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How did it come to this? When did it start? No one can say for certain. It is as thought it has always been there, like any natural part of life - The Pyramid.

 

Every now and then a "special sign" will be given, an event that only the students are aware of. Who the messenger is is a mystery, yet the meaning is clear - a new game begins. In that very moment after the bell rings for the break, the student body must scatter and find the one treasure that may either guarantee their safety, grant them power or send them plummeting down to their demise until the next game begins. The cards. By the end of the day every youngster must have found one hidden somewhere on campus and present it at a gathering in the forest at dusk. The card they have in their possession will determine their caste, their status in the academy's society. Once decided, the caste is absolute and, until the next game, one has to act according to their role, like an actor on stage.

 

Yet there is nothing completely forced in this game. It is, after all, a form of entertainment, a peculiar way to spend one's time. When a game's beginning has been announced, there are three options a student may chose from. They may either partake in the trasure hunt and follow the meaning of the card they come across, voluntarily chose a role outside the social pyramid or refuse to play.

 

If a said individual were to chose the first option, they will be thrown into a game of masks and will experience first-hand the ups and down of the society they shall one day enter after graduating school. Although it is considered by some to be far too direct and brutal, the Caste Game is a recreation of the outside world with a playful twist of fate and offers a chance to develop one's skills in communication and planning.

It begins with a simple treasure hunt where each player must find a card and present it to "society", a committee, at a gathering that shall  be held at sunset in the forest in the academy's domain. Until the point of time where one presents their caste, cards can be traded between students without taking any penalties. However, it should be noted that cards can also be stolen, thus it goes without saying that all contestants should be weary and alert at all times until dusk.

Those, who have taken participation in the hunt, but were unable to find a card or, for one reason or another, do not have a card to present at the gathering will be labled as "targets", the same as the Joker, and will be an object of torment, slavery, mockery and sumbission from all other members of "society", be they with a rank or not. Students are advised not to attempt to fool the system in pretending that they didn't participate in the hunt and labling themselves "bad boys" or "floaters", due to the fact that the event has been closely monitored and the committee shall accuse them of unfair play, which earns them the title of "target" yet again, only punishmet for this deed is eagerly encouraged, placing them in even greater danger.

If a said person manages to posses a card and presents it at the meeting, their caste is determined by the card and it must be strictly followed until the next game. There are a total of twelve cards hidden within the academy that one may find on the first day of the game.

 The King

This card determines the role of the absolute monarch. Whoever has it in their belonging are granted power over "society" and may do whatever they wish, no rules holding them down. Whether it be anarchy or a strict regime, it does not matter. The King's word is law.

The King can deal with any matter however they wish, being able to pardon a "servant" from their punishment.

 

The Queen

This card determines the role of a sub-monarch. The person, who has it in their possession, is second only to the king, whom they can not object and must loyally obey, just like everyone else. They are, however, allowed a relative freedom in words, meaning that they may speak against and advise The King, but only in a diplomatic sense.

The Queen is "the mother" of "society". Their influence is almost as great as The King's and they may pardon another member of "society", a target for example, from punishment. The Queen must obey proper etiquette and be a model for "society". They must closely observe the academy's activities and encourage the "servants" in their attempts to serve them properly. Albeit their word is not law, The Queen's wishes must be granted.

The Jack

This card determines the role of the advisor. A students that comes across this card must become The King's close friend, meaning that, while they will not be treated as a servant, they must always be on The King's side and be their dearest confidant, never allowing their dignity to be harmed. The Jack's word is third in the ranking and must be followed by those below them, but it can never contradict the King or the Queen.

The Ace of Hearts - The Pleaser

This card determines the role of the flamboyant flatterer. They are the seducer, the loyal servant, the lovely pup,

the person who will do anything to please those around them, but namely those above them and their teachers. They are ranked this highly, because their advances shall always succeed and because of their absolute desire to do as the rulers tell them. The Pleaser is similar to a

lady-in-waiting and must never use brute force to accomplish their mission. Rather, they must be delicate, thoughtful, caring and diplomatic.

 

The Ace of Diamonds - The Wannabee

This card also determines the role of a flatterer, but in a different manner. The Wannabee can not use seduction or a gentle and romantic approach. They are the loyal hound of the rulers and must tag along with one or both of them whenever possible, bowing down and serving them much like a personal butler.

 

The Ace of Clubs - The Messenger

This card determines the role of the lackey, the allarmist, the runner. The person in possession of this card must stay vigilant and report misdeeds done by the servants to The King, The Queen or to the Jack. It is their duty to be the gatherer of information regarding the winds of "society" and to whisper all the needed words to those above them.

The Ace of Spades - The Prep

This card determines the role of the excellent student. Unlike the Brian, who is only redeemed in studying, the Prep must be perfect in everything.

Be it lessons, physical education, social skills, pasttime activities, they must be on point on every single thing or at least strive to be. The prep must be polite, well-mannered, precise and ready to critisize anyone, who dares to disobey the rules, regardless of whose they are.

The 10 of Spades - The Slacker

This card determines the role of the ever-persistent slacker. They are a person without a definite direction, without a vision for the future. They live each day like it is their last and either can't or don't care to plan ahead of their actions. They are at the bottom of the class when it comes to grades and do not seem to mind this statistic. Whenever a due date or a task has been put on them, they will delay until the very last second, but never truly miss the event or not complete the order.

 

The 9 of Hearts - The Geek

This card determines the role of the addict, the obsessed, the fan. The person who weilds this card has a rather simple act to play - they must be infatuated with one single thing and must know everything about it. Whether a game, a person, a book series, a subject or a show, they must constantly make references to that one thing that has taken over their mind. Furthermore, their way of living must be secluded for the most part. The Geek must be withdrawn from "society", with one to three friends at most.

 

The 8 of Clubs - The Goth

This card determines a very specific role - that of

the gloom of "society".

The student holding this card must immerse themselves in darkness, allowing their thoughts to be conquered by all the flaws of the world. They must dress themselves in a specific manner. Every colour is excluded apart from black and grey, with the exception of accessories, which may be silver. The style of the clothing must bare resemblance to the Elizabethan, Victorian or medieval period and black eyeliner must definitely be present.

As for the act itself, the Goth must be a somber, eerie, dark, pessimistic and mysterious person, rarely partaking in parties and cheerful events, having few friends and always having a gruesome comment ready for any situation.

The 7 of Diamonds - The Brain

This card determines the role of "society"'s "know-it-all".

Never good at sports or any kind of physical labor, the Brain is the intellectual of "society", the person who is well-educated and knows the answer to almost any question. Unlike the Geek, who specializes in one specific topic, or the Prep, who excells at everything, the Brain is concentrated on increasing their in-depth knowledge on all subjects, but also in their ability to predict the outcome and plan ahead. They are the "man with the plan" and will come up with a solution to any problem in one breath.

In their role as the Brain a student can not physically bully anyone, yet they may use the power of their words to silence their attackers. Whether or not it is an effective attack entirely depends on them, for their word is not absolute. However, if physically attacked by another, the Brain is allowed to defend themselves physically, but only after reasoning with their attacker verbally. Furthermore, they may only defend themselves and never go into counterattack and revenge.

The Joker - The Target

This cards determines the role of "the joke of society".

Standing, or crushed, at the very bottom of the food chain, the Target is the most unfortunate of the members of the game. They are exactly what their name implies - targets for every other person above them.

Regardless of their true strengths, the Target must endure the torture coming from the other students and never truly do anything against it. They are the slave, the servant that can be dealth with in any way possible. And it is not only a beating or pranks that they can be used for. Everything can be done to a Joker, from testing, to shows, to mental harm, to the breaking of bones and cutting of flesh. Anything the other students wish to use them for is allowed and the Target must obey.

The King or The Queen may "pardon" the Joker. This means that the Target may be given a slight beating, be the object of practical jokes and a servan for simple moral tasks, but nothing truly immoral can be done to them.

Outlanders

As mentioned earlier, students are never forced to play the Caste Game. They are allowed to make the choice for themselves.

One of the options they have is to voluntarily pick a role, however, they may only pick one of the following two.

When a new game is announced, the students of these roles may chose whether or not to remain as they are.

The Delinquents

 

Usually referred to as society's "bad boys", "bad girls" or "bad ones", these are the people that might just keep you up at night because they don't know when to turn the music down.

They are, as the name implies, the rebels, those that disregard the rules and cause chaos everywhere they go. They rarely have "moral" and "respect" in their dictionaries, since they have decided that they are the masters or their own worlds and can not be bound by anyone or anything. They will do anything to have their way of destruction.

Albeit they are rule-breakers and disrespectful, Delinquents must keep their distance from The King and The Queen and not rebel against them.

The Floaters

 

Categorized as society's mysterious people, these are the strange persons, the ones that might just keep you up at night because you don't know if they were honest or a serial killer.

They are ofttimes vague and never reveal much about themselves, prefering to stay on the periphery and not get involved in "society"'s nonesense. They also tend to have strange habits, desires and interests.

If a student is an occultist or highly religious, they might be shunned by society to become a Floater.

Transfer students, who come in during the middle of the game, can become Floaters, if The King or Queen pardon them.

Otherwise, they would become Targets.

As for those that chose not to play the game of roles at all . . .

 

They become targets without further questioning.

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