Suits

## A Quick Overview

All creatures born naturally in the world of Heroes of Hearts (HoH) are born with a particular suit. This suits are the the culmination of a creature's very being, containing the aspects of an entity not possessed by merely having a body or functional mind. A suit contains one's willpower, and though doesn't carry any form of memories, does hold what a being is at the core of their personality, in essence the suit is the representation of one's soul. As such the suit is a necessity for one to even be classified as a living thinking being. Ones suit is determined by what one is born as before anything else, and each of the 4 major suits represent a quadrant of the natural life found in the world at large. The Suits are, Spades, Clubs, Diamonds and Hearts. All suits, regardless of their nature, are powerful and distinctive from each other, though each hold the same function of acting as a soul for a creature, the abilities associated with each vary wildly.

As this is a simplistic overview, We will briefly explain the 4 Major suits, along with the 2 Minor suits, Please note this does not reflect in full detail the nature of this suits, and will be expanded on in it's own page

## Major Suits

### **Hearts**

> **Mailiable, Adaptive, and Ever-growing.**
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The Heart, as a suit is the by far one of the most common suits one will find when wandering the towns and cities, Nearly all sapient races in the current era are blessed with a Heart as their suit.

The Heart, is known for being a suit capable of Spellcraft, a method of altering the world though the latent magic of the world itself, though Spellcraft is not exclusive to Hearts unlike it's contemporary suits is often defined by its ability to bend, and evolve past its basic state based on the creatures own will, their environment, or the conditions they find themselves in. These changes will often lead those who bare the suit greater boons toward the skill set or sets they favor sometimes referred to as a Class.

However the Heart is notably flawed in it's form of evolution. Though by far the Heart is able to grow and change the fastest out of any of the major suits, this flexibility has led to the suit being by far the most fragile, to the point any direct shot to one's heart borders on being fatal, regardless of strength. In addition, it's ability to evolve in some rare cases can cause mutations from the natural order. Though the exact cause of this mutations is unknown.

### **Spades**

> **Powerful, Legendary, and World Altering**
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The Spades, the suit of mythos. Held by Dragon that stood eye level with mountains, or the humble Fairies that danced across dew dripped pestles. Long ago those who wore this suit held dominion over the world at large, for with their overwhelming might, and by developing sentient thought long before the other suits came to be. However, their time has now passed, and the other suits caught up, the apex creatures of the Spade roster have long since faded away

Spades, being a precursor to most life as it is known now. Where bound by different rules, not bound by the limited nature of Spellcraft, these creatures were not merely born with the capabilities of using magic, No they were magical beings. Each and every creature of the Spade's suit were born with magic as their very life force, able to alter the very nature of this reality at their whim. Unlike with spellcraft, that which was changed by pure magical means remained as the caster demanded, leavening the effects active, even beyond the death's vale. Leading to remnants of this creatures even today

However, such power came at a steep price. As their life and magic were one and the same, to cast magic in any regard would sacrifice hours of one's lifespan in order to bend even simple laws of nature, with even greater changes burning away years or centuries of life in order to bend fates hand, and most pressingly, once magic is used, there is no way to regain it for the suit. Though most of the Spades had some way to negate that fact, be it holding a natural life span that reached into the thousands on the low end or natural form of rebirth, such would only ever delay the clock, never stopping it.

### Clubs

> **Unity, Order, Teamwork**
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The Clubs hold the place of perhaps the rarest of the Major Suits. Exclusively seen in plants, creatures with hive minds, some ferals, and elementals. Clubs are almost always intelligent or semi-intelligent entity's that either have a form of pack or bond toward the greater group, or in more extreme cases a proper hive mind link to each of there pack.

Though packs can be found naturally in other suits, Clubs are unique in that they are able to take such unity a step forward, it is believed by this creatures holding the same goals and ideals this suits were able to form interlinking all of a single pack into one 'unit'. Any order of clubs is still made up of individuals, however each member of a club retains power from each and every other member of there pack, leading to larger groups being capable of much higher feats of willpower and strength. Combine such with before mentioned unity each member shares, a pack of clubs can be a major threat to those outside of the pack, or those who defy it.

Though as one might expect, Clubs do have a vulnerability from their suit. Though a pack of club can seem daunting, it is only their numbers that give them the advantage, should a Club be isolated from their group, the will lose any boons of their pact and have to rely on their own natural strength, even before that, often if there is a pack leader in any regard, disrupting them or their link can cripple a pack in nearly every regard.

### Diamonds

> **Wild, Fierce, and Relentless**
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The Diamonds is the suit of the ferals. Monsters, Beasts, and Animals are the primary bearers of this suit, though some raised among the wild can develop this suit. Those with the Diamond as their Suit are simply wild and rarely sentient, or in edge cases has a stronger connection with the unkept wilds than any other of their own kind

Diamonds in regards to their suit are the most reselent, able to push on though some of the harshest conditions one can be subjected to and fight on long past mosts limits, though in regards to that Diamonds are often better judged by the beast that holds their suit rather then the suit itself, as the Diamonds hold a vast amount of creatures under it. However distinctly Diamonds offer much in the way of improving a creature's own natural features, emboldening hunters, improving the attentiveness of prey, giveing boons of sneak to those who work under the blessed moon and other strength from standing out in the glow of the sun. Though most times the boons of a Diamond are passive, some are noted to be able to do simplistic spellcraft, however such spells are always ridged and unable to be manipulated in the same way a Heart or Club would be able to do so

However, Diamonds in nearly all cases are animals first, nothing of their suit ever improves their mind, and at times can even sacrifice portions of their thought under stress, or in present danger for most, once they choice either fight or flight, they are locked in. Diamonds when back to a wall can, and will fight tooth and nail in order to make it out alive, but can often come out far worse in the aftermath.

## Minor Suits

At the time of writing, The four major suits are quite set in stone, those four will make up a vast majority of the suits seen in the planned content for HoH, However there are two other suits at present that should be spoken about for clarity's sake. Those being the Star Suit, and No Suit.

### No Suits

> **What can one speak of when asked to speak of nothing?**
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To say No Suit is a Suit might sounds fully illogical but to put it in perspective, No Suits are never creatures and are not even considered alive, however a No Suit often has life like properties in order for it to be marked as a creature. No Suits include automatons, summoned creatures, risen dead, and any other entity that is powered by some external source in order to give it 'life'

No Suits are not alive in any traditional since, and as such, No Suits are unable to be hit in their suit by any means. As such any item or move pertaining to striking a suit will do nothing to a No Suit, in addition they can be borderline impossible to put down as long as they retain whatever is giving them life, though the inverse is true as well, should their source be removed, so will they. Lastly of note, A No Suit is always incapable of any form of spellcraft or magic, regardless of what it is.

### Star Suits

> **A Glimpse into the Unknown**
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Star Suit is a catch all term for specifically creatures that seem to operate outside of the natural rules of suits. These Creatures are without suits but are still sentient living creatures and occasionally have the capabilities for feats similar to that which can be done with spell power or magic. It is said the first time the Star Suit was used was for a visitor once hailing from a distant stars away who visited during the reign of the Spades, though such is merely legends.

The only true example of the Star Suit that is well known is Origin, the enigmatic entity that rests at Point Origin. Whom every 10 years calls forth heros and villans alike to face it, else let the world reset in the Trial of Origin.

1. ↑ Most likely

We aren't perfectly sure.