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Tarot Club
August 23, 2026 at 07:39 AM
Added the launch build section covering Audrey Hall's opening scene and starting allowance and the Fool's patronage of the player, converted the codename roster to a table, corrected the Magician's Pathway and added the Star, and relabelled the Crimson Test reference
In the source material, 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 Club matters to the game in two ways. It is the frame the studio built the player character's own story on, and its structure is what the Divination Club player-guild system is modelled on.
Audrey Hall, who holds the Justice seat, is the first character the player meets on waking in Tingen. She runs a one-to-one therapy session that pulls the player out of the evil-god contamination nightmare the game opens with, and she sponsors the player's starting funds with an allowance of 20,000 苏勒, the everyday banknote denomination below the gold pound. Official material notes that her own allowance in the source material was a far larger figure in gold pounds, so the in-game number is deliberately its own.
The player's relationship with the Club runs through Mr. Fool rather than through membership. The Fool meets the player inside the opening death-loop nightmare and grants a Fool card that grafts abilities from the player's own future onto them, which is the mechanic covered on Mr. Fool's Grafting. Official copy is explicit that this is not Klein's path: the player is an original Beyonder brought in under the Fool's patronage, not Klein Moretti himself.
Several Tarot Club figures also appear as Connections, the launch system that lets players build bonds with named characters and borrow a skill from each. Audrey Hall is among them.
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.
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 a welcome and roll-call, in which Mr. Fool acknowledges each member's codename in turn; an information exchange, in which members share supernatural knowledge gathered in the past week; ingredient trading, routed through Mr. Fool with payment in mundane currency; a petition round, in which members ask Mr. Fool for specific favours such as a divination, a contract, or an introduction; and a closing, at which the ritual dissolves and members return to their real-world locations.
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.
Codename | Member | Notes |
|---|---|---|
Mr. Fool | The Club's central authority, and the persona the game builds its patronage framing around | |
Justice | A Spectator Beyonder and aristocrat. Official material places her at Sequence 3 on the Visionary line, and she opens the player's story in Tingen | |
The Hanged Man | A Sailor line privateer working the southern sea routes | |
The Star | Named in official material as a Sequence 3 Fear Bishop. He is also the NPC who brings the player into the Blackthorn Security Company | |
The Magician | 佛尔思 | A high-Sequence Beyonder of the Door line, credited in official material with creating Loen's travelling obelisk portal network |
Lower-numbered Sequences are the stronger ones, so a Sequence 3 seat is demigod-tier. Other major arcana seats are occupied across the source material's run, including the Sun, held by a senior Beyonder of the Sun line with strong divine alignment, the Hermit, a reclusive Beyonder researcher, and the World, a maritime and global-network specialist. The Magician's name has not been given an official English rendering.
Player-side, the Divination Club guild system inherits the Tarot Club's structure. Each player guild has a leader in the Mr. Fool seat, and guild members are awarded major-arcana codenames by that leader. The guild's ritual chamber is the venue for shared rituals, ingredient trades, and faction-coordination meetings.
Some guild rituals require the leader's participation and are unavailable when the leader is offline. This mirrors the source material's structure, since the Club only meets when Klein convenes it, and it gives guild leadership a meaningful active role rather than a purely cosmetic one. See Divination Clubs and Multiplayer and Co-Op for the guild layer itself.
The player encounters the Tarot Club in several modes. Mr. Fool visions are cinematic flashbacks during specific story beats, with Klein convening the canonical gathering for the player to witness. NPCs reference the Club obliquely in side quests, particularly when high-Sequence rituals are involved. Player guild content routes the Club's ritual structure into a gameplay loop.
A late-game story beat was described before launch as bringing the player into direct cooperation with the canonical Tarot Club, gated behind significant campaign progression. It did not appear in the February 2026 Crimson Test and has not been documented in launch guidance.