Overview
Divination Clubs are the player-guild system in Lord of Mysteries. They are designed as a player-side adaptation of the in-fiction Tarot Club founded by Klein Moretti in his Mr. Fool persona. Each Divination Club has a guild hall, a member roster, an in-guild ritual chamber, and a bank, and members are awarded codenames drawn from the Tarot major arcana.
Founding a Divination Club
Player characters can found a Divination Club after meeting the campaign's prerequisite story-progress threshold. The founder takes the central seat (the Mr. Fool seat by analogy to the canonical Tarot Club) and assigns codenames to incoming members along the major arcana of the Tarot. Codenames are aesthetic but unlock specific role bonuses inside guild rituals.
Initial roster cap scales with guild rank. Guild leaders can promote members to officer roles, manage the bank, schedule shared rituals, and broker external alliances with other Divination Clubs.
Codenames and bonuses
The Tarot major arcana provide the 22 standard codename slots. Examples (the player's Divination Club is free to use any subset, and codenames are not formally locked to specific Pathways):
The Fool: the guild leader. Convenes shared rituals.
The Magician: the senior officer. Often allocated to a Beyonder of high Sequence inside the guild.
Justice: typically a Spectator-Pathway aligned member. Gives small reputation bonuses for the guild's presence at aristocratic events.
The Hanged Man: typically a maritime / sailor-themed member. Gives small bonuses for sea-themed missions.
The Sun: typically a Bard-Pathway aligned member. Gives buffs to Sun-related quests.
The Hermit: typically a Hermit-Pathway aligned member. Gives bonuses to occult-research side activities.
The Star, The Moon, The Tower, The Lovers, etc.: remaining major arcana slots. Each is associated with a small thematic bonus.
Shared rituals
Each Divination Club has a guild ritual chamber where members perform shared rituals modelled on the canonical Tarot Club gathering ritual. Shared rituals provide:
Sanity recovery for guild-mates (modelled on the Gray Fog's gathering aesthetic).
Information exchange: members can share research notes and quest lead pointers via the ritual interface.
Beyonder ingredient trading: in-guild auction of ingredients at fair-rate prices.
Member petition: rank-and-file members can submit requests to the guild leader (resource grants, mission backup, mentorship).
Cross-guild alliance ceremonies: leaders can invite other Divination Clubs to joint rituals for political coordination.
Comparison to the canonical Tarot Club
The canonical Tarot Club gathers in the Sefirah Castle within the Gray Fog under the protection of Mr. Fool himself. Player Divination Clubs run on a much smaller scale and within local geography (the guild hall is a physical building in the world, not a Gray Fog projection). The mechanical similarity is the codename system, the major-arcana role-bonus structure, and the ritualistic gathering pattern.
Some guild rituals require the Mr. Fool seat (the leader) to be online to convene; this mirrors the canonical Tarot Club's requirement that Klein be present to open the gathering. Guild leadership in Lord of Mysteries is therefore an active role, not a purely cosmetic one.
Faction integration
Divination Clubs can federate into factions for Faction Warfare purposes. A faction is a coalition of Divination Clubs that shares territorial control, faction-vs-faction PvP scheduling, and city-siege participation rights. Faction membership is one tier above guild membership and surfaces during the live game's endgame; the Crimson Test does not surface full faction-warfare content.