Card 14

Devil

Value: 0
Secrets • Ravens • Books • Flame

Meanings: Temptation, lies, charm, persuasion, words


The nemesis of secrets is the prince of lies, the Devil. Of course, there are many devils. Their commonality is their need to corrupt the world around them. Charming, sexy liars that seek to draw mortals into their own evil. Devils don’t kill, they talk. They don’t destroy, they tempt. The term “devil” stands apart from “demon” in that way. A demon is typically a relatively unintelligent engine of violence and destruction. Devils are far more insidious.


Divination: This is most often a sign of danger, but its interpretation can focus more on the devil’s tools than his aims—charm, persuasion, and honeyed words. But beware the insincerity of such things, and the lies they conceal. In a more straightforward reading, the card represents the lure of seduction—either literally (sexually) or figuratively in the seduction of evil. Making easy choices can be seductive, but that way lies real danger.

Game Narrative: A devil literally gets involved with the narrative. A charming NPC uses their persuasive powers for good or ill.

Joy: An NPC believes the PC’s words or is charmed by their actions.

Despair: An important NPC’s words prove insincere. An NPC ally falls for the lies or trickery of someone else.


He sits there staring, and while you might wonder, you do not want to know what he’s thinking.