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===Crimson Cards=== -Class Levels: No Class <br> -Class Assignment: By initiation (called the trial) <br> -Ruled by anarchy <br> '''Culture'''<br> *Conflicts: Old and young, the coming draw. *Taboos: Refusing to offer help to those of the guild who ask. *Visuals: Usually covered in piercings or tattoos, especially on the face. Newer members have less. *Verbals: Card-person. Draw-new mission. Deal-Guild. Hand-inventory. Shuffle-New dealings of power cards. Euryale-Initiate. Dealer-employer. Bid-Job. '''Complexities''' <br> -Kind to those within the guild, distanced from outsiders. They don't understand what they stand for. <br> -Fatalistic, but optimistic. Death can come from a single card, so life is short, but real. <br> -Reserved outside of the guild walls. Chatty as a tavern within. <br> -The deck knows who is drawing and will pass judgement over your actions. If you try to draw in secret, it will curse you. <br> -I owe it to the cards of the deal, no matter the hand from the shuffle. <br> '''Law''' -The cards deals judgement and justice. <br> -Refusal to draw will result in gladiatorial battle at the Score. <br> -*Accept any dealer's draw. -*If I don't like the hand, I will call for a shuffle. The majority must agree. -*A shuffle happens yearly to keep us sharp. -*Trading a card is acceptable, as long as its mutual. -Applies to everyone <br> -Weapons are ok. <br> -Major Export: Contract killing, mercenary work, repossessing, protection. <br> -Individuals of the guild usually seek a moon card to fulfill their desires. Some have other intentions. The guild seeks to make money and run the Whispermen out of business. <br> -Architecture: Torches on poles are often seen outside of the guild. Some sort of threat to keep outsiders away are usually used as well. <br>
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