
Step of God

The Wheel of Fortune is the summit of the path, and it has four authorities, all of them about how what happens is arranged:
Fate is the key authority, coming from the symbolism of Fate; it is not complete, because its shares are also held by other paths, but it is precisely the Wheel of Fortune that is the embodiment of fate, and of luck, and of misfortune at once, with a particular inclination toward foresight;
Probability is the second key authority from the same symbolism: the bearer governs the probability of events and the behavior of people and objects across the whole world;
The Cycle comes from the symbolism of Return: a return to the maternal body, to the original source, to the most ancient beginning; the canon calls this the instinct of the universe itself;
Disorder is one of the manifestations of the corresponding symbolism: the essence of fate is disorder, and it embodies madness.
The Divine Kingdom of the Wheel of Fortune is called the World of the Light Cone — a region consisting entirely of probabilities, where every movement corresponds to a roll of a die with different numbers.
The characteristic of the summit is deceptively simple and, perhaps, the best joke of the canon on this path: an ordinary six-sided white gaming die with red dots on its faces.
The ritual of ascension suits it. No list of steps: one must find in the current of fate the right occasion — and take the potion. The canon specifically stipulates that this occasion can neither be contrived, nor predicted, nor secured by any means whatsoever. One can only remove certain hindrances and patiently wait for it to present itself.
For a path that all the way learned to govern probability, the ending turns out mockingly honest: no one will make the last throw for you.
Step 0 has no main ingredient: the canon names a single component, and it can neither be bought nor obtained by hunting.
9 beacons from the River of Fate — from the past, present, or future
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