Norebo: Suel Deity of Luck & Risks
Norebo: Suel Deity of Luck & Risks
4 Issue 15 3
Norebo: The Daredevil ill luck, misfortune, insanity) because of the bad name he gives to
gambling and risk-taking. Ralishaz’s ability to take all the fun
by Paul M. Rokuskie ([email protected]) out of living on the edge (and surviving) really bothers Norebo.
Norebo He hates Pyremius (lesser deity of fire, poison, murder) because the
(The Daredevil, The Lord of Peril, The Menace of Destiny, God of Blazing Killer poisoned Norebo’s daughter, Ranet, and stole her fire
Gambles) portfolio. And he hates Telchur (lesser deity of winter, cold, north wind)
because the Howl of the North imprisoned Norebo’s son Vatun in
Lesser Power of the Outlands, CN a secret demiplane over 700 years ago. Anytime Norebo can cause
Portfolio: luck, gambling, risks Ralishaz, Pyremius or Telchur a problem, he does so. Actually, most
Aliases: None of the stunts and crazy risks Norebo takes are to cause problems for
Domain Name: Outlands/ Fate’s Hazard all these different deities and their followers.
Superior: None
Allies: Wee Jas, Dalt, Rudd, Vatun Norebo does get along
Foes: St. Cuthbert, Pholtus, Kurell, Pyremius, Telchur, Ralishaz, with a few deities
any lawful deity however. Dalt (lesser
Symbol: A pair of 8-sided dice with a smiling mans face replacing god of portals, doors,
the “one” on each dice enclosures, locks. keys)
Wor. Align: Any non-lawful enjoys the company
of his father Norebo,
orebo (noh-REE-boh) is the patron Suel deity of especially when he tries
luck, gambling and risks. His symbol is a pair to thwart the Daredevil
of eight-sided dice with a smiling man’s face from gaining entry
replacing the “one” on each die. He is worshiped into some location.
most frequently in Suel-dominated areas and Most people would
is very popular among thieves, gamblers, think this father / son
performers, explorers and casino owners. relationship would be
Norebo is a very adventurous deity. There is nothing that he will volatile, but Norebo
not try regardless of the danger, the size of the feat or the seeming loves a challenge, and
impossibility of it. If there is something to be conquered, Norebo Dalt is always looking
will do it. He cares more about the risks involved in the “stunt” he to make a better lock.
attempts, than the wisdom in performing such an action. Being Also, Dalt and Norebo
the deity of luck usually helps in these endeavors, but most other are working together to
Powers consider him to be reckless and foolhardy. Norebo uses this find a way to free Vatun
perception to his advantage by propagating this belief and thereby from his imprisonment.
winning even greater acclaim for his most recent “performance.” With Norebo’s incredible luck and Dalt’s skill with doorways, these
His relationship with Wee Jas has kept his detractors guessing for two have an excellent chance of freeing Vatun. Rudd (demigod of
nearly 1,000 years. Most think he is trying to prove that opposites chance, good luck, skill) is also considered a friend. Norebo and Rudd
really do attract each other, or maybe he is risking it all for the most like to see who can outdo the other by proving they are the luckiest,
unattainable prize among the Suel pantheon, the love of the strict so a good spirited rivalry has blossomed. The lengths these two
death goddess. deities will go, to prove their point, are quite amazing.
Other than Wee Jas, Norebo disdains all those that follow the path Norebo will sometimes grant a boon of permanently increasing
of law. He enjoys sticking his nose into the business of any lawful the dexterity of some reckless worshiper that has impressed him
deity, regardless of their bent towards good, evil or neutrality, just by completing an impossible feat. Even though Norebo rarely
to throw havoc into their plans. He takes the most enjoyment from imparts this gift, it is still something that many devout followers
harassing St. Cuthbert and Pholtus. Out of all the lawful deities strive to receive. Or he will punish a follower for some grievous
of Oerth, these two are the most uptight in Norebo’s opinion. It transgression by permanently altering their dexterity for the
is even rumored that the animosity between St. Cuthbert and worse. One such offense would be using magic to harm or kill a
Pholtus is the result of some elaborate scheme by Norebo to keep target that is incapacitated, like casting hold person and then slitting
them off-balance so they do not join forces against the Lord of the held person’s throat. Norebo despises this behavior and will
Peril’s interests or those of other deities that disdain law. Norebo actively pursue any follower using such unsporting tactics. This
has a long-standing feud with Kurell (lesser deity of jealousy, revenge, is one of the few things that will bring the wrath of Norebo down
theft) over their shared area of concern, theft. Norebo, being the upon a follower. This change is either a sign that the recipient is
patron deity of thieves among the Suel, is jealously and relentlessly blessed or that they were cursed by the Menace of Destiny.
confronted by Kurell. But because of Norebo’s incredible luck, Norebo holds court in his realm in the Outlands called “Fate’s
Kurell’s plans always end in disaster for him and merely fuel his Hazard.” This realm is located near the gatetown of Glorium and
desire for revenge against Norebo. the Plane of Ysgard. The center of the realm is a huge town of
Norebo hates Ralishaz, Pyremius and Telchur for three very gambling halls and inns. There are numerous circus tents, open
different reasons. He hates Ralishaz (intermediate deity of chance, stable areas and fast moving rivers surrounding the town. The town
Volume II, No. 4 Issue 15 4
is set into a valley with high-reaching peaks that many brave souls bullets +5 he uses as ammunition. Norebo is able to make five melee
attempt to climb. There is no pass entering into the Realm; only attacks per round with Swift Providence, Fortunes Stake or his sling,
by coming over the mountains can one reach the town. Regardless or if he changes weapons in the middle of a round, then he may
of accessibility, the petitioners in the town never want for food or attack twice per round per weapon with any combination of the
other supplies. The shops are always full, as are the gambling halls. three. If Norebo uses another sling, then when he picks it up, it
People from all over the multiverse come here to try their luck at automatically becomes a sling +3 for 24 hours. His jet-black cloak
the tables. Many a great fortune has been won by those that are acts like a cloak of displacement as well as having the power of a robe
brave or foolhardy enough to make the trek into and out of the of eyes when Norebo so desires. With a word, the cloak can change
realm. color to any that Norebo fancies at the time. His black boots give
him the ability to fly at will and his gloves act like gloves of missile
Norebo’s Avatar snaring as well as gauntlets of swimming and climbing.
(Thief 25) Norebo can also be found with a number of other magical items at
AC -8; MV 18 / 36; HP 145; THAC0 5; #AT 5 his disposal at any given time. These items vary upon what was the
DMG: 1d6 + 12 (short sword) / 1d4 +13 (dagger) / 1-8 + 5 (sling most recent conquest the avatar undertook. (These are random and
bullets) should be chosen by the DM to suit the campaign.)
MR: 55%; SZ M (5’8”) Norebo can only be hit by +2 or better magical weapons.
STR: 20 DEX: 25 CON: 18 INT: 19 WIS: 10 CHA: 11
Other Manifestations
Norebo usually appears as a man of average looks, weight, and
height with common Suel features. His clothes are ordinary and Norebo will sometimes appear as a devastatingly-handsome Suel
drab, and his black cloak and gloves appear worn. In this form he man wearing a dark blue colored pair of wide-legged pantaloons
can keep a close watch on his followers and how they conduct and a loose-fitting blue shirt as well as a jet-black cloak and high
themselves in his “churches.” These garments hard boots, all made of the finest material.
actually help hide a very athletic build and An almost-invisible pair of gloves covers his
the short sword, dagger and sling that are Norebo will sometimes hands and seems to be his natural skin. In this
always at his side. Norebo also has the ability to appear as a devastatingly form, his long platinum hair is always placed
polymorph himself into animal forms, so he can handsome Suel man in a ponytail revealing an almost-albino face
keep tabs on his followers in secret outside the and deep violet eyes. When he speaks, his
“churches.” voice is thick with the ancient accent most
often used by the common people of the Suel Imperium.
Norebo carries Swift Providence, a black-bladed short sword with
Suel runes engraved along its blade and a gem-encrusted handle. On occasion Norebo will also take the form of a great crystal wyrm
Fortunes Stake is a dagger of exceptional size that is also black-bladed so as to bequeath a special double-strength luckscale to a worthy
with Suel runes along its blade. Norebo also wears a number of thief who steals it from the dragon’s lair. The most important thing
protective magical items that he has “liberated” from unworthy to remember is that regardless of what form Norebo takes, his true
owners or poorly-constructed dwellings during his many exploits identity cannot be seen unless Norebo wishes it. Only another
including bracers AC2, ring of protection +5, etc. Power can break through this natural ability.
Special Att/Def: Norebo’s avatar automatically makes all its saving
throws. His incredible luck always prevails in any situation The Church
regardless of the lack of preparation his avatar puts into the desired
outcome. He always comes out on top. Clergy: clerics (80%), specialty priests (20%)
Alignment: Any non-lawful
To “help” him with gambling, Norebo has the ability to alter any Turn Undead: C: No; SP: No
single roll of dice. He can change the outcome to the best possible Command Undead: C: No, SP: No
result for that particular situation. (This means he can change the
roll by as much as +3/-3 from what the result would have been.) His All priests of Norebo receive the following bonus proficiencies free
luck is almost complete (a 95% success rate) with this power, except of charge: disguise and gaming. They are required to learn blind
when he is intoxicated. (His success rate drops to 50% at that point. fighting and tumbling without any penalties due to class. Clerics
Also, if he rolls more than one die at once, then he can control and specialty priests cannot turn undead. Clerics and specialty
only one of them while drunk.) Norebo uses this ability constantly priests can use any weapon they pick up without a penalty for non-
when visiting one of his “churches.” Often Norebo inspires the proficiency when engaged in a dangerous or risky situation (DM
other gamblers to join in his outrageous streaks of luck. discretion). Clerics and specialty priests can hide in shadows, move
silently, climb walls, and remove traps as a thief of the same level.
Although Norebo has been known to carry many weapons, he As compensation for these “special abilities,” clerics and specialty
currently carries a short sword known as Swift Providence. This priests must earn an additional 10% in experience points to
weapon emulates a luckblade +3 and a short sword of quickness. His advance in level. The clergy of Norebo is made up of Suel humans
dagger, known as Fortunes Stake, emulates a longtooth dagger+4 and only, as no one outside “the remaining empire” has been exposed
a dagger of throwing. His sling +5 is made even deadlier with the to his clericy.
Volume II, No. 4 Issue 15 5
Even though Norebo is the patron deity of thieves, (and thieves are holy symbol in another Suel deity’s temple, to teaching youngsters
part of the ruling class on the Tilvanot Peninsula albeit the least the value of gambling. As long as there is some obstacle that has
powerful group), the leaders of the Scarlet Brotherhood discourage yet to be conquered, the work of the Menace’s chosen is never
open worship of him. They do this because of Norebo’s chaotic done. Also, interfering in the affairs of followers of lawful deities
and non-evil ways, his follower’s dependency on luck instead of and those hated by Norebo is an important activity. Even if it is a
strategy and the open hatred for clerics and followers of Pyremius minor intrusion, everything counts when you’re trying to disrupt
(a well-favored deity of Scarlet Brotherhood assassins, the second- something that is held as important or special to these people.
most-powerful group). These factors help make Norebo’s clericy
Important Ceremonies: Before and after any great “quest” to
quite small for such a popular deity of the common people.
top some feat, milestone or adventure or to do something that has
Only a handful of clerics and specialty priests reside in each city
never been done or attempted before, a great party is held for the
and village on the Tilvanot Peninsula. At the large full-pantheon
person taking up the challenge. These parties are always held in
temples in the cities, only one or two clerics can be found tending
one of the “churches” where much drinking, singing and gambling
the shrine to Norebo. This public display of worship is quite risky
occur. The owners of the establishment always gives their blessing
and serves only to invigorate the clerics.
over the endeavor and wish the heroes all good luck. There are no
The village barbarians are Norebo’s largest group of followers, particular days that stand out as important in the clericy, as each
with city thieves making up the next most numerous group. The day someone may try to top any previous record or endeavor, thus
barbarians venerate the “risks” aspect of Norebo’s portfolio, and making the old one unimportant. The clericy is more concerned
honor his name by undertaking many difficult feats and dangerous with what is happening now than in the past or future.
adventures The thieves worship the “luck” aspect of his portfolio
Major Centers of Worship: In the hidden city of Hesuel Ilishar
most of all. There isn’t one Suel thief that doesn’t invoke the name
is the main pantheonic church for all Suel religions not considered
of Norebo before attempting some “activity.”
important enough to have their own temple. Norebo has an
Churches of the Big Gamble are what the individual temples “official” shrine in this church. This small sanctuary is the largest
of Norebo are called on the Tilvanot Peninsula. These places of temple of its kind in all the Tilvanot Peninsula. There is also an
worship are in fact great inns and gambling halls. Here the three “unofficial” shrine in the Domain of the Cousins (the base of power
aspects of Norebo (luck, gambling, risks) are expressed in all their for thieves in the Scarlet Brotherhood) where the thief hierarchy
glory. Clerics are responsible for operating the numerous tables can worship their patron deity. All other temples are in gambling
and games that are played in these halls, serving the drinks and halls located around the Tilvanot Peninsula or in areas throughout
catering to the needs of the clientele. These duties allow the the Flanaess where the Suel immigrated after the Rain of Colorless
clerics to worship Norebo by gambling and putting themselves in Fire – such as Greyhawk City, Lendore Isle, the Wild Coast, the
harm’s way. The house profits are distributed amongst the clergy; barbarian states of the Thillonrian Peninsula, and the various cities
a percentage is kept in the coffers for the upkeep of the “temple,” of the Iron League.
and a small percentage is given to the Office of Arms. None of the
Affiliated Orders: Since the leaders of the Scarlet Brotherhood
games are rigged or slanted in the house’s favor. The clerics run the
look down on the followers of Norebo, the hierarchy has very
games fairly but take great risks with the house bets.
few official members of the church. Thus, the clericy has never
Specialty priests are usually the wealthiest gamblers at the organized any sects within the Brotherhood.
“Churches of the Big Gamble” and can most often be found at
Priestly Vestments: Brown or dark green robes are the preferred
the tables. These “high rollers,” as they are known, tend to take
choice of the clerics that work in the Churches of the Big Gamble.
numerous risks, gamble lots of money and have the longest
Brown robes are for the house dealers and game supervisors while
winning streaks that anyone could want. By playing the tables and
dark green is reserved for the most senior priest, usually the owner
winning a lot of money, they encourage people to gamble more by
of the church.
proving that the house can be beat. Specialty priests travel from
gambling hall to gambling hall, trying to draw bigger crowds into Adventuring Garb: Clerics can wear anything that they feel is
the establishments and increase their reputation as a fair place appropriate to the task they are working on.
to gamble. Or they travel to a town without a gambling hall, buy
property, open a Church of the Big Gamble, and then leave once the Specialty Priests (High Rollers)
hall is set up and has a suitable priest trained as its caretaker. Requirements: Dexterity 14, Wisdom no greater than 12
Dogma: Nothing ventured, nothing gained. Risking all you have, Prime Requisite: Dexterity
all the time, is the only way to better yourself and prove your Alignment: CN
worth. What others call reckless and foolhardy, we call exciting and Weapons: Any dagger, mace, sling
invigorating. May it be gambling, adventuring or anything; only Armor: Leather or chain
those lucky enough to survive the risks can be truly enlightened. Major Spheres: All, Chaos, Combat, Healing
Live life to its fullest or don’t live at all. Minor Spheres: Charm, Divination, Elemental (All), Guardian,
Numbers, Protection, Sun (rev), Travelers
Day-to-day activities: Working the gambling halls and inns Magical Items: As priest and thief
dedicated to Norebo are the main duties. When not working, do Req. Profs: blind-fighting, tumbling
anything that has a degree of risk to it. Anything from climbing the Bonus Profs: disguise, gaming
tallest trees with only your arms, to openly wearing the Daredevil’s
Volume II, No. 4 Issue 15 6
• At 1st level, the priest may attack twice per round with dagger Supreme Luck
or sling, can cast knock (1x/day), hide in shadows, move silently,
Level 5
climb walls and remove traps as a thief of their level (use table 19
Range: 0
in DMG for standard values)
Components: V
• At 3rd level, the priest can cast alter self or wizard lock (1x/day) Duration: Special
Casting Time: 1
• At 5th level, the priest can cast dispel magic or phantom steed (1x/
Area of Effect: Special
day)
Saving Throw: None
• At 7th level, the priest’s dexterity is increased by 1 point
(to a maximum of 19) This spell allows a priest that is engaged in some dangerous or
risky activity automatically to make the next saving throw that
• At 9th level, the priest can cast polymorph self (1x/day) is related to the outcome of that activity or to avoid a potentially
• At 10th level, the priest can attack 3x/round with a dagger or crippling blow in melee combat.
sling and can cast seeming (1x/day)
• At 13th level, the priest can cast find the path (1x/day) Fortune’s Fool
Level 5
Range: 10 yards
Norebo’s Spells Components: V, S, M
Duration: Special
Fortune Casting Time: 5
Area of Effect: One Person or Creature
Level 2
Saving Throw: Special
Range: 0
Components: V, S, M This spell gives the priest the ability to cause an opponent to re-
Duration: Instantaneous roll their next successful saving throw for 24 hours after the initial
Casting Time: 1 casting. The target of the spell gets a save vs. spell with a –1 penalty
Area of Effect: Special and an additional –1 to the save for every 5 levels of experience
Saving Throw: None of the priest to ward off this spell’s effect. Nothing happens to the
target if the save is made. Failing the save means that the next
This spell gives the priest the ability to blow on a pair of dice
time a successful save or ability check is made within 24 hours,
before making the roll in a gambling competition and increase the
the target must re-roll the dice one time and accept the new
odds of having a winner. There is a base increase of 25%, and for
outcome regardless of its consequences. All failed saves during the
every 3 levels of experience the priest has, there is a 10% increase
24-hour period are ignored until the first successful save is made.
in the roll being a winner. So at 6th level there is a 45% increased
The material components are the priest’s holy symbol and 100 gp
chance that the dice roll is a winner. The component is the priest’s
fairly won in a game of chance. The gold is consumed in the spell
holy symbol.
casting.
Fate’s Chance
Fortune’s Favorite
Level 3
Level 5
Range: 0
Range: 10 yards
Components: V, M
Components: V, M
Duration: Instantaneous
Duration: Special
Casting Time: 1
Casting Time: 5
Area of Effect: Special
Area of Effect: One Person or Creature
Saving Throw: None
Saving Throw: None
This spell adjusts the next This spell allows the caster to give a friend or ally the chance to
roll of a die either by +1 or –1, re-roll their next unsuccessful saving throw. The effect lasts for 24
whichever will give the best result. hours from the time of casting and works on the first failed save or
This spell can be used either for ability check. The recipient cannot choose to hold the power for a
gambling or during the game. The later time in the 24-hour period; the power is automatic for the first
spell must be cast before the dice failed save. All successful saves and ability checks are ignored by
are rolled in either case. the spell until a failed save is rolled. The spell can only be cast once
The material component per 24-hour period on each recipient. The material component is
is the priest’s holy an item or money valued at 50 gp that was “liberated” during a
symbol. dangerous adventure. The item is consumed in the casting.
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Luckstone
Level 6
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1 round
Area of Effect: One Stone
Saving Throw: None
This spell creates a temporary luckstone. The stone lasts for 1 turn
per level of the caster. The luckstone acts exactly like the magical
item of the same name. The material components are the priest’s
holy symbol and a stone retrieved during a dangerous adventure.
Fortune’s Bane
Level 7
Range: 10 yards
Components: V, S, M
Duration: 1 day
Casting Time: 1 round
Area of Effect: One Person or Creature
Saving Throw: None
This powerful spell reduces all of the recipient’s die rolls, for
24 hours from the time of casting by –1. For every 5 levels of the
caster, the penalty is increased by an additional –1. Example, a 15th
level caster causes a –3 penalty to all die rolls for a 24-hour period
of time. The material components are the priest’s holy symbol and
an item or gem valued at 1,000 gp that was either won in a game of
chance or “liberated” from some dungeon or person by the caster
during an exceptionally-risky venture. The item is consumed in the
casting of the spell.