Overview
The Tarot Club (塔罗会) is the secret high-Sequence society founded by Klein Moretti in his Mr. Fool persona during the Fifth Epoch. It is the source material's signature organisation and a centrepiece of the Lord of Mysteries worldbuilding. Members meet through ritual in the Sefirah Castle (a Gray Fog-adjacent palace), use Tarot major-arcana codenames to obscure their identities, and trade information, Beyonder ingredients, and rare artifacts under Mr. Fool's protection.
The game adapts the Tarot Club into player-facing content through the Divination Club guild system (see Multiplayer and Co-op). Player guilds inherit the Tarot Club's ritual structure, codename system, and gathering aesthetics.
Origins
Klein Moretti founded the Tarot Club in the early arcs of the source material. Klein was a Sequence 9 Seer who had learned to project his consciousness into the Sefirah Castle, a structure floating above the world inside the Gray Fog. Through repeated experimentation he discovered he could pull other Beyonders' consciousness into the Castle alongside his own. The first two members were Audrey Hall (Justice) and Alger Wilson (The Hanged Man).
From there, the Tarot Club grew into a peer-information ritual where members across vast geographic distances could meet weekly to share supernatural knowledge, trade Beyonder ingredients, and request favours from each other through Mr. Fool as the central authority.
Ritual structure
The Tarot Club gathering happens every Monday at 3:00 PM (Loen mean time) in the Sefirah Castle. Members enter via a synchronised meditative ritual at their respective real-world locations; their consciousnesses arrive in the Castle and convene around the Tarot table. A protective gray fog envelopes the gathering: members cannot see each other's true faces, and identifying voices is deliberately obfuscated.
Each member sits at a seat carrying their codename's major arcana symbol. The ritual progresses through:
1. Welcome and roll-call: Mr. Fool acknowledges each member's codename in turn.
2. Information exchange: members share supernatural knowledge they have gathered in the past week.
3. Ingredient trading: members offer Beyonder ingredients for sale or barter; trades route through Mr. Fool, with payment exchanged in mundane currency (gold pounds or equivalent).
4. Petition: members can ask Mr. Fool for specific favours (a divination, a contract, an introduction to another member). Mr. Fool grants or refuses based on his own judgement.
5. Closing: the ritual dissolves and members return to their real-world locations.
Codenames
Tarot Club codenames borrow the major arcana of the Tarot deck. Each codename is awarded by Mr. Fool and corresponds (loosely) to the member's Pathway, role, or temperament. The canonical roster includes:
Mr. Fool: Klein Moretti, the Club's central authority.
Justice: Audrey Hall, a Spectator Beyonder and aristocrat.
The Hanged Man: Alger Wilson, a Sailor / Hanged Man Pathway privateer.
The Sun: a senior Beyonder of the Sun Pathway with strong divine alignment.
The Magician: a Seer Pathway Beyonder of higher Sequence.
The Hermit: a reclusive Beyonder researcher.
The World: a maritime / global-network specialist.
(Additional members occupy other major arcana seats over the source material's run.)
Player guilds (Divination Clubs)
Player-side, the Divination Club guild system inherits the Tarot Club's structure. Each player guild has a Mr. Fool seat (the guild leader), and guild members are awarded major-arcana codenames by the leader. The guild's ritual chamber serves as the venue for shared rituals, ingredient trades, and faction-coordination meetings.
Some guild rituals require Mr. Fool participation; they are unavailable when the leader is offline. This mirrors the source material's structure (the Club only meets when Klein convenes it) and gives guild leadership a meaningful active role rather than a purely cosmetic one.
In-game encounters
The player encounters the Tarot Club in multiple modes:
Mr. Fool visions: cinematic flashbacks during specific story beats, with Klein convening the canonical Tarot Club gathering for the player to witness.
Side-quest references: NPCs reference the Tarot Club obliquely in side quests, particularly when high-Sequence rituals are involved.
Player guild content: Divination Club gameplay routes through the Tarot Club ritual structure as a gameplay loop.
Late-game story content: a major Act 2 story beat brings the player into a direct cooperation with the canonical Tarot Club, gated behind significant campaign progression and not surfaced in the Crimson Test.