Inside the game
A gift, a promise, a card called Regret.
Companions bring more than company. Their gifts join your deck, and losing their trust can leave something painful behind.

A companion joins your journey. Their gift joins your deck. In Spellweaver’s Deck, those two things belong together.
Recruiting an ally gives you a new relationship and a card to carry into battle. That card is a practical part of your strategy, but it is also a reminder of who is travelling with you. When you draw it, the journey outside combat is there in your hand.
Company has consequences
Trust matters. Lose a companion’s loyalty and they can leave, taking their gift with them. In its place comes a Regret curse. The next fight carries the consequence of what happened on the road, even after the conversation has ended.
For us, this is one of the most important connections in Spellweaver’s Deck. Choosing an ally means thinking about the deck you are building and the relationship you are entering. Keeping that alliance means paying attention to more than the immediate reward in front of you.
Meet the person behind the card
The encounter pictured here introduces Pip, the ratling. His offer is specific: he knows the merchants, he has terms, and he wants a place on your shoulder. You can take him on or send him on his way. It is a small meeting with a clear personality, before you even consider what his company means for your cards.
That is the kind of decision we want you to sit with. Which companion belongs beside this Spellweaver? What are you willing to give to keep their trust? And when a gift turns into Regret, how will you adapt the hand you have left?
Spellweaver’s Deck launches October 15. Until then, meet four of the Spellweavers who can make that journey.
