Church of Chance
Culture
Raiment
Clerics favor cloaks and caps in dark colors such as brown, grey or black.
Foreign Relations
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
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.
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