Deck of Badna

The Deck of Badna is a deck of 40 cards divided into ten “houses” of four cards each. The cards also have one of four “suits” matching the elements of fire, water, earth, and air. The deck is widely used in Raam for divination or to pass the time in a number of complex games that have arisen in barracks and taverns. Those rare scholars who make a study of such things surmise that the deck migrated to Raam from Nibenay millenia ago. In the subsequent centuries, however, the cards of the deck have evolved to suit Raam’s particular culture.

The name of the deck was imposed by the decree of the Grand Vizier Abalach-Re who sought to regulate the practice of divination under the priesthood of Badna. Even though few residents of Raam believe in Badna, the name has stuck. In the last year, the “House of the King” has replaced the “House of Badna” to reflect Raam’s new reality. Even so, the imposition of Dregoth’s order sits uneasily upon the caste-based social structure of the city.

Card Suit Concepts
The House of the Heavens
The Sun Fire Indifference / Ruthlessness / Unhidden Truth
The Moon Ral Water Luck / Prophecy
The Moon Guthay Earth Longevity / Success
The Star Air Hope / Aspiration / Beginnings
The House of Strife
The Whispered Word Air Manipulation / Etiquette / A Valuable Secret
The Secret Tryst Earth Betrayal / Lust / Dishonor
The Bride Price Water Alliance / Reconciliation / Duty
The Blood Feud Fire Risk / Honor / Vendetta
The House of Beasts
The Erdlu Earth Loyalty / Reliability / Strength
The Songbird Air Beauty / Defenselessness / Hedonism
The Serpent Water Wisdom / Danger / Medicine
The Scarab Water Industriousness / Persistence / Royalty
The House of Wealth
The Date Palm Water Obligation / Renewal / Personal Investment
The Spice Market Earth Subtlety / Luxury / Complexity
The Mirror Air Self-Awareness / Opposition / Irony / Opulence
The Harvest Water Fertility / Continuance / Cycle of Life
The House of the City
The Night Runners Earth Fear / Poison / Assassination / The Unknown
The Gladiator Fire Exaltation & Death / Fame / Bloodlust
The Thief Fire Greed / Desire / Risk / Stealth
The Pyre Fire Dissolution / Endings / Devotion / Suicide
The House of the High Castes
The Saddhu Air Psionic Power / Wisdom / Foresight
The Nawab Fire Protection / Entitlement / Justice
The Warrior Fire Martial Valor / Honor
The Vizier Air Public Service / Efficiency / Cleverness
The House of the Low Castes
The Merchant Earth Bargains / Fortune / Uncertainty / Distrust / Travel
The Laborer Earth Planning / Durability / Creativity / Stolidity
The Slave Water Loyal Service / Sacrifice
The Unclean Air Restitution / Scapegoat / Madness / Hidden Wisdom
The House of the Blood
The Patriarch Air Authority / Lordship
The Son Fire Ambition / The Future / Continuance
The Wife Earth Submission / Duty / The Household
The Daughter Water A Valuable Treasure / Bittersweet Loss
The House of Culture
The Priest Water Intermediation / Higher Powers / Pawn
The Scholar Air Lore / Knowledge / Tradition
The Dancer Fire Beauty / The Arts / Seduction
The Garden Water Peace / Ostentation / Diplomacy / Hedonism
The House of the King
The King Air Temporal Power / Intrigue / Magic / Death
The Templar Earth Cunning / Bureaucracy / Management
The Defiler Fire Wanton Destruction / Lust for Power / Tempatation
The Dead Earth Compulsion / Inevitability / Punishment

Use of the Deck in Gameplay
Each character selects one card that represents their self image and a second card that represents their place in the world. Each game session, the DM will deal to each player three additional cards. These five resulting cards comprise the player’s “hand” for that game session.

During game play, players my “spend” a card for an effect depending on the suit of the card as follows:

  • Fire – Turn an Attack roll into a critical hit
  • Water – Automatically succeed in a saving throw as if you’d rolled a 20, including Death saves, +2 to any other saving throws made on your turn that round.
  • Air – Turn a Skill roll into a 20, if that skill is Untrained, treat as if Trained
  • Earth + Any One Other – Gain an extra Action Point

At the end of the game session, each player may attempt to “spend” cards for experience points. The player must justify to the DM how their character embodied the principles or concepts inherent in their card. If successful, each card is worth 1000 experience points which goes into a collective pool to be divided between all players.

Theme Card: Each game session has a “theme card.” This card grants a free 1000 experience points into the XP pool for that session. Furthermore, any player who has the theme card in their hand may play it for experience without requiring justification.

Deck of Badna

The Reign of Dregoth ardhanari