
✧
✧
Every city has its shadows.
Every shadow has a price.Hidden behind velvet curtains and gilded tables lies a house where fortunes rise, secrets trade hands, and power is wagered like coin.The Dealers operate a casino, marketplace, and sanctuary for the criminal world.Here, rivals sit at the same table.
Enemies share a drink.
And everyone respects the rules.Because in this house, the game never truly ends.
✧
The Dealers are more than an underground syndicate. They are a House bound by the Deck.Built on risk, influence, and carefully maintained balance, the Dealers move through the shadows of the realm as brokers of power, secrets, and forbidden opportunity. To outsiders, their halls appear as little more than a lavish gambling den or an illicit marketplace. In truth, it is something far older and far more deliberate.Within the Dealers is an elite group of members, the Arcana. Its' members serve the will of the Deck. Each Arcana is based on the Major Arcana in Tarot, each Arcana has a purpose, forming a living hierarchy that maintains the delicate order the Dealers thrive upon.Sitting above the Arcana is the House, a group of five leaders that have the final say.Behind closed doors their halls become many things:
✧ A high stakes gambling house
✧ A meeting ground for rival factions
✧ Neutral ground for dangerous negotiations
✧ A marketplace for rare and forbidden goodsEvery game played, every contract signed, every secret traded strengthens the House.The Dealers deal in chance.But within the House, nothing is ever truly random.
NEUTRAL GROUND
The Dealers maintain what few in the underworld can: Neutral territory.
Criminal syndicates, mercenary companies, black market traders, and wandering opportunists gather here under a single rule:
No blood on the floor..
Break the peace… And the Dealers will collect their due.
Not all are meant to walk beneath the House’s light.The Dealers do not simply recruit. The House chooses carefully, drawing in those who understand patience, discretion, and the quiet power of a well played hand. Some come seeking wealth. Others seek influence, protection, or the doors that only shadowed networks can open.Within the Dealers, every member becomes part of the living Deck, each role a card, each card a purpose in the balance the Dealers maintain.But the Deck is not generous without reason.Every hand it deals carries weight.
Every card turned asks something in return.And once the Deck has chosen you…
there is no going back.
The Dealers are divided into four Courts, each representing a different philosophy of power.Every member serves through one of these paths.
✧

COURT OF BLADES.
❛ — Violence. Discipline. Enforcement. ❜
✧
Overseen by The Chariot
✧
Assassins, duelists, hunters, and merciless enforcers, this is the steel edge of the Dealers of Death. The Court of Blades handles justice within the organization and death outside of it. Whether enforcing the Dealers’ tenets or silencing witnesses, the Blades move with purpose. They are feared even among their own, as a Blade’s mission often ends in silence, whether sanctioned or whispered.✧Execute traitors, threats, and obstacles with ruthless precision.
✧Operate kill-squads, shadow cell contracts, and public “lessons.”
✧Train in dueling, shadow arts, and anatomy.
✧Often used to settle disputes between Courts or Arcana.

COURT OF CUPS.
❛ —Charm. Secrets. Influence. ❜
✧
Overseen by The Empress
✧
The Court of Cups is the public face of the Dealers of Death, the smiling hosts, silver-tongued negotiators, and keepers of the legitimate fronts that mask the syndicate’s darker dealings. They run the organization’s lawful businesses: the opulent casino, and the elegant tea house. These locations offer more than leisure, they are hubs for discreet meetings, surveillance, and laundering illicit gains under a veneer of refinement.While the other Courts deal in death, secrets, or shadows, the Cups offer hospitality, diplomacy, and presentation. But make no mistake, behind every soft word is a sharpened mind, and behind every smile, a carefully weighed motive.✧Manage legal establishments used as fronts: casino and tea house.
✧Experts in image, social standing, contracts, and political navigation.
✧Often act as buffers between the public and the true inner workings of the Dealers.
✧Host public events and “charity” functions to maintain goodwill.
✧Employ spies through legitimate hiring (servers, performers, dealers).
✧Use charm and legality as their blade, rarely resorting to overt violence, but always protected.

COURT OF WANDS.
❛ — Ambition. Strategy. Momentum. ❜
✧
Overseen by the Moon
✧
The Court of Wands deals not in violence, but in information, secrets traded like coin, rumors planted like seeds, and truths weaponized to shatter reputations or start wars. They are the spies, infiltrators, masterminds, and tacticians of the Dealers of Death, often mistaken for mere observers until their web tightens, and someone vanishes, falls, or bends the knee.Where the Court of Coins gathers wealth, the Wands gather leverage. A whispered truth in a noble’s ear. A forged letter in a holy man’s desk. A long-lost scandal brought to light at just the wrong moment.✧Experts in infiltration, disguise, code, and psychological warfare.
✧Maintain deep-cover agents within Ishgardian high society, the clergy, and rival syndicates.
✧Oversee the collection, distribution, and weaponization of secrets.
✧Trade in blackmail, prophecy, coded grimoires, and memory theft.
✧They often use illusion magic and glamours to obscure identities and movements.
✧Covert missions, often embedded as courtiers, scholars, or servants.
✧Manipulate events through rumor, scandal, and false prophecy.
✧Use enchanted scrolls, secret-scribes, and glamoured tomes to share forbidden knowledge.
✧Whisper through intermediaries, leaving trails of riddles and red herrings.

COURT OF COINS.
❛ — Fortune. Commerce. Control. ❜
✧
Overseen by The Magician
✧
The Court of Coins oversees all matters of wealth, acquisition, and information. Smugglers, thieves, fence-masters, and corrupt accountants belong here. This Court deals in artifice, bribery, blackmail, contracts, and auctioning forbidden things. Many of Ishgard’s nobles unknowingly owe their fortunes, or their lives, to the Coins.✧Contracts are made and kept through the coins.
✧Operates black markets, artifact trade, and espionage networks.
✧Keeps ledgers that track "Favors Owed" like sacred scripture.
✧Specializes in forgery, manipulation, and debt-based control.

THE MAJOR ARCANA.
❛ — Above the Courts stand the Major Arcana. ❜
✧
Overseen by Judgement
✧
These figures embody powerful archetypes drawn from the tarot and represent the guiding forces behind the organization.Each Arcana shapes the Dealers through influence, story, and vision.They are not simply leaders.They are symbols.Their presence shifts the fate of the house itself.Major Arcana roles are rare and carefully chosen.

THE HOUSE.
❛ — Above the Major Arcana stands the House ❜
✧
Overseen by the Deck
✧
The Dealers of Death is run by a group of five leaders. Each one holds a different perspective, a their own motives. Together they find balance. If the House cannot agree on something, the Deck will be the deciding factor in the end.House Members:Millie Lottie - Magician - Court of Coins Leader
Iliara Brightmoon - The Moon - Court of Wands Leader
Auroa Sinistra - The Empress - Court of Cups Leader
Powle Hunt - The Chariot - Court of Blades Leader (Still trialing for his seat)
Yvet - Judgement - Oversees the Major Arcana
The Dealers host a variety of underworld gatherings.
FIGHTSINO NIGHTS

The Dealers’ most infamous event.A night where gambling, violence, and spectacle intertwine beneath the same roof.Guests may place wagers on brutal underground bouts while the casino floor hums with high-stakes games of chance. Fortunes are won, lost, and sometimes stolen before the night ends.But the true thrill begins with the refreshments.Throughout the evening, guests are offered trays of beautifully crafted sweets and confections.Some are harmless.Some are not.A few are laced with elegant and exotic poisons known only to the Dealers.Those unlucky enough to sample the wrong treat may find themselves racing against time, forced to gamble for the antidote… or win it through the House’s dangerous games.Antidotes, rare prizes, secrets, and fortunes all change hands before the final bell.In the Dealers’ halls, even dessert is a wager.Typical Fightsino Attractions
Underground prize fights
High-stakes casino tables
Poisoned sweets and antidote gambles
Rare prizes and illicit rewards
Rival factions sharing uneasy drinks
FACTION GATHERINGS

From time to time, the Dealers open their halls to the wider underworld.These Faction Gatherings bring together criminal organizations, mercenaries, traders, and power brokers beneath one roof. Within the Dealers’ walls, rivals may speak openly, alliances may be forged, and quiet negotiations can take place without fear of sudden violence.The House maintains the peace.Because when powerful players share a table, the true game is rarely the one played with cards.
WHISPERING VAULT AUCTIONS

When the Dealers open the floor, the underworld gathers.The Whispering Vault Auction is an exclusive event where criminal organizations, collectors, and opportunists come together to trade in things the lawful world would rather pretend do not exist.Rare artifacts.
Forbidden tools.
Dangerous knowledge.
Priceless curiosities.All of it passes through the Dealers’ halls beneath watchful eyes.The auction floor is considered neutral ground. Rival factions may sit side by side as long as the House rules are respected. Violence is not permitted during the proceedings, and those who disrupt the auction quickly learn to fear the Dealers.Submitting Items to the AuctionThe Whispering Vault is not supplied by the Dealers alone.Criminal organizations connected to the House are invited to submit items for auction, allowing them to turn rare finds or dangerous assets into profit while gaining visibility among the underworld.Examples of submitted items might include
Stolen relics or magical artifacts
Illegal weaponry or experimental tools
Rare poisons and alchemical ingredients
Information, maps, or blackmail material
Exotic creatures or curiosities
Favors, contracts, or services
TRAINING NIGHTS

Not every lesson in the Dealers is learned at the table.On select evenings, the house closes its doors to outsiders as the Courts take turns hosting Dealer-only training nights. These gatherings are a chance for members to sharpen their skills, test one another, and prepare for the dangers that come with life in the underworld.Each Court brings its own methods.
Blades hone combat and discipline.
Cups practice influence and deception.
Wands develop strategy and coordination.
Coins focus on tactics, resource play, and the games that keep the house running.Within the Dealers, survival favors those who never stop refining their hand.
❛ — Above the Major Arcana Stands the House ❜
