Three of Rot

Three of Rot lies flat on the table, its parchment face pale as moonlit bone, the edges curling like dried leaves around a stubborn center. The three is etched in iron-dark ink, a symbol that seems to shiver whenever you tilt the card toward a slant of light. The surface bears the sheen of damp wood and mold, a slow bloom of green that gloms to the corners as if the rot itself had learned to write. Touch it and you can feel a faint tremor, a whisper of decay that travels through your fingertips and into your thoughts, as though the card has been kept close to a dying thing and learned its sighs. It’s lighter than you expect, yet stubbornly thick, as if the paper were a skin over something half-fallen asleep inside. In the lantern glow, the rot’s pattern looks almost like a map—branching lines that once might have traced pathways, now only hinting at a failed route or a pact cut too deep. There’s lore tucked into its fibers, a rumor that the card was pressed from a harvest of blighted groves, where trees breathed out rot like a fevered prayer. Some say the Three of Rot was not made so much as summoned, a token from a necromancer who believed decay was a language—one that could speak to the roots and coax them to listen to a traveler’s plea. The card carries that voice in a way you can hear if you sit with it long enough: the crackle of wood, the sweet sour tang of spoiled fruit, the soft rustle of unseen wings moving through a graveyard’s grasses. In the right hands, it is less a weapon than a key—a way to loosen the soil of a situation, to let a stubborn stalemate cough out its secret. In practice, the Three of Rot is a quiet disruptor. When drawn, it can bend a moment toward decay: slow a foe, corrode a barrier, or unbind a stubborn aura that clung to a location. Used with care, it threads circumstance into a smaller story—the kind that players remember when they trade rumors in a harbor aisle or at a campfire after a long day’s march. It is the sort of card that teaches a group to read the room—the way rot shifts light, the way a room’s mood can tilt when you pull the right card and listen to what it asks you to do next. Market days give the card its own weather. Traders swap theories and prices in the shade of awnings, whispering of scarcity and shipment delays, while caravans rumble through the road’s dust with crates of dubious luck. Saddlebag Exchange becomes the chorus of that price hum, a place where a traveler might score a bargain or be tempted into a gamble. Yesterday’s chatter put Three of Rot at a price that felt like a hinge—high enough to matter, low enough to tempt a clever barter. A traveler might walk away with it for a reasonable sum if they’ve got tales to tell and a pocket full of favors. Or they might gamble for a better chance, trading a few small trinkets to see if the rot will reveal its next whisper. Three of Rot endures in the pocket, in the memory of a road-worn ring, in the hush after a campfire, in the slow green glow that blooms at the edge of a quiet ruin. It sits there, waiting, a curious guest in a world that knows how decay can mean more than failure—it can mean a path forward, if you’re patient enough to listen.

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Minimum Price

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Historic Price

28,499.51

Current Market Value

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Historic Market Value

2,849

Sales Per Day

0.1

Percent Change

-100%

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Out of Stock on Selected Realm