The Cartomancer’s Compass

Run a region: a quick reference

For tonight, read one region’s opening, choose one location and two people, and prepare a situation the party can change. The gazetteer supplies possibilities; it is not a checklist of lore to introduce.

  1. Agree on the campaign. Ask what brings the party together here, what they hope to change, and which kinds of danger belong on screen. Use the Session Zero checklist and safety guidance. Briefly revisit boundaries when crossing into a region with a different tone; veil or replace unsuitable prompts.
  2. Make the first problem local. Start with a blocked crossing, a threatened household, a contested appointment, or a failed harvest. Give someone a reason to ask for help and someone else a reason to resist. Leave room for loyalties beyond the obvious factions.
  3. Read the regional generator. Draw for the suits it asks for, following its instructions. Four arbitrary cards do not necessarily provide one card of each suit. Read Place → Actor → Pressure → Leverage and put the result into one sentence: “At this place, this person wants something before this pressure closes off an opportunity.”
  4. Choose the clocks. Use Three Clocks at the table. State the immediate objective, the danger opposing it, and the one longer-term change this scene can affect. Do not activate every timer printed in the region.
  5. Play and follow through. Ask for an approach; establish Position and Effect before resolving uncertainty. Apply the result and relevant SB procedure, then show what changed. Between sessions, bring back a familiar person with a response to the party’s choices.
The Compass beside your session notes
PromptAsk
♠ PlaceWhere can the characters act?
♥ ActorWho wants what, and why now?
♣ PressureWhat makes inaction costly?
♦ LeverageWhat specific access, knowledge, authority, or protection could change the situation?

When instructed to use the highest rank for timer size: 2–5 → 4 segments; 6–10 → 6; J/Q/K → 8; A → 10. Name the timer’s outcome as well as its size. This conversion does not set every campaign timer or replace a generator’s specific instructions.

Faces, Aces, and the Ninth: give the relevant actor a name and motive. Consult the Compass and the selected region for their stated Ace effects and costs. An uncanny omission can express the Ninth without creating a new mechanical penalty. There is no added universal “draw a 9, gain SB” rule here.

Use a Diamond literally. Say who recognizes a pass, what a secret reveals, or what a ward protects against. Passage, authority, knowledge, and protection are helpful ways to explain rewards, not new item classes. Honor the printed scope and limits: a valid right can settle an outcome without a roll; it does not automatically defeat unrelated opposition.

Leverage labels: Passage gets someone through a route or threshold; Authority establishes a recognized right or command; Knowledge provides usable information; Protection prevents or limits a specified danger. Some entries carry more than one label. Untagged rewards may provide other kinds of help. Always read the effect and its limits.

Keep one SB reference open. Use the applicable rules and the region’s named options when relevant; choose the fiction that fits the established threat. These reminders do not replace regional prices with a universal menu or make every omen an extra charge.

Example, using the Acasia draw below: ♠7 gives a hill-motte, ♥J a bride with a claim, ♣4 a wedding ambush, and ♦Q a marriage proxy. The highest rank gives the printed Feud Escalates [8]. Describe the drawn crisis and let the party choose whether to protect the guests, expose the instigator, or negotiate. If they pursue a sustained rescue, give that distinct effort a Situation clock; use the feud as the opposing pressure. Only bring in a Campaign clock if a larger conflict is actually at stake. The proxy’s stated authority is the opportunity, not a compulsory ending.

“The world does not speak in words. It speaks in suits, ranks, and the spaces between. Every bridge, every bribe, every broken oath can be laid out on a table of felt and dealt from a worn deck. This is not superstition. It is method.”
— Mira of the Wandering Circle, Tulkani cartomancer

A Tulkani Perspective on the Art

I was seven when my grandmother first placed a deck in my hands. Not a new deck—a worn one, its edges soft as silk, its faces faded by a hundred thousand shuffles. “This is your first threshold,” she said. “Learn to read it, and you will never be lost.”

The Tulkani do not build temples. We build fires. We do not carve scriptures into stone; we let the cards tell us what the road has seen. Cartomancy is our witch-work, our way of reading the Echo (what has been), steadying the Veil (what is), and leaning into Flow (what wishes to be). It is not fortune-telling. It is witnessing—a conversation with the world’s memory, conducted through the language of suits and ranks.

The other peoples of Fate’s Edge have their own names for what we do. The Aeler call us “thread-readers” and hire us to audit their ledgers. The Ykrul call us “bone-speakers” and consult us before every migration. The Ecktorian Inquisition calls us heretics and burns our decks when they find them. We keep shuffling.

This chapter is my gift to the road. It explains how to read the cards as we do—not as a tool for controlling fate, but as a way of listening to what the world has already decided to tell you.

The Four Suits: A Universal Grammar

Every card in every generator carries the same four suit-meanings. They are the alphabet of the world’s witness. In the Tulkani tradition, we say the suits are the four breaths of the world:

Spades: Place — The Stage

Where does the scene happen? is the threshold, the landmark, the ground beneath the action. It answers: Where are we?

In the regional chapters, entries are always places. See, for example, the bridges and canals of Silkstrand or the cairns and passes of Ubral.

Hearts: Actor — The Face

Who drives the scene? is the person, the faction, the voice that speaks. It answers: Who is here?

In the regional chapters, entries are always people or factions. See the merchants and spies of the Brass Coast or the spirit-wardens of the Mistlands.

Clubs: Pressure — The Complication

What pushes back? is the storm, the burden, the knife in the dark. It answers: What goes wrong?

In the regional chapters, entries are always complications or threats. See the river floods and witness-cord cuts of Ayokha or the market riots of Silkstrand.

Diamonds: Leverage — The Reward

What opens the door? is the token, the writ, the secret that changes Position. It answers: What do you gain?

In the regional chapters, entries are always rewards or leverage. See the keystone charters of Ngomebe or the water-share tablets of Fhara.

Cartomancy as Witchcraft

In the Tulkani tradition, cartomancy is not separate from the craft—it is the craft. Every reading is a Quick Working, performed at a threshold (the table, the crossroads, the moment between decisions). The cards are the tools; the reader is the witness.

The Three Layers of Reading

Like all witchcraft, cartomancy operates across the three Concordant Layers:

The Reader’s Price

Every reading exacts a price. The Tulkani say: “The cards do not give; they lend. And they always collect.”

When you read the cards, choose one of the Three Prices:

The Cartomancer’s Gift

Once per session, a cartomancer may perform a full reading using the procedure in Section . This is a Full Ritual—it requires Significant Time, a witness, and the willingness to pay the price. On a success, the GM must answer one question about the scene, the journey, or the campaign truthfully. On a partial, the answer is cryptic. On a miss, the cards show a false path—the GM gains 2 SB and may introduce a complication.

Rank and Severity: The Weight of the Card

The rank of a card—from Ace (high) to 2 (low)—sets the scale of its suit’s meaning. In the Tulkani tradition, we say: “The rank is the breath; the suit is the voice. A high breath speaks louder; a low breath is a whisper.”

Rank Narrative Weight
Ace Legendary, campaign-altering, mythic
King/Queen/Jack Major, faction-level, lasting consequences
10–7 Significant, scene-defining, costly
6–4 Moderate, manageable, a real cost
3–2 Minor, a complication but not a crisis

When a generator instructs you to set a timer by the highest rank, use this conversion:

Card Faces: The Court as Character

Face cards (Jack, Queen, King) are not merely high ranks. They are persons with agency, personality, and often a name. The Tulkani say: “The court does not sit in judgment of you. You sit in judgment of them.”

When a face card appears in a (actor) draw, give the NPC a name, a motive, and a quirk. When it appears in a (place) or (pressure) draw, treat it as a personified force: a King of Clubs might be a feud that has lasted generations; a Queen of Spades might be a bridge that remembers every toll.

Aces and the Ninth: The Hollow’s Attention

An Ace is not merely the highest rank. It is a threshold. In the Tulkani tradition, we say: “The Ace is the door that opens when you are not looking. Do not step through it lightly.”

When an Ace appears in any draw, the Hollow takes notice. The GM gains 1 extra Story Beat (beyond any generated by 1s) to spend on a supernatural complication: a ghostly procession, a bell that rings without a clapper, a shadow that walks independently.

In regions where the Ninth Taboo is strong (Theona, Aelinnel, Ways Between), an Ace may also trigger a specific regional omen. For example:

The GM should always read an Ace as a signal to escalate the uncanny.

By the Numbers: Procedure for Any Generator

When you sit down to generate a scene, a journey leg, or a settlement, follow this procedure. The Tulkani say: “The cards are not a script. They are a conversation. Listen to what they tell you, but do not let them speak for you.”

  1. Name the destination. Which region? Which route? Which authority controls the gate?

  2. Shuffle and draw. Draw cards face-up, one for each suit you need. Most generators require all four suits; some (like travel legs) may use only three.

  3. Read the . This is your place. Describe it first. Set the stage.

  4. Read the . This is your actor. Introduce them. What do they want? Why are they here?

  5. Read the . This is your pressure. Complicate the scene. What just went wrong, or what is about to?

  6. Read the . This is your leverage. What can the players gain if they succeed? Be specific.

  7. Set the timer. Use the highest rank among the four cards to determine the size of the scene’s primary timer (see above).

  8. Interpret faces and Aces. Give names to face cards. Apply regional Ace effects.

  9. Play to find out. Use the generated elements as prompts, not scripts. The cards are seeds, not fences.

Regional Flavors: How Suits Shift Meaning

While the core suit meanings remain constant, each region inflects them with its own texture. A in Ecktoria is a forum or a coin-house; a in the Valewood is a phasing ruin or a star-road. A in the Black Banners is a mercenary captain or a condotta broker; a in Ykrul is a khatun or a bone-singer.

The Tulkani say: “The same card speaks differently in every land. The fool who reads it the same way twice is a fool twice over.”

Use the regional chapters as your lexicon. When you draw a card, consult the relevant table. The tables are designed to evoke the specific flavor of the region.

Example: A Draw in Acasia

You are running a journey through the Broken Marches. You draw:

7, J, 4, Q

  1. 7: Hill-Motte—Fresh palisade; ditch scattered with caltrops.

  2. J: Bride with No Dowry but a Claim—Daggers in the wedding chest.

  3. 4: Wedding Turns Ambush—You are caught between two bloodlines.

  4. Q: Marriage Proxy—From the Margravine; bind a hill-king to your cause.

  5. Highest rank: Queen (equivalent to 8). The scene’s primary timer is 8 segments: The Feud Escalates [8].

  6. Interpretation: The party arrives at a hill-fort on the eve of a wedding. The bride is caught between two feuding bloodlines. The wedding turns to violence. If the party can survive the ambush and broker peace, the Margravine will grant them a Marriage Proxy—a powerful tool to bind a hill-king to their cause. The 8-segment timer tracks how quickly the feud spirals into open war.

This is the generator at work: four cards, one scene, immediate fiction.

The Unwritten Suit: When a Draw is Incomplete

Sometimes, a generator does not require all four suits. A travel leg may only need , , . A social encounter might only need and . When a suit is missing, treat its absence as a question:

Interpreting Any Draw, Any Region

When you need a prompt in a hurry—a random encounter, a rumor at a tavern, a discovery in a ruin—draw a single card. Use this quick-reference:

A place or landmark. What is its name? What happened here?
A person or faction. What do they want? What do they fear?
A complication or threat. Who or what is the obstacle?
A reward, token, or secret. What can be gained?

The rank tells you the scale. A low rank is local and personal; a high rank is regional and political. A face card demands a name; an Ace demands the Hollow’s attention.

Tulkani Cartomancy Traditions

The Tulkani have developed specific practices around cartomancy that differ from the regional generators. These are the traditions my grandmother taught me:

The Traveler’s Spread (Three Cards)

For a journey, the Tulkani lay three cards:

This spread is a Quick Working; it requires no roll, but the reader must accept the Shadow price.

The Hollow’s Spread (Five Cards)

For matters of debt, obligation, or the Hollow’s attention, the Tulkani lay five cards:

This spread is a Full Ritual. It requires Significant Time, a witness, and the acceptance of Identity Strain. On a success, the GM must answer one question about the nature of the debt. On a partial, the answer is cryptic. On a miss, the reader becomes the debt’s next collector—a Complication Timer begins.

The Cartomancer’s Deck as a Symbol

For Tulkani characters, a cartomancer’s deck is a Symbol in the Invoker sense. It is a Minor Asset that grants:

Final Guidance: The Cards Are Oracles, Not Scripts

The generators in this book are tools, not tyrants. If a draw gives you an entry that contradicts established fiction, or if you simply prefer a different interpretation, overrule it. The deck is a prompt, not a prison.

But trust it, too. The most memorable sessions often come from the card you did not expect. The Ace that arrives at the wrong moment. The Jack who speaks a name no one wanted to hear. The diamond that glows with a secret.

The Tulkani say: “The cards do not lie. But they do not tell the whole truth. The rest is yours to live.”

Shuffle. Draw. Interpret. And let the road unfold.

“The road is never closed. It is only passed to the next walker.”
— Mira of the Wandering Circle, on the eve of a journey she did not survive

GM Tools: Using Cartomancy at the Table

Reading the Cards as a GM

The cartomancy framework is designed to be used by GMs, not just players. When you need to generate a scene, a complication, or a reward, draw a card and interpret it through the lens of the region and the current fiction.

Example: The party is in Vhasia, negotiating with a border patrol. You draw a 9. The entry says: “Feud Spark—A name spoken wrong reopens an old debt; blood is the only coin that pays.” You interpret this as: the patrol captain’s family has a blood feud with one of the party’s allies. He recognizes the name and demands a price—either a ransom, a duel, or a favor.

Players as Cartomancers

If a player wants to play a Tulkani cartomancer, use the following framework:

The Cost of Cartomancy

Remember: every reading is a transaction. The cards lend, and they collect. A player who reads too often, or who ignores what the cards reveal, will find the Hollow’s attention turning their way.

Colophon

This chapter was written in a Tulkani wagon, parked at a crossroads where three roads meet and one does not. The ink is lamp-black and tears. The deck is worn smooth by a hundred thousand shuffles. The ninth card is missing—it always is.

—Mira of the Wandering Circle, in the hour before the ninth bell