Religion Reference

Ludism

The faith of dice, masks, and the unwritten rule

ReligionPower NineTrixieLudismGames

How It Works

Ludism is the Jerichan faith tradition devoted to Trixie, the Gamemaster. It thrives in gambling dens, taverns, thieves' guilds, traveling shows, adventuring circles, theaters, and anywhere people live by risk.

Entries

5 reference entries. 5 currently shown.
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Power

Trixie, the Gamemaster

Civic Doctrine

Luck, chance, games, chaos, fate, and reversal.

Trixie is the dealer, referee, trickster, host, hidden hand behind the curtain, and the laughing voice that asks whether the player is sure. She does not promise fairness; she promises play.

Doctrine

The universe is a game

Civic Doctrine

Mortals cannot always choose the board, rules, or hand they are dealt, but they can choose how boldly they play. Trickery, wit, risk, and disruption may all be sacred when they keep the game alive.

Practice

Dice, masks, and sacred risk

Civic Doctrine

Common rites include Tossing of the Dice, Trickster's Blessing, Sacred Games, and the Changing of the Mask. Prayer may look like a roll, a prank, a bet, or a joke at the wrong time.

Sects

True Ludists, Rigged Ludists, Black Dice Society

Civic Doctrine

Major branches include True Ludists, Rigged Ludists, Anarchic Ludists, the Black Dice Society, Wandering Jokers, and the exploitative House Always Wins.

Modern

Must the game be fair?

Civic Doctrine

Ludism thrives after the Centrum because certainty now feels foolish. Its central argument is whether the game must be fair to be holy, or whether cheating well is simply another way of playing.