DUMB DECISION TTRPG · Library
The Book of Many Things
Page 185

Chapter 22: Euryale

Though many cards in the Deck of Many Things depict individuals, only one card bears a proper name: Euryale, a baneful card with a medusa-like visage. Many sages have pondered who this individual is and why she appears in the deck, speculating that perhaps Euryale is a fearsome demigod or the wielder of a destructive curse. But the truth is simple: the Deck of Many Things was created through the actions of the person who held Euryale most dear.

Long ago, the zealous ruler of a small coastal kingdom had a daughter he named Asteria, or "shining star" in the language of the kingdom, for the stars shone auspiciously on her birth. But Asteria defied his expectations. While other nobles' children happily played with their bevy of toys, Asteria intently focused on cataloging every constellation she could find. When other children greeted their parents with high heads and laughter, Asteria smiled firmly at the ground. Over time, Asteria's father grew discontented with his daughter, frustrated by his many failed attempts to mold Asteria into a person who matched the ideas in his head. The princess grew up isolated and independent, resenting the unending pressure others placed on her to be someone other than herself.

One afternoon, as Asteria swam alone as a reprieve from her peers, a rip current swallowed her. Waves battered her against the rocks, then carried her unconscious body far from the kingdom's shore to a secret grotto in which the reclusive medusa Euryale lived alone. Despite Euryale's anxiety (she was painfully aware that even kind folk feared her petrifying gaze), she tended to Asteria's wounds. When Asteria awoke, the young woman didn't panic. Instead, the pair chatted throughout the night, talking of the stars, the sea, and everything else they had longed to share with someone for so long.

Asteria stayed until her wounds were healed. But rather than return to a father who was always disappointed in her, she decided to let her father assume she was dead. The secluded grotto became her new home. Over the years, Euryale taught Asteria how to be a steward of the land, while Asteria provided companionship, freely sharing with Euryale all the esoteric interests she had pursued as a child. The two were sisters in all but blood, for Euryale didn't pressure Asteria to conform to her ways or to look her in the eye, and Asteria didn't view Euryale as a terrifying monster. Their existences blissfully intertwined for years, with neither forcing the other to be anything but themselves.

This peace was not to last, for Asteria's father never gave up hope his daughter still lived. After a decade of searching, he found her new home and ordered his soldiers to retrieve her through any means necessary. The idyllic grotto was overrun by violence, and although Euryale defended her home and her sister with fervent abandon, turning many of the intruders to stone, both women were captured and taken to the coastal kingdom.

Determined to rein in his wayward daughter, the king locked Asteria away in a keep and sentenced Euryale to death. Asteria, horrified, tried everything to save her dearest friend, but her pleas were dismissed. In desperation, she broke out of the keep, but she was overwhelmed by guards. Only then, after exhausting all options, did Asteria give in to rage, screaming at the stars that were her namesake, searching for an answer.

An answer came, but it was not the one Asteria hoped for. Istus, a god of fate, heard the princess and visited her in the keep that night. Every door opened for Istus, and invisible to every guard, she led Asteria onto the cliffs, where—pointing out the constellations that governed Asteria's and Euryale's fates—Istus explained that nothing could be done. It was Asteria's destiny to be a dutiful daughter and princess, and it was Euryale's fate to be remembered forever as a tragic villain. Asteria wasn't sure which part of this destiny she resented more.

"We don't get to choose our stories," the god explained.

"Don't we?" Asteria replied. "I chose to see Euryale differently, as she did me. That was enough to change our stories once, years ago. Let me change them again."

Swayed by Asteria's conviction, Istus reluctantly admitted that Asteria's and Euryale's fates could be rewritten, but the consequences of such an action were impossible to predict. Both women could get new destinies, but they might be no better than the last, and they could be worse. But Asteria was adamant, so Istus reached into the sky and pulled down twenty-two constellations to form a deck of oracle cards: the first Deck of Many Things. Placing thirteen of these cards face up, one by one, Istus rewrote Asteria and Euryale's story.

Armed with her new destiny, Asteria rescued Euryale, and the two have since had many grand adventures together. In time, Euryale longed once more for a quiet life; the two women found a site in the Outlands that reminded them of the grotto that had once been their home, and Euryale retired there from adventuring. Asteria, however, still felt a fervent desire to defend others from the injustice of destiny. Taking up the symbol of the medusa as an icon of protection, strength, and her dearest friend, Asteria has continued her journey alone. But Istus's act echoed through the multiverse, and the original Deck of Many Things reflected across the planes, manifesting in varied forms throughout the cosmos.

The Princess and the Gardener

Adventurers are most likely to seek out Asteria and Euryale for information on the Deck of Many Things. This section provides information about these two legendary figures, as well as adventure hooks and stat blocks for each hero.

Asteria

Though she now travels alone, Asteria still draws much of her power from her bond with Euryale. Asteria is foremost a protector and warrior, traveling the multiverse to uproot injustice, defend innocents, and inspire hope. She believes everyone deserves a chance to write their own story on their own terms, and her deeds have inspired countless heroic tales.

Even after so many years, Asteria maintains a joyous wanderlust and passion for discovery. She's as likely to be found climbing trees or poring over arcane texts as she is brandishing her sword in battle. Anyone who engages Asteria in conversation about her interests finds her an overflowing font of information. But she also retains her stubborn streak and quickly repudiates anyone who tries to order her around.

Asteria hasn't aged since Istus drew her future from the first Deck of Many Things. She doesn't know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis, but she nevertheless opposes groups like the Grim Harrow (see 18) that seek to destroy the Deck of Many Things.

Adventure Hooks

Asteria knows more about Decks of Many Things than anyone else alive. She has encountered many factions that concern themselves with the decks, defeating hierophants of the Heralds of the Comet (see 11), dueling undead champions from the Grim Harrow, and infiltrating the Solar Bastion (see 9) before Hilarion discovered her. Asteria is driven to protect innocent people who accidentally stumble across decks from their many dangers—especially from the curse imposed by the Euryale card, which Asteria resents as a defamation of her devoted friend. For this and many other reasons, Asteria tracks down the decks—and information on them—wherever they can be found.

Beyond her knowledge of Decks of Many Things, Asteria is an avid researcher into all things magical, making her an excellent knowledge source. She finds arcane magic particularly interesting. As an altruistic and heroic figure, Asteria also makes a fine patron for adventuring groups that align with her values. The following adventure hooks can introduce Asteria into your campaign:

Euryale

When she retired from adventuring, Euryale relocated to 21, a small hideaway in the Outlands detailed later in this chapter. There, Euryale embraced the quiet life of a gardener, and she spends her time tending to the plants she's cultivated around her home. However, should Asteria call for her aid, Euryale would venture across the multiverse without hesitation, battling tooth and nail to protect her sister.

Euryale has the petrifying gaze and venomous snaky hair of other medusas. But as an ancient and powerful druid, Euryale often adopts the form of a hulking serpent when threatened. She has attained precise control over her petrifying gaze, rendering her immune to its effects and allowing her to use it while not in her medusa guise. Despite her alarming appearance in serpent form, Euryale remains a healer and caretaker at heart.

Adventure Hooks

Euryale is a worthy ally or patron for an adventuring party and is a powerful druid with a wealth of knowledge and connections across the multiverse. Legends state that her garden in Cair Ophidian contains magical plants that can undo potent curses, including those inflicted by a Deck of Many Things. The following adventure hooks can introduce Euryale into your campaign:

Cair Ophidian

Tucked away in a secluded region in the Outlands lies Euryale's home, Cair Ophidian. The site once held a palatial retreat built around a waterfall by a family of noble marids, but it was abandoned by its creators. During Asteria and Euryale's adventures together, they stumbled upon the retreat's ruins and began using them as a safe house. Over the years, the pair rebuilt parts of the retreat, transforming it from a temporary hideaway into a home, which they named Cair Ophidian.

Now, Euryale tends to her gardens and occasionally entertains lost travelers. When not exploring the multiverse, Asteria can also be found at Cair Ophidian, visiting her dearest friend and recuperating before setting off on another adventure.

Cair Ophidian Locations

Map 22.1 depicts the buildings and gardens of Cair Ophidian.

Flower Garden

Euryale's pride and joy, the flower garden boasts blooms from across the multiverse. A creature who plucks a flower from the garden rolls on the Cair Ophidian Flowers table to determine the type of flower chosen. A creature that spends 10 minutes studying the flowers can make a DC 20 Intelligence (Nature) check; on a successful check, the creature can choose which flower it plucks from the table instead of rolling randomly. A serene guardian naga named Jyada lives in the garden and serves as its protector. Should a creature try to sneak into the garden or pluck a flower without Euryale's permission, Jyada attacks.

Cair Ophidian Flowers
d20Flower
1–10Nonmagical Flower. This bloom has no magical properties but is very pretty.
11–14Swift Lily. This flower crackles with energy. As a bonus action, you can crush the flower to increase your speed by 30 feet until the start of your next turn. The flower is then destroyed. The flower loses its magic 1d6 days after being plucked.
15–17Drowsing Lavender. This stalk of purple blooms glows faintly. As an action, you can wave it at a creature within your reach. The creature must succeed on a DC 17 Wisdom saving throw or have the unconscious condition until the start of your next turn. Once used this way, the flower is destroyed. The flower loses its magic 1d8 days after being plucked.
18–19Iron Peony. This flower's petals are silver-tipped. As a bonus action, you can crush the flower to gain resistance to all damage until the start of your next turn. The flower is then destroyed. This flower loses its magic 1d12 days after being plucked.
20Wishing Lion. This flower appears as a dandelion with a tiny lion head embedded in the fluff. As an action, you can blow on the fluff and cast the Wish spell. The flower is then destroyed. This flower retains its magic until the spell is cast.

Food Gardens

Cair Ophidian's food gardens include a small vineyard, a bountiful vegetable garden plot, and a lush orchard. The gardens' produce is nonmagical and tastes excellent, and Euryale uses it for cooking. Four couatls watch over the food gardens; they often adopt the shape of friendly mastiffs.

Guesthouse

A single-story guesthouse sits on the cliff above the hot spring and gardens. This building is empty unless Asteria and Euryale are hosting friends or wayward travelers there. The guesthouse has a single large bed, but room for up to five people in a pinch.

Rainbow Hot Spring

Stairs lead from what was once a plaza, now crumbling and overgrown, directly into this hot spring's steaming, prismatic waters. A creature that spends at least 1 hour bathing in the hot spring immediately gains the benefits of finishing a long rest. A creature can benefit from the hot spring's magic once every 24 hours.

Villa

Overlooking the shimmering waterfall, Cair Ophidian's villa is Asteria and Euryale's home. The first story is an open space for lounging, dining, and meeting with guests. The second story contains both women's private living quarters as well as a small observatory and library. Asteria keeps a fantastic collection of magical cards in this library, including multiple versions of the Deck of Many Things gathered from around the multiverse. Some of these decks are incomplete or contain unusual cards; a few take alternative forms, such as a die with twenty-two sides or a collection of twenty-two runestones.

Adventure Hooks

Below are several adventure hooks you can use to draw characters to Cair Ophidian:

Conclusion

We've reached the last card, the bottom of the deck.

It's customary for individuals to want to get in the last word, a final piece of advice that ties everything together. Alas, I'm not a particularly poetic or wise person. In comparison to many, I'm new to this vast multiverse of ours, and I still have much to learn. I'm not a demigod, a mighty archmage, or a renowned witch queen; I'm simply Asteria, a woman who looked fate in the eyes and chose to rewrite her story.

You've seen my thoughts scattered throughout this book. I've seen the power each card in a Deck of Many Things possesses, and I know how that power can affect individual lives. I've battled those slain by the decks' machinations and walked alongside knights who protect innocents who come across a deck, I've seen how the decks inspire people, and I've witnessed adventurers explore extradimensional prisons and learn new magic. I know the patterns and puzzles written in the stars, for I was there when the first Deck of Many Things was created from them.

I've forged my life with my own hands and made it into one weird, dangerous, and amazing adventure, and I wouldn't have it any other way—though a certain god of fate might disagree with me.

But does it really matter what Istus thinks? Or anyone, god or mortal? We can write about fate until our pens run out of ink, but in the end, the only person who can define your destiny is you.

It all traces back to the Deck of Many Things, that strange and infamous thing whose manifestations have altered the fates of many for better and for worse. Travelers who meet me often ask my opinion about the decks. When they ask, I can tell some have already made up their minds. Whether they view the decks as abominations, tools, or their only hope, they don't want my opinion, just my validation.

For those who truly want my opinion, here it is: quantifying Decks of Many Things as wholly good or bad misses the point. Even without a deck's interference, life is a chaotic and nonsensical jumble of joyous highs and miserable lows, right choices and wrong decisions, and everything in between. Each deck just gives us a way to tap into that chaos and make it our own. It's just one of many ways to take your story into your own hands.

If I've learned anything, it's that your story isn't over until you say it is—until you place that very last sentence on the page and let the ink dry. So chase your dreams, take a chance, and maybe draw a card or two. Whatever happens, it's sure to be an amazing story.

And I, for one, can't wait to hear it.

Asteria