• Overview
  • Map
  • Areas
  • Points of Interest
  • Characters
  • Races
  • Classes
  • Factions
  • Monsters
  • Items
  • Spells
  • Feats
  • Quests
  • One-Shots
  • Game Master
  1. Arena of Eternity
  2. Lore

Hall of Wagers

The @Hall of Wagers is a sprawling chamber beneath the stands where mortals, fiends, and celestials gamble on battle outcomes, wagering gold, souls, oaths, and cosmic favors.

---

Accepted Stakes

Use these as currencies, story hooks, and consequences.

- Gold / Coin (standard)

- Soul Shards (valuable fragments of essence; usually worth ~500 gp each)

- Oaths / Vows (binding promises with enforceable penalties)

- Lifespan (Years) (time traded for advantage; commonly ~1,000 gp per year)

- Divine Favor (a blessing, protection, or miracle owed)

- Infernal Favor (power now, consequences later)

- Memories / Names / True Titles (dangerous, intangible collateral)

Rule of the Hall: Anything offered as a stake becomes legally collectible by the House if lost.

---

Arena Betting System

1) Pre-Fight Odds (Simple, Table-Ready)

Set a single Odds Tier for each side before a match.

| Odds Tier | Description | Payout (Profit) |

|---|---|---|

| Even | Both sides equal | 1:1 |

| Slight Favorite | One side stronger | 2:1 on underdog |

| Heavy Favorite | One side much stronger | 3:1 on underdog |

| Hopeless | Underdog “can’t win” | 5:1 on underdog |

How to pick odds fast:

- If the crowd expects a coin-flip: Even

- If one side is clearly superior: Slight/Heavy

- If the weaker side “shouldn’t survive”: Hopeless

House Cut: The Hall takes 10% of all winnings (or collects a small “favor” equivalent for non-gold wagers).

---

2) Core Wager Types

A) Outcome Wagers

- Win/Loss (standard)

- Underdog Victory (uses odds tiers above)

- Draw / Mutual Death (**5:1**)

- Time-Limit Victory (**2:1**)

- Perfect Victory (no damage taken) (**4:1**)

B) Performance Wagers

| Bet | Example | Payout |

|---|---|---|

| First Blood | “Blue lands first hit” | 1.5:1 |

| Final Blow | “Red deals the finishing strike” | 2:1 |

| Spell Finish | “A spell ends it” | 2:1 |

| Environmental Kill | “Killed by arena hazard” | 3:1 |

| Crowd Favorite Moment | “Signature stunt lands” | 2:1 |

| Humiliation Finish | “Pinned, disarmed, or shamed” | 4:1 |

C) Live (In-Combat) Betting

Live bets can be placed at initiative breaks, end of rounds, or when a fighter drops below 25% HP.

| Live Bet | Trigger | Payout |

|---|---|---|

| Survive Next Round | placed at round start | 1.2:1 |

| Down-but-not-Out | drops below 25% HP | 1.5:1 |

| Comeback Victory | under 25% → wins | 4:1 |

| Sudden Twist | betrayal/ally/hazard | 5:1 |

---

3) Non-Gold Stakes: Enforcement

When wagers involve souls, oaths, years, or memories:

- Souls: the House marks the loser with a Claim Sigil (collectible later).

- Oaths: magically enforced; breaking triggers a Geas-like penalty.

- Years: the loser visibly ages; may gain a “haunted” aura.

- Memories: an important detail is erased (GM chooses or roll).

Optional Table: Collection Severity

1–2 Minor (embarrassment, small curse)

3–4 Moderate (lost memory, mark, debt)

5–6 Severe (oath binding, soul lien, forced service)

---

Gambling Games of the Hall

Soul Poker

A high-stakes card game overseen by impartial dealers (inevitables, ghosts, or serene celestials).

Buy-In: gold, soul shards, a minor oath, or a single memory.

Rounds: Ante → Deal → Bet → Reveal.

Resolution (system-agnostic):

- Each player rolls a check (Deception, Insight, Sleight of Hand, or “Gambling” if you have it).

- Highest total wins the pot.

- Players may “raise” by adding stakes; match or fold.

Special Hands (Flavor Rewards):

- Celestial Flush: cleanse a minor curse / reduce corruption.

- Infernal Full House: gain a dark boon (with a string attached).

- Dead Man’s Hand: lose an intangible (name, memory, or luck) if you lose the round.

---

Wheel of Fates (Roulette Variant)

A floating wheel of sigils and cold starlight. Place bets on outcomes.

House Edge: 10% (waived if the wager is a binding vow).

Spin Results (d6):

1. Radiance – winnings x2

2. Damnation – lose wager

3. Echo – spin again, keep best outcome

4. Balance – wager returned

5. Cataclysm – gain a boon or a curse (50/50)

6. Oblivion – lose something precious (minor but personal)

---

Blood Dice

A spectator favorite for the reckless.

Rules:

- Each gambler rolls 2 dice (or 1 roll + modifier, system-agnostic).

- Highest total wins.

- Ties trigger a Blood Re-Roll: each tied player may pay a cost to re-roll.

Blood Re-Roll Cost Ideas:

- lose a small amount of HP / take a minor injury

- sacrifice a soul shard

- swear a minor oath

- accept a short-lived curse

Critical Events (optional):

- Max result: triple winnings

- Snake eyes / minimum: the House writes your name into the Debt Ledger

---

The Oath Table

No coin—only promises.

Make an oath (“I will spare the next opponent,” “I will never refuse a duel,” “I will bring the House a relic.”)

The dealer assigns severity.

| Oath Severity | Examples | Reward |

|---|---|---|

| Minor | small promise | x1.5 |

| Binding | meaningful obligation | x3 |

| Geas-Level | dangerous or restricting | x6 |

| Soul-Bound | life-defining vow | x10 |

Breaking an oath: immediate collection—curse, compulsion, or forced service.

---

House Rules & Cosmic Law

- The House is neutral—it only cares that debts are paid.

- Cheating is possible, but punishments are theatrical.

- Debts may be repaid via:

- forced arena fights

- pact service

- soul indenture

- “favor assignments” from the House

- The Hall remembers defaulters; repeat offenders are black-sigiled.

---