Darkmoon Card Games
My toons have a sort of partnership. One manufactures raw gems out of lesser materials. Another cuts those into useful adornments and picks flowers. The first turns those flowers into delicious cocktails while a third turns them into ink and sells well-formed calligraphy. A fourth extracts elemental material from clouds and metals from the earth. A fifth collects all kinds of animal hides and patches up the holes in everyone's knees with tailor-made armor enhancements. The partnership primarily functions to support the dominant member, though the relationship is generally mutually beneficial to all members. At any rate, each member is invaluable since they can do their job better than any other member, and are all essential links in The Partnership's chain. When they cooperate, there's nothing they can't accomplish.
At the moment, they're all trying to support #1 although she's going slightly insane. This leaves #3 living in BRD picking pockets most of the time and mailing lockboxes to #1 using #4's portable mailbox. #2 is stripping most zones of their flora in an attempt to provide #3 with ink with which to forge cards, which #1 needs in order to fulfill her obligations to the Darkmoon Mafia. #3 desperately tries to recoup her monetary losses by pawning all her belongings on the Auction House, while #5—who has the least responsibilities of all—skins dogs so that #1 can make ogre costumes (she's in Steamwheedle's bad books after a little incident involving a pirate hat) and otherwise tries to help raise revenue to fund the whole enterprise. This sort of thing happens every time #1 gets caught up in a whim, but this particular fixation has many facets.
To make the whole daunting task a little more manageable, the partnership is currently focusing on collecting cards. Perhaps fittingly, #3 (a rogue) is the expert in both forging cards and fixing decks. #1 could barely play Old Maid when all this started, but now she's a regular at the card dealer's booth at Darkmoon Faire. The dealer hands out a number of prizes, in varying degrees of usefulness. But playing your cards is only half the game; the real challenge lies in building a winning hand. The object of all the Darkmoon card games is to get a modified Straight Flush—the modification being in the number of cards required. This is obviously easier using some decks, such as the Rogues Deck which only contains three cards. The Nobles game is a bit tougher, since your hand must contain eight cards, but the rewards are proportionally greater. Unfortunately, the dealer is unimpressed by 6-of-a-kind; #3 is more skilled at creating particular cards (she makes a mean Two of Rogues) and has vast reserves in her card collection that might end up getting pulped or pawned. #1 has become so skilled at playing Darkmoon Cards, that she has a growing collection of prizes. Soon, the enterprise will be complete.
At the moment, they're all trying to support #1 although she's going slightly insane. This leaves #3 living in BRD picking pockets most of the time and mailing lockboxes to #1 using #4's portable mailbox. #2 is stripping most zones of their flora in an attempt to provide #3 with ink with which to forge cards, which #1 needs in order to fulfill her obligations to the Darkmoon Mafia. #3 desperately tries to recoup her monetary losses by pawning all her belongings on the Auction House, while #5—who has the least responsibilities of all—skins dogs so that #1 can make ogre costumes (she's in Steamwheedle's bad books after a little incident involving a pirate hat) and otherwise tries to help raise revenue to fund the whole enterprise. This sort of thing happens every time #1 gets caught up in a whim, but this particular fixation has many facets.
To make the whole daunting task a little more manageable, the partnership is currently focusing on collecting cards. Perhaps fittingly, #3 (a rogue) is the expert in both forging cards and fixing decks. #1 could barely play Old Maid when all this started, but now she's a regular at the card dealer's booth at Darkmoon Faire. The dealer hands out a number of prizes, in varying degrees of usefulness. But playing your cards is only half the game; the real challenge lies in building a winning hand. The object of all the Darkmoon card games is to get a modified Straight Flush—the modification being in the number of cards required. This is obviously easier using some decks, such as the Rogues Deck which only contains three cards. The Nobles game is a bit tougher, since your hand must contain eight cards, but the rewards are proportionally greater. Unfortunately, the dealer is unimpressed by 6-of-a-kind; #3 is more skilled at creating particular cards (she makes a mean Two of Rogues) and has vast reserves in her card collection that might end up getting pulped or pawned. #1 has become so skilled at playing Darkmoon Cards, that she has a growing collection of prizes. Soon, the enterprise will be complete.
Labels: cards, Darkmoon Faire, fairs, partnership, professions
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