The Arcanum

These are the 22 tribes of the Nephilim (remembered through the Major Arcana of the Tarot). They are relatively small groups of loosely allied Nephilim of like mind, with common aims, allies or methods. They assist the newly incarnate, can offer refuge and assistance to established Nephilim spirits, and may ask for tasks to be performed in turn. Most have signs they can be recognised by.
While membership is not formal (and can remain philosophical), members may choose to be initiated into an Arcanum. An Initiate gains access to the Arcanum's inner path and the methods and proprietary spells that many Arcana teach.

The 22 Arcanum are:

#

0*
I
II
III
IV
V
VI
VII
VIII
IX
X
XI
XII*
XIII*
XIV
XV*
XVI*

XVII
XVIII*
XIX
XX
XXI*

Name

Fool
Magician
High Priestess
Empress
Emperor
Hierophant
Lovers
Chariot
Strength
Hermit
Wheel of Fortune
Justice
Hanged Man
[Unnamed]
Temperance
Devil
Tower

Star
Moon
Sun
Judgement
World

DESCRIPTION

Prophets. 	Seek to create the Ultimate Messiah
Prometheans. 	Work with magicians who study Solar Ka
Seers. 		Preserve occult knowledge and magic
Manipulators. 	Control humans through emotions
Seculars. 	Seek material power to govern the world
Gods. 		Work with humans who worship them
Hedonists. 	Enjoy and exploit their physical bodies
Technologists. 	Exploit the world as a machine
Anti-KhaiBans. 	Fighters against KhaiBa
Ascetics. 	See Humans as a distraction
Astrologers. 	Study magic fields and the planets
Judges. 		Punish Nephilim who go astray
Shouites. 	Submerge personilities beneath humans
Selenim. 	The Doomed Nephilim of the Black Moon 
Healers. 		Tend to the sick and study the Macrocosm
KhaiBans. 	Become savage beasts
Destroyers. 	Eradicate occult knowledge among humans
Astronomers. 	Seek life on other stars
Animalists. 	Incarnate only in animals
Mystics. 		Work to gain power over Solar Ka
Pessimists. 	Fortell the future
Unknown. 	The Missing Arcanum

* denotes an Arcanum which is not available for a beginning player character