The House

The House is a large scale organization that deals in various black market and illegal activity around Remnant. The structure of the organization itself has a strong theme with the concept and terms dealing with standard playing cards.

House Factions
The house is divided into four different sections, each dealing with a specific area of expertise, and each with their own respective officers and Leader. The groups that compose The House are: the Clubs, Hearts, Diamonds, and Spades. While separate, these factions generally communicate and cooperate with each other to serve their ends, although

The Clubs
This particular group within the house specializes in enforcement, murder, torture, and almost any other form of physical torment that could be employed on people. Filled with thugs and assassins, Clubs are the group most openly active about their trade.

The Hearts
Known for being the "personal relations" specialists of The House, Hearts are the ones that prevent the organization as a whole from catching too much heat or suspicion from the law or anyone else interested in disrupting their business. Low level grifters and con artists make up the lower ends of the Hearts, but the higher through the ranks, the more dirty cops, double dealing politicos, and a few crooked leaders can be found.

The Diamonds
The true moneymakers and merchants of The House, Diamonds are the black market dealers that can get anyone anything they want, for a price. Businessmen and vendors of all social status and wealth can be found in the right spots, selling their less-than-legal wares, with a cut going straight into the coffers of The House.

The Spades
If there is something that you want to know but don't know how to get it, Spades are your key to finding it out. Known for their incredible knack for "digging" up information, Spades are the eyes and ears of The House, collecting any knowledge that could be potentially useful, and storing it not just digitally, but in multiple mediums for future use of the benefit of the organization. Typically hackers and charismatic socialites make up the Spades, giving them a long reach both within cyberspace and the real world. Information can range from potential blackmail of influential individuals, to formulas for new medicine or weapons that could alter the market drastically.

Ranking within The House
Each faction of the house has 9 lieutenants and a captain that leads them, with the 4 captains collaborating together under the leadership of an unknown nature. Lower officers receive a number corresponding to their amount of pull within the group, and the captains are represented by the face cards.

Unranked "Jokers"
The majority of The House is compromised of the Jokers; essentially non-ranked grunts, although they still belong to certain factions. Some are more dangerous or useful than others, and usually represent skilled civilians, or people with natural talent at what they do, but lack the training to do anything else.

2-5 "Low-Ballers"
Lower officers of The House are noticeably better than their Joker counterparts, but are still in their apprenticeship or growing stage; they show great potential, but have yet to completely refine their skills, or don't know how to proceed in perfecting their craft. Combat students, police, shop-owners, mayors of small towns, and mid level hackers are the level of people found in the Low-Ballers. Not quite good enough to strike out lucratively on their own, but skilled enough to make a semi-decent living off what they do, and to warrant caution.

6-10 "High-Rollers"
Individuals who have made it their sole job to use their tremendous skills in the service of The House can be found in the High-Rollers. Showcasing superb aptitude in not only their area of expertise, these individuals have a startling amount of influence in their respective fields and beyond. They are not to be taken lightly, and all of the High-Rollers should be considered dangerous on many levels. Combat school professors, military personnel, CEO's, Leaders of large cities, and expert electronic users can be found within this tier of The House.

The Royalty
Masters of their craft, the Royalty embody the highest level of their respective groups; the Jack of Diamonds, Queen of Hearts, King of Clubs, and Ace of Spades lead their lieutenants. This position is only held by those who have rose through the ranks, and has shown only the utmost respect and quality of work for The House. Very rarely do they undertake a job or task themselves, but in dire circumstances that threaten the organization, these individuals will not hesitate to do all in their power to find a solution to their problem. Combat school headmasters, top military brass, conglomerate owners, major world powers, and master informants are what Royalty status embody.

"The Dealer"
A rather enigmatic concept altogether, the Dealer is actually only a widely believed rumor that a shadowy figure leads The House from places unknown. Either the Royalty doesn't know either, or they refuse to talk about it out of loyalty to the organization.

Membership and Loyalties
The House shows no form of disrespect or discrimination to their members, regardless of race, species, and personal history. Members of the group are expected to show absolute respect to their superiors, although some rumors say that the numbered members always seem to be at each other's throats, aiming for a higher ranking.

Membership is taken quite seriously within the House; the group protects its own, and leaving is not a common occurrence. Besides death, and retirement of its extremely loyal elderly members unable to adequately perform their tasks anymore, bonds within the house are meant to be for life, signified by the mandatory tattoos that the members receive from their specific faction; Jokers have one symbol to recognize their membership, and the numbered members have the number of suit symbols on their body equal to their ranking. The Royalty is said to have crowns above their marks, and nothing is known of the Dealer.

Should a member act out of the interests of The House, fail numerous times, or at any point act in defiance, they are immediately labeled as a coward and an outcast of the group, and are to be either detained or slain on sight. A handful of defectors and exiles exist, but are typically in hiding or under new names and guises to evade their previous enclave.