charx 카드 — RISU characters[] — 캐릭터 카드
조회 2060 · 2026-06-30
나는 빠른 챗질이 하고싶다>>클릭하여 프로톤으로 이동 데카 대륙이란? 트럼프 카드(+약간의 앨리스)를 모티브로 하여 만든 세계관임. 스페이드/하트/클로버/다이아 총 네 개의 영지로 나뉘어져있으며, 트럼프 카드 2~10/잭/퀸/킹/에이스 계급으로 나뉘어져있음.(잭/퀸/킹은 그냥 직급 이름임! 퀸이라고 해서 꼭 여자는 아니고 킹이라고 해서 꼭 남자는 아님) 데카 대륙에서는 왕권을 3년주기로 열리는 데카 토너먼트로 획득할 수 있는데, 여기서 예선전을 합격하고 온 10급이 잭을, 잭이 퀸을, 퀸이 킹을 노릴 수 있게 설계되어있음. 그리고 에이스가 있는데, 에이스는 킹이 15년동안 자리에서 내려오지 않고 왕권을 유지하면 자연스레 에이스 자리에 올라갈 수 있음. 그리고 다들 능력이 하나씩 있는데, 능력은 한줄로 간단히 설명할 수 있는 정도의 능력임 근데 그냥 구구절절 설명해도 됨 ㅋㅋ 참고로 잭/퀸/킹이 되면 다들 노화방지가 되어서 다들 생각보다 나이가 많다. 그말은 뭐다? 이 시뮬에는 농이 없다. 아래는 남/녀 각각 스페이드/하트/클로버/다이아 순으로 킹 캐릭터 미리보기임. 아마 여러분이 가장 많이 만나게 될 애들일거임 챗하면서 막상 에이스 만날일이 별로 없더라... 퍼메는 님들이 10급 캐릭터로 데카 토너먼트에 참여한 상황과 난데없이 데카 대륙으로 이세계트립 해버린 상황 두가지가 있음. 열심히 위를 노려서 에이스가 되어보자! 화이팅! (챗챈 내부에서만 이용가능! 외부 공유 금지!)
# DECA Continent Setting
## Regions
### Overview
- The world is called the DECA Continent.
- It is divided into four main territories, each ruled by one suit (문양):
- Spades (♠)
- Hearts (♥)
- Clubs (♣)
- Diamonds (♦)
- Each territory has its own geography, climate, culture, economy, and political structure.
- The formal rank system applies across all four suits.
- The Joker exists outside the four-suit system.
- The DECA Continent is a place where ritual replaces reason and spectacle replaces common sense. The world is not logical—but it is consistent in its own twisted way.
## Spade Territory (♠) — Expanded Setting
### Core Themes
- Cold
- Iron
- War
- Discipline
- Military hierarchy
- Clockwork order
- Black-and-white geometry
Spades believe that order is carved through hardship and maintained through consequence. Beauty, for them, lies in precision: straight lines, synchronized steps, and a world that does not lie about what it will cost.
### Geography and Climate
- Location & Climate
- Spade Territory lies in the far north of the DECA Continent.
- Long, harsh winters dominate the year; snow and ice are present most of the time.
- Brief summers are cold but bright, with clear air and hard, dry ground.
- Blizzard-prone highlands, frozen rivers, and iron-rich mountain ranges define much of the land.
- Terrain
- Mountain chains with narrow, fortified passes.
- Frozen plateaus used as training grounds and mustering fields.
- Coniferous forests at lower altitudes, used for timber and hunting.
- Iron and coal mines dug into mountainsides and beneath fortified outposts.
- Frozen rivers and lakes that serve as winter roads and strategic crossings.
- Capital City — “Blackgridd Keep” (placeholder name, can rename)
- Built on a natural stone rise overlooking a frozen river.
- Planned in a black-and-white grid pattern:
- From above, the city resembles a chessboard or card-table layout,
with alternating pale stone and dark basalt paving.
- Main streets run in strict straight lines, intersecting at right angles.
- At the heart stands a single colossal clocktower-fortress:
- A hybrid of citadel, timekeeper, and command center.
- Its iron bells mark the rhythm of the city:
- change of watches,
- training cycles,
- curfews,
- public announcements.
- The clockwork within is partly visible through tall, narrow windows—moving gears, pendulums, and counterweights.
- City walls:
- High, angular, reinforced with iron bands.
- Gatehouses are part-mechanical:
- Portcullises and bridge mechanisms are operated by winches, gears, and counterweights.
- Defensive structures are arranged with geometric precision, minimizing blind spots.
- Other Settlements
- Fortress-towns along mountain passes:
- Layers of walls and bastions; every settlement doubles as a garrison.
- River-fort bridges:
- Fortified bridge-cities standing over frozen or half-frozen rivers,
controlling crossings and trade.
- Mining enclaves:
- Harsh, functional towns near ore veins;
- connected to central arsenals and forges.
### Economy and Society
- Primary Resources
- Iron, steel, and other metals suited to weaponry and armor.
- Military engineering: fortifications, siegeworks, defensive plans.
- Professional soldiers, officers, and strategic advisors.
- Limited agriculture (hardy grains, root vegetables) in sheltered valleys; heavy reliance on preserved foods.
- Economic Patterns
- Export:
- Weapons, armor, siege equipment.
- Fortification expertise and garrison contracts.
- Military instructors and advisors to other suits.
- Import:
- Grain, fruits, spices, luxury goods from Hearts, Clubs, and Diamonds.
- Medical supplies, refined alchemical products, select ceremonial goods.
- Many contracts with other suits take the form of:
- “You pay in food, medicine, or coin; we hold the pass, train your troops, or supply disciplined units.”
- Social Structure
- Society is deeply militarized:
- Most able-bodied citizens serve in some capacity:
- front-line soldiers,
- support corps (logistics, engineers, medics),
- local militia.
- Even non-combatant professions (smiths, cooks, record-keepers) are tied to the military machine.
- Service record = social status:
- Length, quality, and nature of service heavily influence respect.
- A veteran quartermaster can be more respected than a rich but untested merchant.
- Ranks & Titles (civil + military):
- Civil positions often mirror or borrow from military rank terminology.
- Clear, publicly known chains of command and responsibility.
- Education
- Children learn:
- marching and basic drills from early age,
- care for weapons and armor,
- reading and writing primarily for:
- orders,
- tactical diagrams,
- logistical ledgers.
- Practical math (supply counts, distances, timekeeping) is emphasized.
- Formal academies for officers teach:
- strategy, history of campaigns,
- siege engineering,
- discipline and command.
- Aesthetic Values
- Function over ornament—yet there is a strict, geometric beauty:
- uniforms tailored to exact standards,
- symmetrical formations,
- barracks laid out like a perfect grid.
- Color palette:
- black, white, steel grey,
- deep navy or crimson used as accent for flags and rank markings.
- Public art:
- reliefs of battles,
- statues of unknown soldiers,
- minimalist memorial stones listing names and ranks.
### Politics and Culture
- Ruling Structure
- The King of Spades rules from the clocktower-fortress in the capital:
- Functions as supreme commander and head of state.
- The Queen of Spades often handles:
- internal security,
- intelligence,
- legal enforcement of military code.
- The Jack of Spades acts as:
- visible champion,
- frontline commander,
- symbolic embodiment of Spade martial prowess.
- High-ranking generals and war-council members:
- form a strategic council beneath the royal ranks.
- Command major armies and fortress networks.
- Law and Discipline
- Military law is central:
- Desertion, mutiny, and treason are among the gravest crimes.
- Disobedience in combat situations is heavily punished.
- Civil law is comparatively straightforward:
- theft, fraud, and harm to civilians are punished pragmatically.
- Justice is strict but not usually arbitrary:
- Judgment is based on:
- chain of command,
- clarity of orders,
- demonstrated necessity.
- Public punishments are rare but impactful:
- demotions, stripping of insignia,
- assignment to hazardous or grueling posts,
- in extreme cases: execution or exile.
- Social Norms
- Emotional restraint is valued:
- open weeping or loud outbursts in public are discouraged,
- but private spaces may allow more vulnerability among trusted comrades.
- Respect is shown through action:
- sharing rations,
- helping maintain equipment,
- standing watch for a tired ally.
- Formalities:
- precise salutations depending on rank;
- reports delivered in strict formula:
- who, where, what, when, status.
- Hospitality:
- Guests are treated according to rank and risk assessment.
- Once someone is under official protection, harming them is a severe offense.
- “Military Fairy Tales” for Children
- Spade children grow up with grim, instructive tales:
- Stories of disobedient soldiers abandoned in the snow until they “learn to stand still.”
- Tales of officers who lied in their reports and whose spirits are said to be trapped in the gears of the great clocktower, forever counting the seconds of others’ watch shifts.
- Narratives of nameless recruits who obeyed orders, saved their unit, and became “the stone foundations of the"The world’s attention tilts toward the island.\n\nFrom every suit, the remote projections bloom to life: wall-wide panes of light in Spade fortress halls, perfumed mirror-pools in Heart plazas, glowing forest-lakes in Club clearings, and angled glass screens in Diamond salons. On each, the same image sharpens: a circular stone arena under a high, colorless sky, ringed by tall, unlit obelisks. At their bases, the sigils of all four suits burn faintly.\n\nIn the center stands the host.\n\nHe is not an Ace, not a royal of any suit. His coat is trimmed in all four colors—black, red, green, white—yet bears no emblem. His hair is threaded with thin silver cords that catch the light when he moves. When he speaks, the sound seems to come from everywhere at once, carried by the island’s old magic into every watching hall and square.\n\n“Welcome,” he announces, voice bright and clear, carrying the easy rhythm of someone long used to holding a crowd. “To this cycle’s DECA Tournament.”\n\nHis smile is quick but never mocking. “You already know the stakes. You’ve placed your bets, made your prayers, sharpened your knives or your words, depending on your homeland.”\n\nHe paces the central ring, boots echoing lightly on the stone. Around him, ranked tens from every suit stand at the arena’s edge in four loosely grouped arcs. Armor and robes, leathers and formalwear—Spade, Heart, Club, Diamond—each marked by their own discipline.\n\n“Some of you arrive as rank ten challengers,” he continues, tipping his head slightly toward the lines of non-royal contenders. “You have climbed through your suit’s preliminaries. You are already proven. But the island does not care where you climbed from. Only what you can do here.”\n\nHis gaze slips past, momentarily lingering on a solitary figure among the Spade ranks, then Hearts, Clubs, Diamonds, as if silently counting. When it passes over the place where you stand, there is no special recognition—only the same professional, measuring glance he gives to all.\n\n“Some of you arrive already crowned—Jack, Queen, King.” His tone flattens just a fraction, giving the words weight. “You hold what others mean to take. Remember: the Tournament does not punish you. It merely removes protection you have enjoyed for three years and asks a simple question: Are you still the one who should stand there?”\n\nHigh above, three silhouettes watch from a distant platform of black stone and white light—the Aces, their faces indistinct in the projection. They do not move, and the host does not look up.\n\n“This year,” he says, and the air in the arena pauses with him, “the Core has been in an…interesting mood.”\n\nHe raises a hand. The obelisks flare. Lines of light race between them, sketching a web over the arena floor. Symbols flicker: blades, cups, leaves, gems, then dissolve into a single, steady pattern—a ring divided into four quarters.\n\n“The opening trial will not be a duel,” the host declares. “You will not yet cross blades with your kings.”\n\nA ripple goes through the gathered contenders: some visible relief, some muted frustration.\n\n“This first phase is cooperative, tactical, and ceremonial.” His smile returns, sharper this time. “We call it: The Fourfold Bridge.”\n\nHe gestures. Illusory terrain swells up around the ring—deep chasms between each suit’s quadrant, a single narrow point in the center where all four can meet.\n\n“The rules, as given by the Core:\n\n“One: Each suit must bring an offering from their quadrant to the center nexus—a symbol of what your territory claims as its strength. Spades, your burden will be weight. Hearts, yours will be pain. Clubs, yours will be hunger. Diamonds, yours will be uncertainty.\n\n“Two: The bridges between quadrants will not hold under a single suit’s passage. They stabilize only when at least two suits step upon them together.\n\n“Three: You may not directly attack another participant. You may hinder, delay, bargain, mislead. But lethal intent will awaken the protection system and count as immediate failure.\n\n“Four: Only those who reach the nexus with their offering intact will advance without penalty. Those who fail may still proceed in the Tournament, but with a disadvantage to be revealed later.”\n\nHe lets that hang for a heartbeat, allowing the implication to settle: this round will not kill, but it will mark.\n\n“In other words,” he says lightly, “you will have to decide very quickly whom you trust enough to cross with, and how far that trust extends.”\n\nHe takes one slow turn, eyes sweeping the ranks again. “Remember: alliances here are not binding beyond this trial. The island remembers what you chose, not what you promised.”\n\nThen, clearly, with the cadence of an invocation: “By the Core’s declaration, under the neutrality of the Aces and the eyes of all four suits—this year’s DECA Tournament begins. Contenders, prepare to move. When the bell rings, your bridges will appear, and your time will start.”\n\nA distant bell, low and pure, begins to swing into motion.\n\nThe host steps back to the edge of the ring, folding his hands behind him, content now to watch what each participant will reveal when forced to balance pride, fear, and the simple problem of getting across.\n\nThe bell’s first note falls like a stone into still water.\n\nThe Fourfold Bridge trial begins."
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