# World
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# The land of Titans
Ikoria is world truly ruled by the wild. The world is populated by humans and 'monsters'. Humans, being all to aware of their low chances of survival in the wild have collected together and built monster proof **sanctuaries**. It's important to know, that humans didn't always reside in sanctuaries.
## Cyrstals
Long ago, there were no crystals across the land. During those times the monsters were more animalistic, and less dangerous. They were no different than predicable wild life. When the crystals came, the monsters grew in size, violence, and intelligence. Monsters would directly attack human settlements, the most notorious of them was Snapdax. The surviving humans knew that their only chance of survival was to band together, and thus the sanctuaries were built.
The crystals do many thing. The glow when non-humanoids are near, they are the source of monster mutations, and they seem to increase the potency of magic.
Today small crystal fractions are broken off and refined into gear to utilize their functionality as a "monster warning". While in small fragments (smaller than a human head) the crystals seem to have such a small area of affect that there is no risk of monster mutations, while also still providing the benefit of spell enhancement.
## Sanctuaries
### Drannith, The Invincible City
**Location.** Egali (Lowlands of Savai), east end of the Jal Korcha, (terror road)
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**Ideals.** The extermination of all monsters will bring peace and prosperity to the human race, and this can only be achieved with might.
**Bonds.** "Lives taken are lives not easily forgotten." The people of Drannith hold strong bonds with one another.
**Flaws.** Monumentally stubborn, and driven by revenge. The people of Drannith hold grudges against monsters for their fallen friends. These same people will then die fighting monsters only to foster more grudges.
Drannith is the largest human sanctuary on the plane, a thriving city with tens of thousands of residents. Located on eastern point of the Jal Korcha (Terror Road) in lush plain of Egali in the lowlands of Savai, it's rooted by a gigantic crystal pillar and protected by concentric circles of high stone walls. Drannith's highly trained military is second to none at warding off monster attacks; according to the locals, its walls have never fallen since their creation. Drannith was founded in a time when humanity's numbers were wearing thin, which lead to a culture with a deep rooted fear of monsters.
Drannith is built around the Argalith, the largest single crystal in the world and a symbol of hope and protection for Drannith's residents. The Argalith forms the city's central axle and is the foundation of Drannith's magical defenses against monsters.
#### Defense Strategy
Drannith's survival strategy is strength; they face monstrous threats head-on, beating them back from within their walls. The Drannith Defense Force, informally called the Coppercoats for their banded uniforms and polished buttons, is the most well-resourced, powerful military force in the world. The Coppercoats are a tight-knit militia of city defenders, uniformed defense mages, and magistrates.
# New Rules
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# Crystals
The plane of Ikoria is abundant in naturally occurring crystals that cause sudden and rapid mutations among the monsters in the plane. Within a monsters lifetime it can gain new limbs or become a completely unrecognizable creature. A tiger may grow limbs like wings, additional legs, or simply grow in size. In contrast that tigers sibling may become a tiger-dinosaur-nightmare hybrid.
These same crystals also mutate magic itself. Spells intended to subdue a monster may surge and shock it as well. Or a shield spell that has surged may give minor healing.
## Monster Mutations
If combat is in an area with crystals in the environment there is a possibility that the monsters in combat can mutate. If a monster does mutate this will happen on the same initiative account as lair actions (initiative count 20).
On initiative count 20 roll for mutation. If there are 3 or less monsters you can roll for each monster, however in larger combats this can be time consuming and so it is recommended to instead just roll for one or two monsters. If more than one mutation happens during the combat mutate a monster that hasn't already mutated.
A mutation occurs if you role a 12. When a creature mutates you can either roll on your preferred mutation table, or you can roll to determine what kind of mutation occurs.
> **Managing Mutations.** *Depending on the situation it's possible you may have to keep track of multiple mutations. If you suspect this may be the final mutation table is dedicated to mutations that are easier to keep track of.*
#### Mutation Type
| d6 | Name |
|:---:|:----------:|
| 1 | *Beast Mutation* |
| 2 | *Cat Mutation* |
| 3 | *Dinosaur Mutation* |
| 4 | *Elemental Mutation* |
| 5 | *Nightmare Mutation* |
| 6 | *Other Mutations* |
> **Pre-planned Mutations.** *Don't hesitate to use these tables to craft your own monster ahead of time, or to use them as inspiration for your own legendary Beast-Cat-Elemental-Nightmare monsters.*
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> **Important.** Keep in mind that mutations are permanent. This can lead to a cool narrative where the party re-encounters the same Fire bonded T-rex they fought last session.
>
> However, this can also work against the players. If the party fought Snapdax and failed to kill it, Snapdax keeps all mutations that it built up during the combat.
#### Beast Traits
The monster is mutated into being more beast-like if it wasn't already. It may have grown a thick bristle coat, boney protrusionss hooves, horns.
| d8 | Name |Description |
|:---:|:----------:|:-----------:|
| 1 | **Solid Footing** | The monster's **CON** modifier is added to both its AC and i's damage rolls.|
| 2 | **Thick Fur/Bristles** | **+2** to the monsters AC |
| 3 | **Horns** | The monster now has a ***Ram*** or ***Gore Attack***.|
| 4 | **Chameleon tongue** | The monster gains a ***Whip Tongue*** attack |
| 5 | **Quills** | The monster grows large quills on its back and gains the ***Quill Missiles*** attack.|
| 6 | **Bestial strength** | The monster get **+2 STR** to its strength attribute score. |
| 7 | **Trumpetting Call** | The monster can make a ***Call for Aid***, that will summon a **Gnarr**|
| 8 | **Venomous** | The monsters melee attacks inflict an additional 1d12 poison damage |