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The Deck of Many Things - these cards are found throughout the Moata Solar System, in the various Planes and Realms - including the planet Esau.

A Deck of Many Things, as also been known as The Deck of Hazards - an assortment of magical cards (or metallic plates) that are arranged in a set deck. They are enchanted with great magic that was never to be used lightly.




The following effects were known to afflict, benefit, or otherwise change whoever drew the card:

Balance
ORIGINAL = Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
CHANGED TO = your lowest stat becomes fluid – Each time a player uses that stat, they roll a 1d4 to find out what is added to modifier it has :-
1 = -2
2 = 0
3 = +2
4 = +6

Comet
ORIGINAL = You single-handedly defeat the next hostile monster or group of monsters you encounter, you gain the experience points enough to gain one level.
Otherwise, this card has no effect.
ADDED EXTRA = You cannot be humble about it – you boast about the win (trying to shine)

Donjon
ORIGINAL = You disappear and become entombed in a state of suspended animation in an extra-dimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
CHANGED TO
= You switch with Morpheus (Dream of The Endless ) in The Dream Realm. Dream appears where you were located.

Euryale
ORIGINAL = The card's medusa-like visage curses you. You take a -2 penalty on all saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
EXTRA DETAIL = Your speed is halved.

The Fates
ORIGINAL = Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
EXTRA DETAIL = You return to your place you were at the time of the event.

Flames
ORIGINAL = A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savouring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
ADDED EXTRA = Disadvantage to all rolls, due to devil’s influence.

Fool
ORIGINAL = You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level. EXTRA DETAIL = also take one level of Exhaustion.

Gem
ORIGINAL = Twenty-five pieces of jewellery worth 2,000 gp each, or fifty gems worth 1,000 gp each, appear at your feet.
EXTRA DETAIL = roll 1d6 – Evens is jewellery; Odds is gems.

Idiot
ORIGINAL = Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
EXTRA DETAIL = also, Hideous Laughter ... you suddenly perceive everything as hilariously funny and you fall into fits of laughter. You must succeed on a Wisdom saving throw of fall prone, becoming incapacitated and unable to stand up for the duration (1 minute) - A creature with an Intelligence score of 4 or less isn't affected.

Jester
ORIGINAL = You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
CHANGE TO = only drawing two additional cards (no choice to get XP)

Key
ORIGINAL = A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.
EXTRA DETAIL = If it requires ammunition then get quiver of 40.

Knight
ORIGINAL = You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn them to you. You control this character.
EXTRA DETAIL = Subclass: Cavalier. Cannot go further than 250 feet away from you.

Moon
ORIGINAL = You are granted the ability to cast the wish spell 1d3 times.
EXTRA DETAIL = roll 1d4 then -1 (a 1 gives you half a wish ... DM decides which half when wish is made). Symbol of a single moon is tattooed on your wrists until wish is cast ... changed from full, to three quarters, to half and to one quarter as wish number decreases.

Rogue
ORIGINAL = A non-player character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.
EXTRA DETAIL = If enmity grows then will try to kill you

Ruin
ORIGINAL = All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
EXTRA DETAIL = Any coin, gems and jewellery will appear in a buried chest, in unknown, faraway location.

Skull
ORIGINAL = You summon an Avatar of Death - a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone.
The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own Avatar of Death. A creature slain by an Avatar of Death can't be restored to life.
EXTRA DETAIL = a large black raven tattoo appears on your neck (so does anyone else who helps).

Star
ORIGINAL = Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
EXTRA DETAIL = roll 1d6 for which stat increases.

Sun
ORIGINAL = You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.
EXTRA DETAIL = item has the symbol of a sun on the arm/handle/hilt.

Talons
ORIGINAL = Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
EXTRA DETAIL = if holding them at the time, your hand is clawed as if by talons.

Throne
ORIGINAL = You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world.
However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.
EXTRA DETAIL = The throne inside the keep is plain stone.

Vizier
ORIGINAL = At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
EXTRA DETAIL = The card imprints into your palm, until used or until one year passes.

The Void
ORIGINAL = This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated.
A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
EXTRA DETAIL = Your body acts as if boneless for the time your soul is absent.
Al,so, DM rolls 1d20 - if rolls a 1, then PC is located withi in The Plane of Void.



History


The original Deck of Many Things was created by The Lord of Balance (Gil'lon The Master Cat), after a Tabaxi female named Snowdrop (first of that name), made a deal with Gil'lon to save her friend, the medusa named Ana Euryale.
As each reaction requested by the Tabaxi, also an opposite card was also created.
Due to the divine nature of the cards, from then on myriad versions, each slightly different, started manifesting across all of Moata Solar System.
The original decks of many things held on the reverse the symbol of The Twin Moons both full, with one slightly smaller as in the distance, along with the symbol of The Lord of Balance.

This casual deck-building game was played with slightly enchanted cards competitively. A band of five angel from Celestia tried to destroy all the decks. Anyhow, each one they destroyed only forced the magic elsewhere to create a brand new Deck of Many Things.
The magic contained in surviving decks steeped and swelled into the potent cards known across the Realms for their dangers and possible beneficial effects.
The cards are named and each was adorned with a unique portrait - a 13-card deck included the sun, moon, star, throne, key, knight, the void, flames, skull, ruin, euryale, rogue and jester cards, while a 22-card deck added the vizier, comet, the fates, gem, talons, idiot, donjon, balance and fool.
When any card is picked, it will glow as if surrounded by moonlight. The card on sight instantly takes affect - whether only the visual symbol or the wording.
After being used the card appears to burn with white flames downwards, and vanishes from the deck - until a new person takes possession of The Deck of Many Things, unless all the cards were 'used' in that deck.
* This made it entirely impossible that the same card was drawn more than once by the same person.



NORTHERN ISLES

Inside the pack given to Bai (Harengon) contains 21 cards within a woven pouch with a small "1" on the tag - the pouch is created by Bai's family business within The Feywild Realm.
This deck has similar backs to the original deck - have black background, but include the features of a Tabaxi – inner ears, wide eyes, 3 whiskers on each side, and nose.



Item type
Magical
Current Location
Manufacturer
Owning Organization
Related Condition
Weight
35 grams
Dimensions
2.6 in x 1.7 in (67 mm x 42 mm)
Raw materials & Components

They are typically made of vellum or ivory, but could also be cast from thin sheets of metal. They are often kept in a woven pouch or an ornate box.

The designs vary depending on who creates trhat deck. Artists have been known to fall into a trace while they create a deck - later have no memory of creating each card.
* Often they are the first person to draw any cards from the new deck, which means the are subject to the magic of the deck.