Marok the Forgotten Titan
1/15 Body Points
0/1 Divine Power
0 Fate Points
Avatar
1/1 Body Points
Your Avatar is currently barely corporeal, but it does *appear* somewhat mighty. A Red bare skinned giant with the fierce head of a lion.
Deck
4 Suits.
-Suit of Clubs
-Suit of Diamonds
-Suit of Spades
-Suit of Hearts
You state that your goal is to free the lizardling slaves from servitude to the Priest of the temple above. This elicits a chuckle from your opponent, who begins to draw his hand, cards appearing seemingly out of nothingness. As he examines his cards, away from your gaze, you find a strong compulsion sits upon you to not look at the cards hidden within his hand. Perhaps it is impossible to do so? There are clearly forces at play in this game that you do not fully grasp.
With what time you have, you begin to examine the board yet more closely. The outer edges of the temple ruin are completely overgrown by shrubbery, and even the better kept portions of the temple consist of well eroded stone. The lizards that you have pledged to "free" are quite small and weak, tribal scavengers with only basic understanding of the tools afforded to them by their overlords. They are however, resilient, and accustomed to difficult short lives. They are kept in servitude mostly by fear; fear and awe of the physical might and shamanistic power of their masters. The priests themselves carry charms that seem to be the focus of what are mostly meager powers, cantrips and small displays of flashy might, but nothing truly threatening to anyone but a mortal.
Your opponent begins to play his turn, offering you more insight into the Game. He begins by playing a single Ace of diamonds as his pawn, though he does not add a "Background Card". On the board a piece reveals itself more clearly. A lone adventurer, an outcast of his own people, prowls the jungle seeking wealth and status, though he has found both before in the past. His lavish lifestyle and wanderlust lead him always to seeking out new sources of hidden wealth, treasures of the ancient world to pawn to the highest bidder.
Your opponent still has four cards in his hand, but he holds onto them for now, stating that he cannot influence his Pawn on the first turn it is played. And so, now that his turn is done, he leaves it to you to play your first turn of the great game, and the first pawn that you have ever had. As you are ready to play, you find yourself almost compulsively drawing cards from the top of an unseen deck, and are left with your hand. A Nine of Diamonds, a Seven of Spades, a Ten of Spades, a Seven of Clubs, and a Seven of Diamonds.
Upon playing a card, pay heed to the context of the situation. You may guide the effect of a card through suggestion of what a card means in a particular situation, but you arn't the force that interprets the cards, so your control is limited. Cards may not always have the desired effect, context is important. Low number cards, with the exception of aces, denote lack of something, and are not merely a low value. Diamond cards can symbolize things like wealth, risk and enterprise. Spades can symbolize Intelligence, Magic or Aristocracy. Clubs can symbolize physical danger, power or the peasantry. Hearts can symbolize religious importance, compassion, or help when it is most needed. Make of the cards what you will, but always pay heed to the symbols, especially as the suits and cards change or grow more complex.