Introduction
Tymora, Lady Luck and the Lady Who Smiles, governs good fortune, adventurers, and the courage to act without certainty. She emerged when was divided, leaving favorable chance to Tymora and misfortune to Beshaba.
Adventurers, gamblers, merchants, and travelers touch a coin or invoke Tymora before accepting risk. Her temples provide sanctuary, rumors, and practical aid to people setting out on uncertain roads.
The avatar appears when a single choice can redirect a nation, when a rigged contest insults the idea of chance, or when people confuse good fortune with entitlement. She creates an opening. She does not promise that anyone will take it.
Physical Appearance
Tymora appears as an athletic human woman with chestnut hair, clear blue-green eyes, and the clothes of a well-equipped traveler. Sapphire and teal layers sit over fitted leathers, and a plain silver coin hangs at her throat.
She smiles quickly but watches hands, exits, and wagers with an adventurer’s attention. Her arrival changes no weather. Instead, a dropped key lands within reach, a frayed rope holds one more moment, or a thrown blade strikes exactly where chance permits.
Roleplaying the Avatar
Tymora is playful without being careless. She favors people who understand the danger, prepare what they can, and still choose to act.
- Ask what the speaker is willing to risk personally.
- Refuse wagers that place the cost on an absent third party.
- Flip a coin only after everyone has committed to a choice.
- Laugh at a narrow escape, never at the injured.
- When someone demands certainty, offer a fair chance instead.
Use in a Campaign
The Impossible Route
Only one path through a collapsing ruin remains open at a time. Tymora guides the party but requires a different character to choose each turn.
Fortune Stolen
A noble traps favorable outcomes inside enchanted coins, leaving an entire district plagued by accidents. The avatar cannot break the vault without releasing every stored chance at once.
The Honest Wager
Two rulers agree to settle a border war through a game, then secretly attempt to rig opposite sides. Tymora names the party as neutral witnesses and possible players.
A Smile Before Dawn
Tymora offers one character a guaranteed success on a future roll. The blessing transfers the next natural 1 to someone nearby who trusted that character.
Lairs
Tymora’s lairs preserve uncertainty without making it arbitrary. Routes rearrange after a choice, failed attempts reveal useful information, and objects land where a quick thinker can use them.
The Lady’s House
A busy temple and adventurers’ hall assigns rooms by drawing lots. The least desirable key often opens the safest chamber.
The Open Table
A roadside shrine surrounds a stone gaming table. Honest wagers reveal a hidden path; loaded dice awaken its guardians.
The Turning Stair
Every landing offers two doors, and the route behind changes only after someone commits to a choice.
The Great Wheel
In Brightwater, bridges, gardens, and gaming halls rotate around a central plaza where no prediction remains correct for long.
Shared References
Open a reference for its canonical description and related entries.
