Amongst the many items of legend and myth circulating the world and stars of Maldene, there is one in particular that ranks amongst the most dangerous; dangerous because it is a very persnickety device, its origins murky at best. Its use is best exemplified by two particular cards of the Maldene Taro.


Just from the way the Pento of Trib looks, this card foretells trouble, discord, and possibly ruin. The Page of Naib, meanwhile, shows a youth balancing an orb on the tip of his nose. Taken together and you have the basic feel for what it’s like to handle the…

…Time Die.
Three intersections rods, each with a different colored crystal at its end, an energy about it and the sense of cosmic infinity at the center. But this is a picture when it is still; its danger is when it moves. It has three axes to spin about, sometimes doing so across all three simultaneously. When it spins, time shifts; forward, backwards, faster, slower, and sometimes sideways, with a rather variable area of effect. So simply don’t spin it, you say? That’s the problem. Not only can the Time Die spin of its own accord, but it can do so even if sealed away in a jar, in a vault, completely protected from outside influences. It is also said that it may even have a basic sense of awareness.
And, as you might guess, this hand-held little treasure may not even appear by accident. So, with this in play, how can things get any worse once it appears? When, in the course of the story, its first appearance in millennia, happens to be when the stars are aligning for a very particular day.

The Donjflou, a day that comes but once every five thousand rels (18,000 years for you Earthers).



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