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Wheel of Fortune

The Tenth

Mythology & Lore

The Sun's Gambit
In an era where fate seemed erratic, The Wheel of Fortune played a cosmic game with The Sun to bring clarity to destiny’s path. They wagered the fate of a great kingdom, rolling dice crafted from the stars. The Sun’s radiance revealed The Wheel’s hidden hand, guiding the realm to newfound enlightenment. This story underscores the idea that, while fate may be unpredictable, clarity can turn the tide.

This event is now celebrated in early autumn, and involves games of chance and skill, representing life’s blend of fate and choice. As the sun sets, people make offerings to thank The Sun for guiding their path and to appeal to The Wheel of Fortune for a year of good luck.

The Great Gamble of Stars
The Wheel of Fortune once challenged The Star to a celestial game that determined the fates of a hundred mortal realms. The Star’s light shone with hope, guiding mortals through uncertainty, while The Wheel spun fate, sometimes tipping them into despair. The game ended with balance restored but taught mortals that hope must coexist with risk for true progress to be made.

Now heralded as a holiday known as The Day of Fortunes held in late autumn, this day involves divination rites, where people seek omens for the coming year. Communities gather to share stories of fortune and hope, and to celebrate The Star’s guiding light amidst the unpredictability of The Wheel. Rituals include casting lots and reading constellations, blending hope with the acceptance of fate.

Cosmological Views

Fate and Revelation
The Wheel of Fortune and The Sun share a bond in which fate's mysterious turns are sometimes revealed through illumination. This alliance is seen as a reminder that while fate can be unpredictable, moments of clarity can guide individuals through uncertain times. Those who follow this pair include gamblers, philosophers, and adventurers who embrace risk with the hope that fortune will favor them. Festivals dedicated to them involve tests of luck and skill under the bright sun, with prizes said to be blessed by fate.

Tenets of Faith

Edicts: Take Chances. Gamble with high stakes.
Anathema: Live a safe, complacent life. Make small bets when gambling

Granted Divine Powers

Devotee Benefits

Divine Ability Dexterity or Charisma
Divine Font Harm or Heal
Divine Sanctification Can choose holy or unholy Divine Skill Deception
Favoured Weapon Chakram
Domains
Core Domain Fate
Secondary Domains Luck, Truth
Triad and Septagram
Holy Triad Introspection
Holy Septagram Change
Cleric Spells 1st: Ill Omen, 4th: Confusion, 6th: Unexpected Transposition
 

Avatar Form

Speed 70 feet, air walk;
Ranged Single Action Pure Energy (range 120 feet; versatile roll 1d4 1-acid, 2-cold, 3-electricity, or 4-fire), Damage 6d6 of the rolled type.
Pantheon: The Twenty-Two, Triad of Introspection
Divine Colour: Lavender
Parent Organization

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