š² Gambling in Midkemia ā Narrative Edition
š² Gambling in Midkemia ā Narrative Edition
āA coin tossed is a story begun. In Midkemia, luck is never just luck.ā āRisa of Dalaās Brotherhood
Gambling is a common pastime across the Kingdom of the Isles and the Northlands. In Betrayal at Krondor, it was a chapter-limited mechanic tied to tavern funds. In Fables.GG, gambling becomes a living systemāavailable at any time, repeatable, and deeply woven into character psychology, faction dynamics, and narrative consequence.
š° Overview
Professional gamblers can be found in most Inns and Taverns. Each has a personal specialty and preferred game of chance, including:
š Pokiir ā a bluff-heavy card game of risk and rhythm
š“ Lin-Lan ā a strategic game of matching and memory
š§æ Pashawa ā a fast-paced game of intuition and pattern
š² Dice ā pure chance, often rigged, always volatile
When the party engages a gambler, the character with the highest Gambling skill takes the lead. Outcomes depend on skill, luck, and emotional context. A win may yield coin, lore, or influence. A loss may trigger debt, humiliation, or unexpected story branches.
š§ Skill Progression
Gambling skill increases through use, reflection, and mentorship. Characters improve by:
š² Playing repeatedly, especially in emotionally charged scenes
š² Learning from faction-specific gamblers (e.g., Banathian tricksters, Dalan mystics)
š² Discovering rare game variants or forbidden rulesets
š² Receiving insight from divine or cursed relics (e.g., a marked die blessed by Dala)
Gambling may also unlock hidden character traitsāgreed, restraint, intuition, or obsessionādepending on how and why itās used.
š° Rewards & Consequences
In Fables.GG, gambling yields more than coin. Outcomes may include:
š§© Lore fragments or secret quests
šļø Faction sympathy or suspicion
š Unique relics, cursed items, or divine tokens
š§ Emotional breakthroughs or psychological flags
š”ļø Conflict escalation or resolution
Unlike the original game, gambling does not tap out the tavernās entertainment fund. Players may gamble multiple times per location, with evolving stakes and NPC reactions.
šØ Notable Locations & Variants
Tomās Tavern (Tanneurs): The gambler here fears to ply his trade after a mission from the Temple of Silban, due to a hostile debtor lurking nearby. He resumes play after the party rests overnight.
Anchorhead Tavern (Silden): In Chapter 3, the seat of the cannibalistic Keshian gambler is occupied by agents of the Crawler, discussing covert operations in Krondor.
Banathian Shrines: Gambling may be ritualizedāused to unlock riddles, test fate, or trigger divine mischief.
Dalan Enclaves: Games of chance may be used to divine truth or reveal hidden paths.
š Emotional & Factional Flavor
Gambling is more than coināitās a mirror. NPCs may react based on:
š§ The playerās emotional state (e.g., desperation, arrogance, curiosity)
šÆļø Faction alignment (e.g., Ishapian restraint vs. Banathian chaos)
š¶ Prior barding performances (e.g., a gambler moved by a song may offer better odds)
š”ļø Narrative context (e.g., gambling to delay a duel, distract a spy, or test loyalty)
Some gamblers may cheat. Others may test the playerās morality. A few may not be gamblers at all.
š Pokiir ā The Game of Masks and Misfortune
āIn Krondor, trust is a currency rarer than gold. And Pokiir is how you learn whoās bankrupt.ā
No game is more fearedāor reveredāthan Pokiir. Born in the shadowed parlors of the Merchantsā Guild and perfected in the back rooms of the Sea Gate taverns, Pokiir is not merely a card game. It is a duel of minds, a dance of deception, and a ritual of risk.
The deck is lean: thirty-six cards, each etched with the suits of Blades, Coins, Masks, and Flames. But the game is not in the cardsāitās in the eyes. Players declare their hands aloud, placing cards face-down in rhythm, bluffing with every breath. To challenge a lie is to risk your purse. To let it pass may cost your pride.
The final round, known as the Unmasking, is where fortunes turn. Hands are revealed, truths laid bare, and reputations madeāor shattered. Pokiir is played by nobles with veiled threats, by thieves with daggers beneath the table, and by spies who wager secrets instead of coin.
In Krondor, they say: āHe plays Pokiir with the godsānever trust his smile.ā
š“ Lin-Lan ā The Game of Echoes and Memory
āTo play Lin-Lan is to walk through anotherās dreams. And if you listen closely, youāll hear your own.ā
Lin-Lan is not a game for the impatient. It is slow, deliberate, and haunting. Said to have originated among the Eledhel, it is played with sixty-four tiles, each bearing a symbolāleaf, flame, tear, starāetched in silver and shadow.
The goal is simple: match tiles by resonance, not by image. A flame may echo a tear. A leaf may mirror a star. The wise know that memory is not about recallāit is about connection. Players must remember what was revealed, yesābut more importantly, they must understand why.
In noble courts, Lin-Lan is played during mourning, or before treaties are signed. It is a game of empathy, of reading the soul across from you. The most skilled players form Echo Chains, triggering cascades of matched meaning that ripple across the board like poetry.
The Eledhel say: āTo win at Lin-Lan is to know the soul across from you.ā And in Krondor, it is whispered that no one ever truly winsāonly understands.
š§æ Pashawa ā The Game of Sparks and Speed
āBlink and you lose. Breathe and youāre late. Pashawa waits for no one.ā
Pashawa is chaos incarnate. Played on a circular board with colored beads and a spinning dial, it is the heartbeat of the streetsāfast, loud, and unforgiving. No rules are spoken. You learn by losing.
The dial spins, the pattern shifts, and players race to place tokens in the correct sequence. Hesitation is punished. Instinct is rewarded. In festival squares and dockside alleys, Pashawa is played to the rhythm of drums and shouting. Children play it for sweets. Adults play it for coin. Some play it for prideāand some for blood.
There are no masters of Pashawa. Only survivors. The game favors the quick, the bold, and the reckless. Duelists train with it. Scouts swear by it. And gamblers curse it.
In Krondorās lower districts, they say: āIf you blink, you lose. If you breathe, youāre late.ā
š² Dice ā The Game of Fateās Mercy
āThe dice donāt lie. But the hands that throw them always do.ā
Dice are older than the Kingdom itself. Theyāve been carved from bone, cast in gold, and soaked in blood. Every tavern has a set. Every thief has a trick. And every fool thinks luck is on their side.
There are dozens of variantsāKingās Mercy, Shadowās Fall, Threefold Doomābut the rules are always the same: roll, bet, pray. The dice decide. Or so they say.
In truth, the game is rarely fair. Weighted dice, sleight of hand, distractionācheating is not the exception, itās the expectation. In Krondorās underworld, dice games are bloodsport. Losers may pay in coin, secrets, or lives.
Yet despite the danger, dice remain beloved. They are the great equalizer. A beggar and a prince roll the same bones. And sometimes, fate smiles.
In the taverns, they say: āLet the dice fall.ā And when they do, the world holds its breath.
š² Closing Note
In Midkemia, gambling is never just a game. It is a ritual of risk, a test of character, and a gateway to deeper truths. By removing mechanical limits and embedding gambling into the emotional and narrative fabric of Fables.GG, every toss of the dice becomes a choiceāand every choice, a story.