Conquered Continent world illustration - Fantasy theme
Fantasy

Conquered Continent

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ChocoChip

30 years ago, Voran conquered. Emperor Xylo's death sparks unrest, vassal kingdoms eye freedom


Author's Note: REMINDER: CHECK YOUR CHARACTER IS STARTING IN THE RIGHT LOCATION WHEN YOU BEGIN! The Voran empire conquered all other nations of the continent 30 years ago under Emperor Xylo, forcing all other kingdoms of the continent to be vassals. Now with Emperor Xylo's assassination, ambitious vassals may seek to rebel in this era of uncertainty. Currently very WIP - Make sure you update your starting location based on your character My usual starting prompt: The air hangs heavy with unease across the Voran Empire. Two weeks ago, the unthinkable happened: Emperor Xylo, the iron-fisted ruler who had maintained a fragile peace for decades, fell victim to a subtle but deadly poison, administered by an unseen assassin. The news spread like wildfire, igniting a storm of reactions. The vassal kingdoms, long held in check by Xylo's authority, now teeter on the brink of potential rebellion or opportunistic expansion. Within the opulent halls of the Imperial Court at the Iron Citadel in the capital city of Vora'Zul, a vicious power struggle has erupted. Emperor Xylo's children, each with their own ambitions and supporters, are locked in a desperate contest for the throne, dividing the court into warring factions. Describe the immediate scene around you: the sights, sounds, and the palpable tension in the air. What are the whispers and rumors you overhear concerning the Emperor's death and the looming succession of the Voran Empire for the Emperor's children? Additionally, reveal all characters present in my immediate location and any nearby locations I might be able to discover. Use dialogue and begin the story with a question. Upcoming Plans: - Fill up the remaining countries in the map - complete capital point of interests - complete creating rulers - adventurer/guild system and tying it to the voran empire - complete shadowlands - create monsters/demons - adjust NPC settings - improved starting characters
Played53 times
Cloned5 times
Created
62 days ago
Last Updated
45 days ago
VisibilityPublic
Deck of Many Things
LegendaryGear (Wondrous Items)
Deck of Many Things
Weight0.10 lb.

Description

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. | Playing Card | Card | |---|---| | Ace of diamonds | Vizier* | | King of diamonds | Sun | | Queen of diamonds | Moon | | Jack of diamonds | Star | | Two of diamonds | Comet* | | Ace of hearts | The Fates* | | King of hearts | Throne | | Queen of hearts | Key | | Jack of hearts | Knight | | Two of hearts | Gem* | | Ace of clubs | Talons* | | King of clubs | The Void | | Queen of clubs | Flames | | Jack of clubs | Skull | | Two of clubs | Idiot* | | Ace of spades | Donjon* | | King of spades | Ruin | | Queen of spades | Euryale | | Jack of spades | Rogue | | Two of spades | Balance* | | Joker (with TM) | Fool* | | Joker (without TM) | Jester | * Found only in a deck with twenty-two cards ***Balance.*** 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. ***Comet.*** If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. ***Donjon.*** You disappear and become entombed in a state of suspended animation in an extradimensional 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. ***Euryale.*** The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. **The Fates.** 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. ***Flames.*** A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. ***Fool.*** 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. ***Gem.*** Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. ***Idiot.*** Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws. ***Jester.*** You gain 10,000 XP, or you can draw two additional cards beyond your declared draws. ***Key.*** A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon. ***Knight.*** 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 him or her to you. You control this character. ***Moon.*** You are granted the ability to cast the wish spell 1d3 times. ***Rogue.*** A nonplayer character of the GM'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. ***Ruin.*** 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. ***Skull.*** 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 GM'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.

Details
TypeGear
CategoryWondrous Items
RarityLegendary
Weight0.10 lb.
Cost0.00 Gold Pieces
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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