Dishonored Tarot Deck/Use in Divination

The Dishonored Tarot Deck, in addition to being used to play Game of Nancy, also has application as a divination deck.
Though the Dishonored deck is designed to resemble the traditional , it deviates from a tarot deck both in the naming of the Major and Minor Arcana and in the cards' positions within the deck.
As Arkane Studios has not provided information on how the Dishonored deck aligns with traditional tarot decks, it is left up to interpretation. The following are some popular conceptions of how cards in the Dishonored deck match the Major and Minor Arcana.
===Tarot Meanings===
While the meaning of the cards are contextual and subjective, each has a common set of characteristics most widely used to interpret it. Some methods of tarot reading also attribute different meanings to a card if it appears upright (ascension) or upside down (retrograde), with the characteristics of the former acting in opposition to those of the latter.
Arcana 	Ascension 	Retrograde
0. The Fool 	blind optimism; a childlike wisdom to the workings of people and the world; facing the world with bright hope without the taint of cynicism but with reality present; a catalyst to set things into motion and the object which ends a series of events.	blinding hope; inability to face reality; delusion; a want for safe times; an inability to face fears or problems; the destruction of forward mobility in personal events.
1. The Magician 	knowledge of the world; a connection to the universe; acceptance of reality without cynicism and protection of those without experience (particularly the Fool). 	pretension; cynicism; an inability to process the differences between reality and divinity; holding tightly to the past.
2. The High Priestess 	common sense; intuitiveness; otherworldliness. 	delusion; fantasy; an inability to step into reality completely.
3. The Empress 	the great mother figure; proliferation of growth; a strong and independent feminine figure; force against those that defy them. 	a weak feminine figure; fragile femininity; weakness; the destruction of feminine power.
4. The Emperor 	a desire to control the uncontrollable; force in the face of the unmoving; a violent masculine energy; the undermining of feminine influence or authority (when played against a feminine card, i.e. The Empress). 	effeminacy; purposeful weakening of the patriarchy; uplifting femininity through avenues of masculine privilege; feminism.
5. The Hierophant 	religion and orthodox theology; a conviction to an otherworldly power; the control of religion in the life of man; the force of orthodoxy on man. 	the dissolution of religion; atheism.
6. Lovers 	choice; doubt; dilemma; temptation; the adoration of another, soul mates into perpetuity. 	obsession; control; the force of one's will onto another person.
7. The Chariot 	inflexibility in action to an eventual hard-won victory; the striving toward a goal; militarism; dedication; reigning in logic and emotion for the betterment of self and others. 	blind devotion to a cause; chaotic violence; the dual of logic and emotion; an inability to focus; selfishness.
8. Justice 	impartiality; logic and reason; distance from the matter at hand; insensitivity; balance of logic and emotion. 	favor of logic or emotion over the other; bias; strong emotion; overwhelming passion.
9. The Hermit 	withdrawal and isolation from the outside world; or the return from isolation with wisdom to give to the world. 	a complete withdrawal with society; forced isolationism, hedonism; celibacy; rudeness.
10. The Wheel of Fortune	the changes of fate; destiny; a sudden turn of events; or struggling against time and the inevitability of outside forces. 	events out of your control; an inability to escape an abusive cycle or cycle of abuses/addiction; depression; inescapable existentialism.
11. Strength 	a wariness of basic impulses; discipline; control; reservations. 	force pressed onto others; aggression; pressing others into subservience; domination; an inability to maintain control; frustration.
12. The Hanged Man 	the destruction of the self for the betterment of society/others/etc; a self-sacrificial person; the act of bringing about change through one's self-sacrifice; the benefits of such acts. 	selfishness; violence; hubris; mortal entrapments.
13. Death 	the end of an era and the beginning/transition to a new one; a catalyst to a new event in life; changing of the seasons; death of the old self; rebirth; the ascension of new life. 	clinging to the past; nostalgia; an inability to let go of the past or embrace the future; stagnation.
14. Temperance 	moderation; well-being; a calm and controlled approach to life; a soft demeanor; femininity. 	hedonism; aggression; over-indulgence; pride.
15. The Devil 	self-bondage to a destructive idea or belief; the inability to see other avenues of thought; self-righteousness; vindication; rage. 	the inability to hold strong opinions; a lack of fortitude; a blase attitude; a tendency toward letting others walk all over them.
16. The Tower 	failure; ruin; chaos; or the understanding of the world that we view from within the context of our microcosmic view. 	attempting to build; a wider world-view; worldliness; cynicism.
17. The Star 	a renewal of forces; enthusiasm; welcoming of the broken; motherliness; relaxation. 	destruction; annihilation; nihilism; banishment; distrust.
18. The Moon 	a lack of clarity; anxiety; paranoia; obscured vision; a lack of focus on present events or future possibilities. 	focus and purpose; blind devotion; a far-reaching prospect of the future.
19. The Sun 	enthusiasm; personal power; fervor; overwhelming dedication. 	apathy; dimness; lack of focus; weakness.
20. Judgment 	rebirth; absolution; the balancing of the universe; making things right; the passing of judgment. 	the destruction of the future; off-balancing things; conflicting opinions.
21. The World 	fulfillment; success; wholeness; making of one. 	shattering of alliances; inability to commit; dissent.
Wands Suit 	fire - peasantry - creativity and will; equivalent of Clubs in modern playing decks. 	fire - peasantry - creativity and will; equivalent of Clubs in modern playing decks.
Cups Suit 	water - clergy - emotions and love; equivalent of Hearts in modern playing decks. 	water - clergy - emotions and love; equivalent of Hearts in modern playing decks.
Pentacles Suit 	earth - merchants - material bodies and possessions; equivalent of Diamonds in modern playing decks. 	earth - merchants - material bodies and possessions; equivalent of Diamonds in modern playing decks.
Swords Suit 	air - nobility and military - reason and logic; equivalent of Spades in modern playing decks. 	air - nobility and military - reason and logic; equivalent of Spades in modern playing decks.
==Possible Alignments==
Traditional deck 	Dishonored deck
0. The Fool 	I. Judgement
1. The Magician 	XIV. The Governess
2. The High Priestess 	V. The Witch
3. The Empress 	XIX. The Empress
4. The Emperor 	XVIII. The Lord Regent
5. The Hierophant 	XVI. The High Overseer
6. The Lovers 	X. The Twins
7. The Chariot 	XII. The Artist
8. Justice 	XIII. Cruelty
9. The Hermit 	XI. The Hermit
10. The Wheel of Fortune	VI. The Weeper
11. Strength 	III. The Man on Stilts
12. The Hanged Man 	XXI. Death
13. Death 	IX. The Urchin Prince/The Exalted Urchin
14. Temperance 	IV. The Boatman
15. The Devil 	XVII. The Drowned Man
16. The Tower 	VIII. Regret
17. The Star 	II. Lust
18. The Moon 	VII. The Lady
19. The Sun 	XV. Nobility
20. Judgement 	The Outsider
21. The World 	XX. The World
Wands 	Pistols
Cups 	Skulls
Pentacles 	Rats
Swords 	Swords
Category:Dishonored