion the Sea of the Bael Turathi is much calmer by comparison. Not unlike itself to storm or be the cause of a natural disaster the waters between Khulli and Helios are warm and more timid for a majority of the year. The Sea of the Bael Turathi is a major trade sea and is used frequently by a variety of water vessels. Piracy is common among these waters as it stands as mostly neutral water between the rival eternal empires.

Typherion Ocean

A massive body of water bordering the east of the southern portion of khulli and south of Helios. The Typherion Ocean connects the worlds of the empire triad to the Marmadas Basin and serves as the only practical travel method to it. Over the course of centuries, the Typherion Ocean has been used by the Pricidian Empire to travel to the Marmadas Basin, but this travel was only one-way and done during Spring and Fall to avoid storms and frozen ports. In the last century, however, the route once used and trained by the Pricidian Empire has been given up on as storms have become constant year-round in that region and word of Sea Monsters being another obstacle stifled any plans to continue to support its frontier. Some madmen still wait for the day that they can sail the turbulent seas of the Typherion once again. \page
Antionum, The Cutthroat City
## Special Locations These locations are more specific and need more explanation than the surrounding area gives it. | Name | Location | |:----:|:---------| | Castle Foreheart | Outside the Pricidian Capital, Bordering the Sea | | Chromatic Colonies | Northeast of Vysoloth, within Vysolothia | | Cities of Turath | Central and Southern Khulli | | Darkdress Isle | North of Black Forest, within Phezanyse Sea | | Sacred Forest of Antiquity | Northwest of Black Forest, within Pricidia |

Castle Foreheart

Nestled between the Pricidian Capital and the coast of the Sea is Castle Foreheart. Named after a valiant hero who once fought for Pricidia, Castle Foreheart is the epicenter for all military activity and relations within the Pricidian Empire. Surrounding the castle is a massive open field where new recruits train their skills in battle and discipline. The castle acts as a shipyard for the Pricidian Navy and the castle houses some of the most powerful military leaders of Pricidia. Much of the surrounding region is also dedicated to military housing due to the sheer size of soldiers and leaders needed for operation.

Chromatic Colonies

To the northeast of Vysoloth is the current homeland of Chromatic Dragonborn. Known as the Chromatic Colonies because the Chromatics were once welcome within the empire of the Dragonborn. Since the arrival of the Council of Weyr the Chromatics have been forced out, but still allowed to remain on Vysolothian soil. The state of the colonies is dire, the best association is that the Dragonborn that live within the colonies are effectively in eternal servitude to Vysolothia. Forced to live under poor conditions and stripped of many of their cultural rights the Chromatics are forced into labor-intensive jobs like mining and farming.
If this weren't bad enough. The military of Vysolothia stations soldiers within the colonies rather than just sheriffs. Metallics have a natural disdain for Chromatics in this age and heavy prejudice, violence, and disrespect is often applied. Stripped of their past way of life and sense of belonging the Chromatic Colonies are nothing more than a stain on the beautiful empire that is Vysolothia. ### Cities of Turath Blossoming from small towns on the coast of places like the Slithersilk Hills or the Zephyren Deepwoods the Cities within Turath are the result of urbanization around abundant resources for extraction by Turath. Wealthy Tiefling Nobles were forced to expand their assets south after Antionum refused expansion after the end of the 3rd age. Many families kept their assets in the Cutthroat City and sent their children south to acquire more. The people of these cities, despite the pure dominance of Tieflings, are mostly Human and Dwarven. People who have escaped their homes for the sake of freedom and ended up in debt to a half-devil. Forced to work sometimes life sentences, the people of these cities are the backbone of the Turathi Industrialization.

Darkdress Isle

Within the Phezanyse Sea lies a large island nearly 40 miles across housed by massive stormclouds in a perpetual monsoon. These dark clouds clatter with sounds of thunder and sights of lightning spreading across the already turbulent seas of the Phezanyse. Rumor has it that fish-like demons live on this island where they worship a primordial god of storms.

Sacred Forest of Antiquity

Only about 3 miles in diameter, the Sacred Forest of Antiquity is the home of many druid circles that have sought refuge in Helios. This strange forest is verdant with lush trees and grasses despite its surrounding terrain. Many mysterious ruins and happening occur within the forest as all that have occurred within it has been kept pristine for nearly 600 years back when the Drust Hills was dominated by forest. The Circle of the Moon presides over the forest and will only appear during a full moon.
Marmadas World Guidebook
\page # Homebrew Rules and Changes ## Aim A more extensive [writeup](https://homebrewery.naturalcrit.com/share/S170GCpcG7) has been done on the topic. The aim action can be used by any creature in combat and is the following: >  The **Aim** action can be used to impart a condition, impairment, or effect on hit. Make a weapon attack on a creature within range with disadvantage. You cannot gain the benefits of advantage on this attack unless you use inspiration, in which case the effects both cancel. >*The result of this attack is determined by the DM on a situational basis.* ##### Situational Awareness Chart
| Bonus | Example Valid Body Targets | Example Results | |:-----:|:--------------------------:|:---------------:| | Disadvantage | Torso, Arms, or Legs | Prone, Deafened, or Bleeding | | Normal | Feet, Head, or Joints | Restrained, Stunned, or Minor Wound | | Advantage | Eyes, Throat, Hands, or Critical Organs | Blinded, Muted, Major Wound, Disarmed, or Paralyzed |
##### Using Aim Incorrectly By choosing an invalid option based on the situation, the character will reap the consequences of their choice. By choosing a critical area like the eyes or throat while you wouldn't normally have advantage on the attack you instead reap the benefits of a valid location one **bonus type** lower than your current bonus type. If you take the Aim action and use it incorrectly while you would have neither advantage nor disadvantage, you reap only the benefits of Aim while you would have disadvantage. If you would have disadvantage and use it incorrectly, your attack misses. ``` ``` ## Death Saving Throws A more extensive [writeup](https://homebrewery.naturalcrit.com/share/Hya31FoeT7) has been done on the topic, but in place of the normal death saving throw system the following rule is in place: >##### Death Saving Throws >Gain a resource called *Death Points*, 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.

Equipment

##### Shields The following feats are also changed in association with the new shields that are available. For each armor feat, the text: *gain proficiency in X Shield*, is appended where X can be light, medium or heavy in accordance with the armor profiency associated with that feat. | 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. |
\page ##### Starting Equipment A retainer has a starting gold amount of 22(4d10) * 10 gp and may spend that gold on any relevant items or equipment found in this section, the PHB, or XGtE. Retainers may include a *Common* magic item in their starting equipment.

Exhaustion

For more information see [this](https://homebrewery.naturalcrit.com/share/BJ70eEUI7) page regarding exhaustion examples and other methods to recover exhaustion. For a more elaborate explanation see [this](https://homebrewery.naturalcrit.com/share/Hya31FoeT7) page ##### Exhaustion Chart | Level | Effect | |:--:|:----------| | 0 | No effect | | 1+ | Cannot benefit from advantage on any attacks, checks or saving throws. | | 2+ | Disadvantage on all attacks and cannot maintain concentration on spells. Casting a spell requires a DC 10 Constitution check. (Cannot use Aim) | | 3+ | Disadvantage on all checks and saving throws. | | 4+ | Speed and Maximum hit points are reduced to half. | | 5+ | Cannot attack or cast spells. In addition, you gain a Death Point.| | 6 | Drop to 1 hit point, cannot regain hit points and have a speed of 5 feet. | | 7 | Death. | ##### Exhaustion Notes - Monsters can also undergo exhaustion, the same table applies with the exception that levels 3-5 are removed. Once they receive 4 levels of exhaustion the monster dies - NPCs follow the same table as Players do for the purposes of Exhaustion - DCs for continued exhaustion do not go up, but rather happen more often at higher levels of Exhaustion.

Forbidden Techniques

##### Unwritten Of the many practices known and taught throughout Marmadas, there are many that remain either unfavorable in the eyes of all societies or are simply unknown. This document dictates the rules and regulations regarding these techniques and how they impact the world of Marmadas. Not all possibilities will be listed and it's still necessary to check with your DM as to when something on the edge may or may not be allowed. ### Unknown Spells Along with Forbidden spells, Unknown spells are spells that have yet to be created and are therefore possible to create. The Planes in its entirety have harnessed the will of all magic, and therefore know all spells and techniques, but without the impact of the Outer Planes on the Material Realm some spells will remain a mystery.
##### Teleportation Teleportation remains a mystery outside of short ranges. The spells *Teleportation Circle*, *Word of Recall*, *Arcane Gate*, *Plane Shift*, *Demiplane*, *Astral Projection*, *Transport via Plants*, *Temple of the Gods*, and *Gate* are removed from all spells lists unless a campaign development dictates. Teleportation is an extremely powerful magic that breaks apart the powerful magics that hold the universe together to instantiate the user or users to another place or plane of existence. Low levels of teleportation are simple and easy to use, but higher levels justify massive amounts of research and experimentation before any of those spells see the light of day. ##### Resurrection Resurrection is a powerful magic that plays with the cards of the divine set out since the Dawn War. The spells *Reincarnate*, *Resurrection*, and *True Resurrection* are removed from all spells lists unless a campaign development dictates. *Raise Dead* is fine while the power simply revitalizes the remainder of the soul still within the body of the target. *Raise Dead* and *Revivify* are fine because they have a time limit and don't remove curses, which means that the body isn't revitalized by higher divine powers.
Marmadas World Guidebook
\page ##### Higher Magics The spells *Wish*, *True Polymorph*, *Time Stop*, *Dominate Monster*, *Control Weather*, *Simulacrum*, *Shapechange*, *Mordenkainen’s Magnificent Mansion*, *Mighty Fortress* and *Antimagic Field* are removed from all spells lists until there is further development from any given individual into their respective topics. These spells are simply unknown and whoever comes to understand and know even one of them could spell disaster. ### Forbidden Spells Delving into the Dark Arts is something that no adventurer should ever stand with, but there is occasionally one who stands out from among the scum and evil of the earth to use the powers of evil for good. Here is a list of banned spells by society in the world of Marmadas. - *Cause Fear* - *Inflict Wounds* - *Ray of Sickness* - *Ray of Enfeeblement* - *Animate Dead* - *Bestow Curse* - *Life Transference* - *Feign Death* - *Summon Lesser Demons* - *Vampiric Touch* - *Blight* - *Evard's Black Tentacles* - *Polymorph* - *Shadow of Moil* - *Summon Greater Demon* - *Cloudkill* - *Contagion* - *Danse Macabre* - *Enervation* - *Negative Energy Flood* - *Circle of Death* - *Create Undead* - *Eyebite* - *Harm* - *Magic Jar* - *Soul Cage* - *Finger of Death* - *Reverse Gravity* - *Abi-Dalzim's Horrid Wilting* - *Clone* - *Feeblemind* - *Incendiary Cloud* - *Maddening Darkness* - *Power Word Kill* - *Mass Polymorph* - *Meteor Swarm* - *Storm of Vengeance* - *Weird* ``` ``` ## 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.

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.

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, certain spells with select archetypes, and select archetypes with certain characters are permitted. - [Dhampir](https://drive.google.com/file/d/1-mI8mvcDU_Zv21X8psjmSXeoIzWAsOzH/view?usp=sharing) *(Though currently locked due to relations with Lord Silvano)*

Minor Rules Changes

- Any ranged attack roll made within 5ft has disadvantage, and also provokes an Opportunity Attack if the enemy has a reaction and the attack is not targeting them. - A creature can only hold its breath for a number of rounds equal to 1 + CON in combat. Suffocation rules remain. - Creatures regain consciousness after a short rest if stable, but do not gain the benefits of a short rest. - *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, 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. - Radiant and Necrotic damage overcome elemental immunities related to multi-type damage. - The [Survival](https://homebrewery.naturalcrit.com/share/Hkw3rJej8N) rules as relevant.
Marmadas World Guidebook
\page #### Minor Rules Changes Cont. - Non-magical healing (Ranger Poultics and herbs, etc) do not cure unconciousness. Only magical healing can bring characters to conciousness. - Players may use the Point Buy or Standard Array system for the purposes of character creation. - The amount of items a character can attune to is equal to their spellcasting modifier, minimum of 1. If a character doesn't have a spellcasting modifier they use their Charisma modifier instead. - If a creature would have more than one instance of resistance to a particular type of non-physical damage, they gain immunity to that damage type. ## Languages Languages have 3 levels of classification. Basic, Read/Write, and Native. A character may use one of their language options to either gain a basic understanding of a *natural* language of their choice, gain a basic understanding in an *exotic* language that their native language shares the same script with, or upgrade their proficiency in another language they already know. If a character would have a basic understanding in Common they can choose to gain Read/Write proficiency with that language. Each race has a native language that gives them advantage on knowledge checks related to that language's script, but may choose their native language to be Common. [This is the language classification chart.](https://cdn.discordapp.com/attachments/501820841076719619/610899937248411668/languages.PNG) ## Overwhelm While an ally travelling through another ally's quare in combat would normally provoke an opportunity attack, overwhelm is the sole exception. >##### Overwhelm > > A creature would provoke an opportunity attack if the ally they were attempting to travel through the space of would have 1/3 or more of their available adjacent squares comprised of enemy combatants. All adjacent enemies may use their reaction to make an opportunity attack. A creature that provokes opportunity attacks this way may still move through their allies' square afterwards. ``` ``` ## 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/open?id=1e5rwqCKf1-NEEF__v_Z2LeFi8rNBeXUx ### 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 separated, 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 multiple times, selecting two new species of Humanoid each time. You gain no new languages when selecting the Humanoid option after the first. ## Light All races have dim light in place of darkvision. All races with superior darkvision (120 ft.) have darkvision (60 ft.) >##### Dim light >Light provided by a candle or another dim light source, moonlight, indirect illumination (such as in a cave interior whose entrance is nearby or in a subterranean passageway that has narrow shafts extending to the surface), and the light cast by things such as phosphorescent fungi. > >Characters who have normal vision can’t see well in dim light: Creatures in the area can take the hide action. Characters who have low-light vision or darkvision see normally in dim light.
Marmadas World Guidebook
For Future Page of Rules: https://media-waterdeep.cursecdn.com/avatars/thumbnails/266/189/1000/1000/636596601983395457.png
\page ## Initiative Initiative values are known as count, and are considered better the lower the count is. The bonus to initiative is determined by either one's Intelligence or Dexterity modifier, whichever is higher, and at the beginning of the encounter each creature rolls 1d20 and subtracts their initiative bonus from the result. Each player tracks that result and calls out that result on their representative initiative count. ### Flow and Order The round starts at initiative count 0, and at the beginning of the round any creature whose result is below 0 is considered to have surprise, then tracked as 0. The round plays out counting upwards until 19 is reached, and then a new round begins starting at 0. If two creatures would have the same initiative, they make a contest using their initiative bonus to see who acts first, this result lasts for the remainder of the encounter. ### Delay ##### Weapon Properties If a creature would make an attack using a weapon with the *Heavy* property, their attack(s) are delayed by 2 initiative count per weapon attack. If a creature would make an attack using a weapon with the *Thrown* property, their attack(s) are delayed by 2 initiative count per weapon attack. The following weapons now have the *Great* weapon property. If a creature would make an attack using a weapon with the *Great* property, their attacks are delayed by 3 initiative count per weapon attack. | Weapon Name | Damage Die | | :---------: | :--------: | | Greataxe | 1d12 | | Greatsword | 2d6 | | Maul | 2d6 | | Greatbow | 1d12 | ##### Spell Delay Spells cast are delayed by a count equal to their spell slot level. | Spell Level | Count Delay | |:----:|:------| | Cantrip | 0 | | 1st | 1 | | 2nd | 2 | | 3rd | 3 | | 4th | 4 | | 5th | 5 | | 6th | 6 | | 7th | 7 | | 8th | 8 | | 9th | 9 | | **10th** | **10** | ### Saving Throws Saving throws for any affect are rolled after your last action resolves in the round. Death saving throws are rolled on initiative count 20. While unconcious your initiative count is 20 and when gaining conciousness your new initiative count is 20 subtracting your initiative bonus. ### Reactions Anything done with a reaction is always occurs after the inciting trigger, regardless as to the weapon type or spell level cast. You may use your reaction to change the target for an attack or spell target if the creature would otherwise become invalid. You may also change targets if you change your mind on who to attack. If you declared different targets for multiple attacks you may use your reaction to redirect any number of attacks to one target regardless of who the previous targets were and how many there were. You may use your reaction to stop casting a spell you would have otherwise cast on that count, retaining the spell slot spent. If the spell cast is an area of effect, the target position for that spell cannot change once declared. While casting a spell if you would spend an action in any way you cease casting the spell. With exception to retargetting a spell already being cast. ### Changing Initiative Count Your overall initiative count can be changed, if you do not spend your action, your initiative count is increased or reduced by your initiative modifier until 0. ### Surprise In the event of a surprise round, a round is placed before the encounter would normally start where characters that are surprised cannot take actions or reactions during that round. All characters who got 0 or below take their turns in the surprise round on the count of 20 - *Initiative Bonus*. \page # Character Roles

Commander

*Champions of the New Dawn... assemble!* The Leader role is one of the hardest jobs because you are solely responsible for everyone. Typically the role of leader isn't necessarily managerial, but more visionary. Giving commands to your lieutenant such that they can divide the work accordingly mean that your instructions need to be sufficient for that individual to carry out your orders with success. >##### Command > Once per combat, as a bonus action on your turn, choose an ally within 30 ft., that ally may make a weapon attack against one target within 30 ft. of your choice.

Lieutenant

*Everyone has something different they can bring to the fruit salad business.* The Lieutenant role is the taskmaster of the Champions of the New Dawn. You receive orders from the Leader, who expects them to be carried out, but doesn't necessarily need to be specific. Your job is to divide out work to individuals and make sure that they do them correctly. Maintaining order and loyalty within the New Dawn is top priority for the Lieutenant above even ones own opinion or emotions. >##### Priority Exchange > Once per combat, as a bonus action on your turn, you may swap the initiative result of 2 PCs. ``` ```

Chronicler

*Write that down! Write that down!* The Chronicler role's responsibility is to take notes and chronicle the deeds of the Champions of the New Dawn as they go about their adventures. Keeping these records are paramount for building recognition and respect among individuals or groups that meet the Champions. Reviewing the tenants set by the first Leader of the New Dawn and maintaing those tenants in the current Leader is a priority for the Chronicler. >##### Consult the Chronicle > Once per combat, as a bonus action on your turn, you may make a History check to consult the Chronicle for knowledge about a creature you can see within 60 ft. On a success, the target gains vulnerability to all damage for the next weapon or spell attack made by an ally. > >The DC for this check is 8 + enemy CR, add 10 if the target does not exist within the Chronicle.

Standard Bearer

*A tattered flag just means I'm experienced.* The life and pride of the Champions of the New Dawn is the Standard Bearer. Keeper of a large standard that bears the symbol of the Champions and instilling both vigor and loyalty into those who battle with the Champions. A Standard Bearer should be the living embodiment of what it means to be a Champion of the New Dawn. >##### Plant Standard > Once per combat, as an action each ally within 60 ft. gains temporary hit points equal to your total level. > > You plant your standard into your current square. >##### Remove Standard > As an action, you and each ally within 60 ft. may use their reaction to take the dash action. > > You may only use this ability if you remove your standard, you must be within the same space as the standard.
Marmadas World Guidebook
\page ## 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 precedence in the locations detailed in the table below:
##### Dawn War Deities | Name | Locations | Alignment | |:----:|:---------:|:---------:| | Asmodeus | Turath | LE | | Avandra | Chromatic Colonies, Pricidia, Turath | CG | | Bahamut | Desolation, Vysolothia | LG | | Bane | N/A | LE | | Corellon | Pricidia | CG | | Erathis | Pricidia, Turath, Vysolothia | LN | | Gruumsh | N/A | CE | | Ioun | Pricidia, Turath | N | | Kord | Pricidia, Vysolothia | CN | | Lolth | N/A | CE | | Melora | Pricidia, Sea of the Bael Turathi | N | | Moradin | Desolation, Pricidia, Turath | LG | | Pelor | Pricidia | NG | | Raven Queen | Pricidia*, Black Forest | LN | | Sehanine | Pricidia | CG | | Tharizdun | Turath | CE | | Tiamat | Turath | LE | | Torog | N/A | NE | | Vecna | Zephyren Deepwoods | NE | | Zehir | Turath | CE |
Marmadas World Guidebook
\page # 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
Marmadas World Guidebook
\page
# Notes
- [Marmadas 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) - [Guidebook Changelog](https://docs.google.com/document/d/1XHPM04MifiC7WfARrpu2okT8jzblITxYgvSpFx0MbSY/edit?usp=sharing) - [Marmadas Feats (for v2.2.0)](https://docs.google.com/document/d/1NzJy6LR8CLHeAxWec49IJPWpwOt0PH1CL2rcrgb31GQ/edit?usp=sharing)
>##### Credits >    Written by: /u/t0talsundae > >Art: Various > >Last Major Update: 9/12/2019
Geriviar
Pricidian Paladin of Valor