All 75 cards from the game that built the crew, declared the villains, and set the table for the campaign. Click any card to inspect it.
2 cards
The Theme
The cards that set the table.
Theme ITheme II
22 cards
The Arcana
Drawn at session zero to choose which chapter of a character’s backstory the story hooks first. Some cards deal what was done to you; others, what you did.
The FoolThe beginning — the naive step that pulled them from their old life.The MagicianThe talent — where their skill came from, who taught them, and what it cost.High PriestessThe secret — the thing they know and have never once said aloud.EmperorAuthority — the power that shaped or broke them, and unfinished business with command.EmpressHome & blood — who raised them, what's left of it, what they'd protect.HierophantThe creed — the faith they were raised inside: kept, fled, or betrayed.LoversThe love interest — the heart the story hooks first.ChariotThe ambition — what they raced toward before the fall, and the rival racing them.StrengthThe scar — the hardest thing they survived; the beast kept on a short leash.HermitThe exile — the years alone, and what found them there.Wheel of FortuneThe wager — the luck that turned their life, and the debt it left behind.JusticeThe case — the personal injustice behind their name on the list.Hanged ManThe sacrifice — what they willingly gave up for someone else.DeathThe grief — the one they lost, and who they became after.TemperanceThe mending — the vice mastered, the fragile peace they keep.DevilThe chain they chose — the bargain they could walk away from, and don't.TowerThe catastrophe — the day everything fell; before severed from after.StarThe hope — what 'after' looks like, and who still believes they'll get there.MoonThe fear — the nightmare or illusion they refuse to look at directly.SunThe joy — the best day of their life, and what it would take to feel it again.JudgementThe reckoning — the sin that's theirs to answer for, come due.WorldThe legacy — how they want their tale to end, and what the world keeps of them.
3 cards
Rites of the Table
The rules of the game and the creed of the crew.
Sail the BlackThe Crew's CreedThe Biggest Problem
8 cards
The Eight Lords
The villains, as they were declared at the table — three truths each.
Dietrich SturmwaldMalachi VestoriBenedict BrookeHalima Al HadidSeraphina LacroixValeria ViolanteRajan BahteraAbena Sarkozy
3 cards
The Wounds
The questions that cut: what you lost, and who will pay.
What Did You Lose?VendettaRegrets
37 cards
The Prompts
One true thing at a time — the questions that built the crew.
WeakerSave WhoOwe LifeSecret EnvyStolenBiggest LieRespectCrossed PathsDark FavorCursedPityA Small GiftHobbyMisconceptionNear Death SecretScathing WordsPublic vs. PrivateNicknameInnocent DeathDark RumorTrustThe WatchThe BetOld HatredOff the ManifestLetter HomeHorrifying RescueGuard my BackFroze upCover upSubtle SignalRule of the SeaLeft BehindHow we MetGreatest FearComforting LieBroken Promise