This is “Chapter One” of the Persona blog, the master list that collects all of the posts that deal with what Cards and Persona are, the “Borderlines” of Card campaigns (like the Dark Hour, or the Fog), and other entries on general information.
The “canon” version of how Cards are born in this adaptation is that all Cards actually died. Before their souls could return to the karmic cycle, however, or sink to Stygia, something tore them in half. The universe rushed to compensate by bringing them back to the Fifth World and rewriting itself around them as though their death never happened. Becoming a Card, then, is an act of remembering death.
The traumatic severing of a Card’s soul necessitated a collective disavowal of all of the events leading up to their death – but the Dark Hour remembers. The Pilgrimage is a matter of survival, because it leads both Card and Persona back to each other.
They might look the same, talk the same, walk the same, piss/shit/vomit the same, love the same and hate the same, but Cards aren’t quite human anymore. This section is dedicated to looking at the things that make Cards… well, Cards.
At the end of the day, a Card and her Persona are like two souls dwelling in the same psychic space, made up of exactly the same stuff – one merely represents a different side of the other at its “highest” and “finest” point without the limitations of the physical mind and body, including the burden of contradictory urges and feelings. This entry elaborates on what Persona are and how they act. Storytelling systems pertaining to Persona specifically have their own section.
Umbra of the world? A realm within the shadow of a realm? The collective unconscious? Whatever it is, the Dark Hour is dangerous, and it’s intimately tied to the existence of Cards.