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The Gamble

The Gamble (a.k.a. Lady Lucky, Misfortune, All-Or-Nothing, Surprise)

"Fate is determined by the choices we make. But the outcome is determined by luck. And luck makes the universe spin. It was luck that allowed mortals to become sapient. Luck that brought the Eternals back to the World to aid in the war against the X'ith'ila. And The Gamble is the manifestation of that luck which is why people worship, for a shred of that luck in their lives.
— -The Gamble, Book of Fortune

The Gamble, as known as: Lady Lucky, Misfortune, All-Or-Nothing, or Surprise, is the deity of Luck, Adventure, and Wealth. They are one of the most widespread deities as a member of The Adventuring Seven. Their portfolio is focused on the many forms of luck, the chaos of adventure, and wealth. Their favored day is known as the Day of Luck, which can appear multiple times a year on Kadaris the 13th.

Divine Domains

The namesake domain of The Gamble is Luck, both good fortune and misfortune. They focus on the unpredictable outcome of the universe, the chances for everything to go right or so horribly wrong. It is what makes life so interesting and chases away the dullness in Their eyes. Many of the priests of The Gamble work to help others manipulate the odds in their favor but it is never a guarantee.

Their next major domain is that of Adventure. Not the travel aspect that The Wayfarer wants to focus on but the adventure itself. The journey, the unexpected hijinx, the chaos of it all. That is what The Gamble loves, the risks adventurers take everyday to make money, save the world, or complete any goal their heart desires. Priests of this domain are intertwined with The Adventurers' Guild to help Adventurers make their way. And goad nascent adventurers into acting.

The last domain of The Gamble is that of wealth, because what else is affected so heavily by luck, that people can will go on life-threatening adventures for. The Gamble doesn't care about economics or how it affects nations or the sustainability of this lifestyle. It is a tool in Their eye to cause people to rely on luck or go out on adventurers. It is why there aren't many priests of The Gamble when it comes to wealth. After all, no one needs religion to desire wealth.

Artifacts

The Gambler's Dice is a set of gaming dice that contain the power of manipulating luck. It is said The Gamble has a more powerful version of the dice that affect even beings like the Princes of Hell or Demon Lords. While no one can get The Gambler's unique set, the other replicas of it are found all over Avestra. And many adventures have been helped and hindered by the luck of those dice.

The Deck of Chance is a deck of cards that have the ability to grant a number of effects. Wealth, youth, death, chaos, all are possible in that deck of 52 cards. It is one of the most well-known artifacts as countless stories talk about the mayhem caused when someone drew a card from it. Common sense dictates not to draw from it but adventurers, known for their lack of common sense in situations like this, draw from it anyway.

Holy Books & Codes

The Whims of Fate is a code that The Gamble's followers live by and is weaved into groups such as The Adventurer's Guild. It also recognizes that fate and luck can't be controlled but can be bent and even persuaded to aid one person over the other.

The Tales of Adventure tells numerous stories of the First Adventurer of each culture, traveling with an incarnation of The Gamble. Each shows the ups and downs of being an adventurer with the First suffering and succeeding through many trials. But it all connects back to the spirit of adventure that one should pursue and never give up on. And it doesn't shy away from the darkness that can hide in an adventurer's heart for they may not always be good.

In Pursuit of Wealth is scripture focused on an ancient merchant. However, i tells of the many reasons why one would covet wealth. Almost a guide book to merchants and nobles who seek greater affluence. Some variations have tried to create version of the tales that push against avarice but The Gamble cares little and their most devout followers feel much the same.

Divine Symbols & Sigils

The Gamble's main symbol varies per culture since it is the symbol of luck. The usual variations of it is a clover, horseshoe, lotus, or mistletoe. For adventure, it is a symbol of the compass or the sun lowering towards a horizon with a mountain in front of it. And for wealth, four coins engraved with the symbol of the local currency, particularly denoting copper, silver, gold, and platinum.

Tenets of Faith

  • Luck is fickle, keen to go any which way. Accept that, embrace it, and use it to your advantage or to your enemy's disadvantage
  • When adventure sends it call, answer it and embrace its chaos
  • Find wealth in whatever form you can but risk most of all

Holidays

Kadaris the 13th is known as a Day of Luck or an Unlucky Day depending on who one talks to. It is the date when fate is most fickle, when one can more easily bend luck to their side. Fortune and misfortune are much more common and people are more willing to take risks when this day appears. Priests of The Gamble make sure to check the new year to see when these days are coming and prepare. As do others who need that extra luck for something important.

Divine Goals & Aspirations

The Gamble has no clear goal like the other members of the Seven. Always going from one place to the next with Their interest always changing as well. But one thing is certain, Their personal vaults have been filled with artifacts and wealth from these different lands. And They always make sure to distribute this across the land for other adventurers to find and have their fun with.

Mental characteristics

Personal history

The Gamble is the second youngest of The Seven, born in the chaos of the universe. Some believe They were connected to The Raven Queen and one of Her rituals to understand the fickle nature of luck. Regardless, Their love of luck and chaos saw them gravitate to Archaon, Chaon, and Nistra. Chaon's domain of greed allowed Them to plunder wealth to Their heart's desire. Archaon allowed them to explore the Infinite Depths to fulfill Their desire for chaotic adventure. Nistra allowed Them to learn about the underlying luck and chance that existed in the universe and how to control and manipulate it. As a result of Their activities, They had no part to play in The Blood War until the end. When it seemed that evil would win, The Gamble visited The Unbound on Archaon. Their conversation is unknown to all except them but The Unbound went on His warpath afterwards.

Because They played no clear part, The Gamble faced no punishment unlike The Unbound and The All-Witness. They walked the universe, observing the many occasions of luck both good and bad such as the casting down of the Elu'Vashan or the The War of the Gods. The only time The Gamble joined in one of the numerous wars and conflicts was The War for Avestra. The greatest reversal of fate in the universe especially when the Eternals arrived and helped Mortals win the war. And the Gamble has kept an eye on them and the mortals every since.

Social

Contacts & Relations

Divine Allies

The Exchange is a rival of the The Gamble, albeit in a friendly sense. Many priests of the former disapprove of any deal that is not fair to both parties while The Gamble's don't care. After all, that's their bad luck and one party will get more wealth and adventure. However, both sides can work together in bending luck, even if they have different views on why they should.

The Heart's domains require lucky, especially when it comes to love and taking acre of others. In the former's case, The Gamble's followers push people to try their love with those they care for, even if might end in heartbreak. And there are many doctors who try risky procedures in an attempt to save their patients' lives. Sometimes it went poorly, sometimes it went well but followers of The Gamble wish them luck and bend it to their aid all the same.

The Raven Queen and The Gamble recognize Luck's role in fate. After all, the greatest events have been caused or prevented by the complexity of luck . It is why adventurers come to priests of these two to give them good fortune. And the Raven Queen knows of The Gamble's chaotic nature and there are stories of Her using Their nature to Her advantage.

Heralds

The Miser is a Demon of Greed who submitted to The Gamble when they saw Their endless vaults of riches across the realms. On top of that, they wish to push others to gather wealth, causing quite a fright to followers when a demon is summoned as they invoke a herald of the The Gamble. It is also why the Heart keeps an eye on The Miser as well.

The Adventurer's Spirit is an Ethereal created by the subconscious adventurous nature of Avestra and beyond. There are multiple versions of it but this variant is a personal favorite of The Gamble's. They found it when they traveled through The Ethera on a whim and discovered it following a group of adventurers. It took a liking to Them as well, soon following Them and eventually being raised to be one of Their heralds. It continues to connect to the subconscious of adventurers and aid or goad them into action.

Fortuna is a name taken by a power Archfey who serves as a herald of The Gamble, focused on luck and how to manipulate it. Stories say she was hunted by Morteans and Lyxons for manipulating the fates of mortals, even if they agreed to it. She came across The Gamble and recognizing his power, decided to make one last bid to save herself. She made a bet with Them in a game of chance. If she won, They would serve her and protect her from the Wardens. If They won, she would give her true name to Them, granting Them power over her. All stories vary on what game but they all agree that she lost and became Their herald, though many note that regardless of whether she won or lost, no Warden would touch someone with the protection of a God whether because They serve her or because she serves Them.

Other Allies

The Gamble has a broad spectrum of followers throughout Avestra and beyond. Gamblers, Con artists, Adventurers, Nobles, Merchants, Fey, Devils, Azata, Demons, and even more have followed The Gamble. Followers can always find an ally no matter where they turn who are willing to aid them in what they need. It has also caused controversy as under Their banner, benevolent and malicious people alike flock to it. And if a member of the Seven is really to house people of corrupt and illicit nature, what does that say about the rest of them that they allow it?

Divine Classification
Deity
Species
Realm
Children
Pronouns
They/Them
Pathfinder 2e Stats

Areas of Concern wealth, luck, adventure

Edict Efeat challenges through the use of risky plans, encourage others to take chances, sample life's pleasure

Anathema Dismiss Superstition, choose safety over risk, be an enemy to mischief, attribute happy accidents or purely lucky outcomes to be the result of your skill alone

Divine Attribute Dexterity or Charisma

Religious Symbol Clover, horseshoe, mistletoe, or lotus

Sacred Animal Rabbit

Sacred Colors red, green

Devotee Benefits

Cleric Spells 1st: sure strike, 2nd: lucky number, 7th: true target

Divine Font harm or heal

Divine Sanctification can choose holy or unholy

Divine Skill Thievery

Domains luck, travel, wealth

Alternate Domains change, ambition, fate

Favored Weapon dart

Dungeons and Dragons 5th Edition Stats

Domain Knowledge, Trickery

Homeland Archaon, Chaon, Nistra

Pantheon The Seven

Symbol Clover, horseshoe, mistletoe, or lotus

Typical Worshippers Merchants, Gamblers, Tricksters, Adventurers


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