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Church of Chance

Culture

Raiment

Clerics favor cloaks and caps in dark colors such as brown, grey or black.

Foreign Relations

THE CONFUSER OFWAYS: “Illusion can confuse anyone, even the gods… or at least in a pinch, buy you some time!” THE TEMPLE OF STRIFE: “They know how to manipulate chaos for their own ends. They would probably make very good thieves or gamblers.” THE ORDER OF THE PASSIONATE ONE: “Emotion spurs on the most risky ventures!” THE PARISH OF THE PROLIFIC COIN: “Always a good mark, when you need one.” THE FOUNDER’S CREATION: “So stoic and straight; it makes me sick. They never leave anything to chance!” THE FRATERNAL ORDER OF APTITUDE: “They believe the world can be entirely predicted, with enough information. That is simply untrue, the world will always contain some element of risk…” THE HALL OF OATHS: “Honor-bound. They seek nothing but the truth, and get left behind in the search for it…” THE COURTS OF JUSTICE: “Who cares who it originally belonged to? It’s mine now!”

Tenets of Faith

ADVANCEMENT

Advancement is based on challenge of superiors. Before advancing, a cleric must defeat a superior in a mission to steal an item for the Church of Chance. A roll of the dice randomly determines the mission that the clerics must undertake. For example: Clerics may be required to steal a magical ring currently in the ownership of a local wizard. If successful, the ring is given to the Church and anything else picked up along the way, the clerics keep for themselves. The higher the clerics' levels, the more risk involved.

Worship

PLACE OF WORSHIP

Anywhere

SACRIFICE & FREQUENCY

A pilfered item or an exceptionally risky task. The theft or task must be accomplished on the first day of the week.

Priesthood

Spells Returned: At Dawn

Challengers of Fate

Clerics and followers of Old Lucky are aggressive in nature. All clerics train in the finer skills of thievery and gambling. Challenges or bets are made on a daily basis just for the sake of doing so. Sometimes Challengers make these bets simply to put others into a risky situation. A dare gone badly will sometimes be remedied by a cleric of Risk as they are rarely intentionally malicious.

The Challengers of Fate are firm believers in taking advantage of any opportunity to gain something, and they believe that the early bird catches the worm. Thus, when adventuring, clerics of Risk will rise early on the first day of the week and steal something. They enjoy taking full advantage of the hospitality of others to set them up as the victims of a con. A Challenger's main goal is to dupe her victim, leaving him none-the-wiser.

Old Lucky never grants favors to his clergy or followers without a dare or bet being involved. He rewards worshippers for taking chances, regardless of the outcome. The Church of Chance runs legal and illegal gambling houses and controls many thieves' guilds.

Type
Religious, Organised Religion
Deities
Divines

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Articles under Church of Chance