1. Shadowed Intentions is all about who dies at night. Considering why the demon chose each particular night kill is crucial to piecing together worlds, and likewise every kill is vital for the evil team. Was that a Vigormorits-killed Minion, or an Outsider granting the Xenotoxin some poison? Did the Demon kill that player so the Seeker could close in on its prey, or was that a townsfolk the evil team needed gone? Did the evil team figure out who you are, or did the Ojo just snipe your role?

    Shadowed Intentions
  2. Logician

    You start knowing 3 Townsfolk & 1 Minion: exactly 2 are in play.


    “There exists a construct such that, under our axioms, must adhere to the pre-established principles; such an object would not have any inconsistencies with our current theories of spacetime, and---oh, rectangles don't exist anymore. Never mind, I think?”

    The Logician puzzles about which characters are in play.

    During the first night, the Logician learns 4 characters—3 Townsfolk and 1 Minion.

    They learn nothing about who these characters might be, just that 2 are in play.

    Examples

    Benjamin is the Seeker, Zoey is the Diviner, Fortune Teller is a Demon bluff, and Whistleblower is neither in play nor a Demon bluff. The Logician learns Diviner, Fortune Teller, Whistleblower, and Seeker.

    The Coroner was chosen by the Corruptor, and there is a Bloodhound in play. The Logician learns Coroner, Bloodhound, Hoarder, and Corruptor, because the Coroner is registering as the Ojo.

    How to Run

    During the first night, wake the Logician and show them 3 Townsfolk character tokens and 1 Minion character token. Put the Logician to sleep.

    Townsfolk

  3. High Priestess

    Each night, learn which player the Storyteller believes you should talk to most.


    “There is life behind the personality that uses personalities as masks. There are times when life puts off the mask and deep answers to deep.”

    The High Priestess acts on intuition.

    The High Priestess can be shown the same player multiple times in a row, or a different player every night.

    The shown player can be alive or dead.

    The shown player can be good or evil.

    There are no official criteria that determine which player the Storyteller must show to the High Priestess. It is up to the Storyteller’s judgement as to what they think will most benefit the High Priestess and the good team in general. It could be because the player has important information that has not been revealed yet. Or because the player is evil and has a bluff that doesn’t make sense. Or because the player is trustworthy and needs to be trusted more. Or because the player is good but on the wrong track and needs to be corrected. Or something new.

    Examples

    On the first night, the High Priestess learns Julian. Julian is the Chef and has useful information to share. On the second night, the High Priestess is shown Marianna. Marianna is the Goblin and the Storyteller thinks that the High Priestess would benefit most from talking to Marianna to find this out as early as possible. On the third night, the High Priestess is shown Doug. Doug is the Drunk whose information is wrong and harming the good team.

    For three nights in a row, the High Priestess learns Sarah. Sarah is the Saint and the good team are trying to execute her. On the last night, the High Priestess learns Lewis. Lewis is the Imp, and his story is clashing with several good players.

    How to Run

    Each night, wake the High Priestess. Point to a player. Put the High Priestess to sleep.

    Attribution

    TPI

    Townsfolk

  4. Wind Vane

    You start by choosing 2 players: if 1 died today, learn the direction to their nearest Demon (arbitrary if equidistant) & choose 1 more.


    “woooooooooooooooooooooooooooooooooooooooosh”

    The Wind Vane gets players killed in order to point to the Demon.

    On the 1st night, the Wind Vane chooses 2 players. If either dies during the day, the Wind Vane will wake tonight.

    The Wind Vane learns the direction from the chosen player that died today to their nearest Demon. All Demons count, living or dead. The Wind Vane then chooses a new player, which can be executed on future days.

    If a chosen player dies at night, the Wind Vane does not wake because of it, and does not choose a new player.

    If the nearest Demons are equidistant, or there are no Demons, the Storyteller chooses which direction the Wind Vane learns. If the chosen player is the Demon, they do not count as a Demon for the Wind Vane's ability (if no other Demons exist, the info is arbitrary).

    Townsfolk

  5. Coroner

    You start knowing a player. Each night*, if they are dead, learn their closest living evil character.


    “I'm sorry, but I'm going to need to perform an autopsy, and I can't do that while you're still alive.”

    The Coroner kills a player in order to learn which evil characters lurk nearby.

    The Coroner starts knowing a player—this could be anyone. It will usually be a good player, but it doesn't have to be.

    If the player the Coroner knows is dead, they learn that player's nearest living evil character. They don't know who or how far they are, all they see is a Minion or Demon token.

    All players, dead or alive, count towards who is the closest to the known player—even Travelers. If 2 evil characters are the same distance from the known player, one of them is shown arbitrarily.

    If the nearest evil character is dead, the Coroner sees the next closest living evil character instead.

    The Coroner does not see evil Travelers, only Minions and Demons.

    Townsfolk

  6. Prophesier

    Each night*, choose a player: if they die tonight (even if it's you), learn an in-play character.


    “The past has a lot to say about the future.”

    The Prophesier predicts the Demon's kills.

    Each night except the first, the Prophesier may choose any player. If that player dies tonight, the Prophesier wakes again to learn information.

    The Prophesier can learn any in-play character—good or evil, dead or alive.

    If the Prophesier chooses themself and dies that night, they still wake to learn their information.

    Townsfolk

  7. Restrainer

    Each night*, choose a dead player: when you choose your 2nd Townsfolk, the Demon doesn't kill tonight.


    “Take on these shackles and face me with honor!”

    The Restrainer blocks a Demon kill but doesn't know when.

    Each night past the first, the Restrainer chooses a dead player. They continue to choose even after their ability is spent.

    Once they've chosen 2 Townsfolk players, the Demon doesn't kill that night. Choosing one Townsfolk player twice doesn't count, they must be 2 separate players.

    The Demon doesn't learn that they can't kill; their kill just fails. Any other effects last. The Restrainer also doesn't learn that their ability had an effect.

    Other characters, such as Minions and Townsfolk, can still kill on this night.

    Townsfolk

  8. Pendulum

    If one of your living neighbors dies at night, learn the other's alignment.


    “Do not disturb me. All components shall operate at exactly sixty beats per minute, lest the clock fall out of time. I must work.”

    The Pendulum swings when the Demon kills one of their neighbors.

    The Pendulum only wakes if one of its living neighbors dies at night, and they only learn "good" or "evil".

    The Pendulum does not learn which of their neighbors died at night, though it will be made apparent in the morning.

    The Pendulum does not detect dead players. So, if the Pendulum is sitting next to a dead player, they do not get info about that dead player. Instead, they get info about the closest alive player in that direction.

    Townsfolk

  9. Diviner

    Each day, you may visit the Storyteller to learn a statement in private: all are true or all are false.


    “Of course I'm right! Each reading is just as accurate as the last.”

    The Diviner gets more certain about their crazy and unique information as time goes on.

    Each day, the Storyteller chooses piece of information to give the Diviner... so get creative!

    The Diviner will either learn only true statements or only false statements, but won't know which they get this game. If they are drunk or poisoned, they can learn any information.

    Misregistration can cause the Diviner to learn a false statement when they would normally learn a true one, or vice versa.

    It is up to the Diviner to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private.

    The Diviner can choose to not visit the Storyteller if they wish.

    Townsfolk

  10. Scout

    Each day, you may publicly choose a player: the 1st time you choose a Minion this way, a good player learns this tonight.


    “Over there!! I think.”

    The Scout finds Minions, but must trust other players in order to act on it.

    The Scout can choose to use their ability at any time during the day, and must declare to everyone when they're using it. If the Scout chooses a Minion for the first time, a good player will learn this tonight.

    If this happens, the Storyteller wakes any good player and informs them that a Scout chose a Minion, but not who it is.

    A Scout that is drunk or poisoned when they make their choice, but is sober and healthy when their ability triggers at night, the Storyteller still wakes a good player.

    Townsfolk

  11. Hoarder

    Each night, choose 2 players (not yourself). Once per game*, instead learn how many character types you've chosen, then stop waking.


    “Mine, mine! It's all MINE!”

    The Hoarder gathers up several players to learn who's who.

    The Hoarder chooses 2 player each night, but can't choose themself. Or, if it is not the first night, they may choose to use their ability, learning how many character types were chosen.

    If the Hoarder has spent their ability, they no longer wake, even if they were drunk or poisoned.

    The Hoarder detects players' character types at the time they choose them. If a chosen player changes characters between being chosen and the Hoarder using their ability, the Hoarder doesn't detect this.

    How to Run

    On the first night, wake the hoarder: they choose 2 players (not themself). Place the corresponding reminder on that player. After the first night, they can instead nod. If they do, give a finger signal. They no longer wake.

    Townsfolk

  12. Bloodhound

    Once per game, at night*, choose to learn how many dead players neighbor any evil players.


    “*sniff, sniff*”

    The Bloodhound sniffs out the evil team.

    Once per game, past the first night, the Bloodhound learns how many dead players neighbor any evil players.

    They do not learn which dead players neighbor evils or who those evils are, just how many.

    If a dead player neighbors 2 evil players, the Bloodhound only counts this player once. If an evil player neighbors 2 dead players, both are counted separately.

    They do not learn how many evil players neighbor any dead players. In fact, these numbers are often different.

    The Bloodhound acts after the Demon, so their information is true at dawn, not dusk.

    The Bloodhound detects all players, including dead players and Travelers.

    Townsfolk

  13. Clairvoyant

    Once per game, during the day, privately ask the Storyteller any question & learn multiple answers: at least 1 is correct.


    “How do I know? Why, I'm glad you asked!”

    The Clairvoyant can learn anything at all, but nothing for certain.

    The question may deal with anything at all, phrased in any way they want. The Storyteller provides at least 2 answers, including the truth, or they can say that they don't know.

    Multiple given answers can be true. In fact, all of them can be.

    The question need not be tangible information. The answers need not be simple.

    It is up to the Clairvoyant to talk with the Storyteller, not the other way around. This isn’t a public conversation, and the group can’t listen in. It’s private.

    Townsfolk

  14. Whistleblower

    If you die at night, choose 3 players (not yourself): you learn which evil characters you chose (or that you chose 0).


    “The people MUST know.”

    The Whistleblower locates evil characters when it dies.

    If the Whistleblower dies at night, they choose 3 players and learn which Minions & Demons they chose.

    If the Whistleblower chose no evil characters, they learn a "0".

    The Whistleblower does not learn which evil characters are which players, or the order they were chosen. They only learn the set of evil characters.

    Townsfolk

  15. Sommelier

    One of your Townsfolk neighbors is drunk. When you die by execution, keep your ability: it might switch neighbors.


    “Cheers! Oh, sorry about that. I'm sure the stains will come out in the wash.”

    The Sommelier makes one of their neighbors drunk.

    The Sommelier can make either of its nearest Townsfolk neighbors drunk. They don't learn who it is.

    If the drunk player dies, the drunkenness does not move.

    If the Sommelier is executed, the drunkenness either stays where it is, or moves to the Sommelier's other Townsfolk neighbor. It does not skip over dead players.

    If the Sommelier dies by any means other than execution, they lose their ability.

    If a player between the Sommelier and the player they make drunk becomes a Townsfolk, that player is drunk instead. If the player the Sommelier makes drunk stops being a Townsfolk, the next Townsfolk in that direction is drunk instead.

    Outsider

  16. Phantom

    When you die, the Demon might register as good & as a Townsfolk or Outsider until dusk.


    “The wall separating the real from the ethereal exists only in your imagination.”

    The Phantom makes the Demon invisible for a night.

    When the Phantom dies, the Demon might register as good & as a Townsfolk or Outsider that night. This effect wears off at dusk. If they were executed, it lasts through that night & day (until dusk).

    If any character has an ability that would detect or affect a good player, then the Demon might register as good to that character. If any character has an ability that detects Townsfolk or Outsiders, then the Demon might register as a specific Townsfolk or Outsider to that player. It is the Storyteller's choice as to what the Demon registers as, even as many characters or both alignments during the same night.

    A Demon that registers as a particular Townsfolk or Outsider does not have this character's ability. For example, a Demon that registers as a Scout cannot wake another player to learn that a Minion was chosen.

    Outsider

  17. Klutz

    When you learn that you died, publicly choose 1 alive player: if they are evil, your team loses.


    “Oops.”

    The Klutz might accidentally lose the game for their team, unless they are clever.

    When the Klutz dies, they must declare a player. They may take a few minutes to do so—after all, it’s a big decision, and other players may give advice on who to choose, but it is always the Klutz’s decision. If they choose an evil player, the game ends immediately and the good team loses. If they choose a good player, nothing happens and the game continues. It is not the Storyteller’s responsibility to prompt the Klutz to declare they are the Klutz and choose a player. The Klutz must do this shortly after they learn that they are dead. Deliberately not doing so is considered cheating.

    Examples

    The Klutz dies by execution. After much yelling and confusion, the Klutz chooses a player—who is secretly the Seamstress. Night falls, and the game continues.

    The Demon kills Dave, the Klutz. In the morning, when the Storyteller informs the group that Dave is dead, Dave says "Ok everybody, I was the Klutz" and after discussion for a few minutes, Dave publicly chooses the player that is the Demon. The game ends immediately and evil rejoices.

    How to Run

    When the Klutz player is declared dead, they must declare that they are the Klutz and then point at any player. (Give them time.) If they choose an evil player, the game ends and the evil team wins. If they choose a good player, the game continues.

    In the strange situation where the Klutz is evil and chooses an evil player, then the game ends and the good team wins instead.

    If the Klutz player doesn’t realize that they must choose a player when they die, privately remind them. New players may not understand how their character works.

    Attribution

    TPI

    Outsider

  18. Boatman

    If you are dead & just 3 players live (not Travelers), good players who nominate anyone but the Demon die.


    “Abandon all hope, ye who enter here.”

    The Boatman creates a tense final day.

    If the Boatman is dead, good players who nominate non-Demons immediately die, losing the game.

    Evil players are not affected by the Boatman. If a good player nominates the Demon, nothing happens.

    If a good player nominates a dead Demon, the Boatman's ability does not kill them. If they nominate any other dead player, they still die.

    If the Boatman is one of the 3 living players, nobody can die due to the Boatman's ability.

    Travelers are completely invisible to the Boatman. They do not count towards the condition of 3 players alive, and cannot die due to the Boatman's ability.

    Outsider

  19. Corruptor

    2 good players (you know who) might register as evil Demons & know this. If the 1st Demon dies at night, choose which becomes that evil Demon.


    “The power of the universe is at your fingertips... will you accept?”

    The Corruptor allows the Demon to move to a good player.

    The "corrupt" players learn that they have this status, but nothing else. The Corruptor learns who both are.

    As long as the Corruptor has their ability, the corrupt players might register as evil, and as any Demon.

    If the Demon dies at night, the Corruptor chooses a corrupt player that becomes evil and becomes the Demon. They do not learn their teammates, and do not kill tonight.

    If the Demon dies during the day, the Corruptor does not change a corrupt player's character. They might still misregister.

    The Corruptor can only pass the Demonhood once. If the second demon tries to kill themself, they will just die, and probably lose for it.

    Minion

  20. Seeker

    A good player knows you are 1 of 2 players. Each day, if you publicly guess which dead player it is, evil wins. Good can't win.


    “Weak one. It is only a matter of time.”

    The Seeker finds those who try to kill them.

    On the first night, a good player will be woken to learn that one of two players is the Seeker.

    The Seeker may only guess dead players, but they may guess each day, if they wish. If they guess the player that learned them, evil wins.

    The Seeker's guesses need to be public, and they need to be during the day. Once a guess is made, the Seeker cannot change their mind later that day and guess again.

    Good cannot win while the Seeker is alive. Even if the Demon is killed, the game continues. Good will need to kill the Seeker as well as the Demon to win.

    If the good team has no way of killing or otherwise defusing the Seeker, evil wins. In most cases, however, the Seeker can just be executed.

    If the Vigormortis kills the Seeker and then dies, they are no longer able to give the Seeker their ability, so good can win.

    Minion

  21. Echomancer

    Each night, choose 2 players (not both evil): the 1st is mad that the 2nd is correct tomorrow, or might be executed.


    “Opinions? What are you talking about? Reality is just a matter of who can spew the most nonsense!”

    The Echomancer amplifies what others are saying.

    The Echomancer chooses players that other players are madly in agreement with. They must try to convince the group that they actually believe the worlds of their "echo" tomorrow, or else be executed. At least one chosen player must be good.

    To hold madness, players must agree with the worlds their echo is building, such as who is evil and which evil characters are in play. They only need to agree with game-related statements; out-of-game topics don't count.

    Mad players need not agree with statements about themselves or the echo. This typically means that they don't have to claim to be evil, if that's the world that the echo is building.

    Simply hinting is not enough to avoid execution. The player must make a decent effort to convince the group. Mad players are never literally forced to say things they don’t want to—but if the Storyteller doesn’t hear them make an effort, they pay the price.

    Mad evil players might be executed this way, but “might” means you can choose not to, to prevent evil from winning by this strategy.

    An execution penalty counts as the one execution allowed per day.

    Minion

  22. Fateweaver

    Each night, learn a bad Demon target. On the final execution, the living nominee with the fewest votes is executed instead, even if you're dead.


    “Why wait for your destiny when you can stitch it together yourself?”

    The Fateweaver reverses the final day.

    Each night, the Fateweaver learns of a potential target for the Demon to attack or poison that would hurt the evil team. This can be a player or a character, and will generally depend on the Demon type.

    This information is subjective, and based on how the Storyteller thinks the game is going. It is often not the worst available target.

    If the Fateweaver is in play, and a living player is nominated for the final execution, instead of the player with the most votes over 50% of the living players being executed, it’s the player with the least votes.

    If just 3 players live, any execution is the final execution. If 4 players live, and no Seeker lives, it is similarly the final execution.

    That player does not need to receive at least 50% of the votes.

    If a player is nominated and receives 0 votes when the Fateweaver’s ability is active, they are executed immediately.

    It is not announced that this has happened. The Storyteller runs and counts the votes as normal and keeps track of who’s actually about to die inside of the Grimoire.

    How to Run

    Each night, wake the Fateweaver and show them either a player or a character token, then put them back to sleep.

    The following is copied ~directly from the TBA Almanac (if it aint broke dont fix it):

    If the Fateweaver is in play, on the final day (usually when exactly 3 are alive), instead of the player with the most votes over 50% of the living players being executed, it’s the player with the least votes. That player does not need to receive at least 50% of the votes. If a player is nominated and receives 0 votes when the Fateweaver's ability is active, they are executed immediately. When the game has to end today, place the “Final Day” reminder. Do not announce that this has happened. While the “Final Day” reminder is placed, keep track of how many votes each person is receiving. Mark the person with the least votes as being “About to die”. Run the nominations as normal. When the day ends, execute the player who is “About to die” instead of the player with the most votes.

    Attribution

    Inspired by Elluna's Terminus

    Minion

  23. Ojo

    Each night*, choose a character: they die. If they are not in play, the Storyteller chooses who dies.


    “Like a bonfire on a moonless night… I see you, mortal.”

    The Ojo chooses specifically which character dies.

    Unlike other Demons, the Ojo must choose a character, not a player. The Storyteller may need to remind the player of this. We recommend that all players have their character sheet handy during the night phase.

    The Ojo can kill evil characters, if they wish.

    If there are multiple copies of a particular character in play, and the Ojo chooses that character to die, only one of those characters dies.

    If the Ojo chooses a character that is not in play, the Storyteller will almost always kill a living good player. It is possible, but uncommon, for the Storyteller to choose a dead player or an evil player to die.

    Examples

    The Ojo chooses the Spiritkeeper. The Spiritkeeper dies. The next night, the Ojo chooses the Restrainer. The Restrainer dies. The next night, the Ojo chooses the Pendulum. There is no Pendulum in play, so the Storyteller chooses that the Prophesier dies instead.

    How to Run

    Each night except the first, wake the Ojo. The Ojo player points to a character icon on their character sheet. If that character is in play, that player dies—mark them with the “Dead” reminder. If that character is not in play, choose any player. That player dies—mark them with the “Dead” reminder. Put the Ojo to sleep.

    Attribution

    TPI

    Demon

  24. Necrowhirl

    Each night*, choose a player: they die. Your clockwise living Townsfolk neighbor is poisoned: you know who.


    “'Round and round the ring they fall, one by one I'll kill them all.”

    The Necrowhirl poisons players in a line.

    A living Townsfolk is always poisoned by the Necrowhirl. This is the closest valid target to the starting Necrowhirl's left.

    If the player poisoned by the Necrowhirl dies, their living clockwise Townsfolk neighbor is poisoned instead. If the poisoned player wakes as a result of dying, they are still poisoned while they wake. If the poison moves to a player as a result of another player's death, and the newly poisoned player wakes, they are poisoned while they wake.

    The Necrowhirl always knows who they poison. If the poison moves, the Necrowhirl is woken at the soonest opportunity.

    If at least one Townsfolk lives, the Necrowhirl always poisons exactly 1 player, who is alive. If no townsfolk live, the Necrowhirl doesn't poison.

    If the poisoned player stops being a Townsfolk for any reason, the poison moves to their living clockwise Townsfolk neighbor.

    How to Run

    On the first night, place the Poisoned reminder on any player. If they die, move the token to their clockwise living Townsfolk neighbor (immediately after the whistleblower would act) and show the Necrowhirl. Every night past the first, the Necrowhirl chooses a player: they die.

    Demon

  25. Xenotoxin

    Each night*, choose a player: they die. When the 1st Outsider dies, tonight choose a Townsfolk character to poison (even if dead). [+1 Outsider]


    “Get out of my sight.”

    The Xenotoxin kills Outsiders in order to defuse Townsfolk.

    The first time an Outsider dies for any reason, the Xenotoxin is woken at the soonest opportunity to choose a Townsfolk to poison.

    When poisoning, the Xenotoxin must choose a Townsfolk character, not a player. The Storyteller may need to remind the player of this. We recommend that all players have their character sheet handy during the night phase. The Xenotoxin still kills by choosing players, not characters.

    If the Xenotoxin chooses a Townsfolk that is out of play, they don't poison anyone. They don't get to choose again, even if another Outsider dies, and they don't learn that they missed.

    How to Run

    Each night (not the first), the Xenotoxin chooses a player: they die. The first time an Outsider dies, place the 1st reminder, and wake the Xenotoxin at the first opportunity. They point to a Townsfolk on the character sheet: if in play, that character is poisoned. If that player's character changes for any reason, the poison is removed.

    Demon

  26. Vatimortis

    Each night*, choose a player: they die. Minions killed this way keep their ability & poison 1 Townsfolk neighbor. [−1 Outsider]


    “All doors are one door. All keys are one key. All cups are one cup, but whosoever drinketh of the water that I give shall never thirst, but the water shall be in him a well springing up into everlasting life.”

    The Vigormortis kills their own Minions, but those Minions keep their ability.

    Every time the Vigormortis kills a Minion, they die but keep their ability for as long as the Vigormortis remains alive. The Corruptor, Echomancer, and Fateweaver still act each night.

    Somewhat like the Necrowhirl, the dead Minion’s closest clockwise or closest counterclockwise Townsfolk becomes poisoned, even if they are dead (unlike Necrowhirl, it does not move when the poisoned player dies). If the Vigormortis dies or otherwise loses their ability, then those players become healthy again. One Townsfolk per Minion will always be poisoned this way, as neighboring Outsiders, Minions, or Travelers are skipped. The Storyteller chooses which of the two Townsfolk is poisoned.

    All Minions killed by the Vigormortis keep their ability and poison a Townsfolk, not just the most recent.

    Examples

    The Vigormortis kills the Corruptor. The players that the Corruptor chose remain corrupt. On a future night, when the Corruptor chooses a corrupt player, that player becomes the Demon & the Vigormortis dies. The other corrupt player may still misregister.

    The Vigormortis kills the Fateweaver. The Fateweaver neighbors a Klutz and a Fortune Teller. The Whistleblower is the next neighbor to the Klutz. The Storyteller chooses that the Whistleblower is poisoned.

    The Vigormortis kills the Seeker. The Seeker still wins if they accurately guess their prey. However, if the Vigormortis dies, they no longer prolong the Seeker's ability to prevent good from winning.

    How to Run

    While setting up the game, before putting the character tokens in the bag, remove one Outsider character token and add one Townsfolk character token. (If there are no Outsider tokens to remove, do not add a Townsfolk token.)

    Each night except the first, wake the Vigormortis. They point at any player. Put the Vigormortis to sleep. If the chosen player isn’t a Minion, that player dies - mark them with a DEAD reminder.

    If the chosen player is a Minion, that player dies - mark them with a DEAD reminder and a HAS ABILITY reminder. The closest clockwise or closest counterclockwise Townsfolk to the Minion becomes poisoned - mark them with a POISONED reminder.

    Attribution

    TPI

    Demon

  27. Night Order

    First Night

    Corruptor
    Necrowhirl
    Seeker
    Echomancer
    Hoarder
    Wind Vane
    Coroner
    Logician
    Fateweaver
    High Priestess

    Other Nights

    Echomancer
    Prophesier
    Restrainer
    Necrowhirl
    Xenotoxin
    Vatimortis
    Ojo
    Corruptor
    Phantom
    Whistleblower
    Pendulum
    Wind Vane
    Coroner
    Scout
    Hoarder
    Bloodhound
    Fateweaver
    High Priestess
  28. this almanac generated using Bloodstar Clocktica