Eryndor world illustration - Fantasy theme
Fantasy

Eryndor

N
Nelgea

Eryndor is a mystical land where ancient magic and mortal ambition collide.


Author's Note: Eryndor is a world where ancient magic intertwines with mortal ambition, teeming with diverse cultures, living history, and uncharted mysteries. Each region—from the pirate-infested Shattered Isles to the cursed Obsidian Wastes—tells its own story, shaped by past choices that echo into the present. Magic, both a tool and a threat, flows through the Aether Veins, fueling innovation while posing risks to balance. Heroes emerge not from destiny but from the fringes of society, their choices shaping a morally complex world where good and evil blur. The divine pantheon actively influences mortal lives, and ancient artifacts like the Blade of Aryn’Dral carry immense power with dire consequences. The floating city of Skyhaven debates the ethics of controlling magic, while shadowy regions like Virewood Forest and Shadowfell Cove hide untold secrets. Eryndor invites exploration and rewards curiosity, where every decision ripples through the ever-changing landscape. It is not just a setting but a living character, shaped by its inhabitants' dreams and struggles, offering endless opportunities for adventure and discovery.
Played40 times
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Created
49 days ago
Last Updated
29 days ago
VisibilityPublic
Deck of Illusions
Deck of Illusions
Gear
Details
TypeGear
CategoryWondrous Items
RarityUncommon
Weight0.10 lb.
Cost0.00 Gold
Description

This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. | Playing Card | Illusion | |---|---| | Ace of hearts | Red dragon | | King of hearts | Knight and four guards | | Queen of hearts | Succubus or incubus | | Jack of hearts | Druid | | Ten of hearts | Cloud giant | | Nine of hearts | Ettin | | Eight of hearts | Bugbear | | Two of hearts | Goblin | | Ace of diamonds | Beholder | | King of diamonds | Archmage and mage apprentice | | Queen of diamonds | Night hag | | Jack of diamonds | Assassin | | Ten of diamonds | Fire giant | | Nine of diamonds | Ogre mage | | Eight of diamonds | Gnoll | | Two of diamonds | Kobold | | Ace of spades | Lich | | King of spades | Priest and two acolytes | | Queen of spades | Medusa | | Jack of spades | Veteran | | Ten of spades | Frost giant | | Nine of spades | Troll | | Eight of spades | Hobgoblin | | Two of spades | Goblin | | Ace of clubs | Iron golem | | King of clubs | Bandit captain and three bandits | | Queen of clubs | Erinyes | | Jack of clubs | Berserker | | Ten of clubs | Hill giant | | Nine of clubs | Ogre | | Eight of clubs | Orc | | Two of clubs | Kobold | | Jokers (2) | You (the deck's owner) |

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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