Tarkus of Nowhere
Tarkus never knew his father.
His mother — a quiet Vudrani seamstress with tired eyes and a gentle voice — died before he was old enough to remember more than the smell of jasmine in her hair. All he inherited from her was a name, a half‑remembered lullaby, and a pair of unsettling violet eyes that made strangers stare and whisper.
He grew up in the crowded streets of Niswan, Jalmeray’s great port city — a place of monastic towers, spice markets, and shadows deep enough for a child to disappear into. Tarkus learned early that no one was coming to save him. So he learned to run, to hide, to steal, and eventually, to fight.
The thieves’ guild found him before any temple or monastery ever did.
At first he was a pickpocket, a lookout, a street rat with quick hands and quicker feet. But as he grew, his body hardened faster than his grace. His shoulders broadened, his fists hit harder, and the guild began sending him on jobs that made his stomach twist — intimidation, collection, “reminders” for those who owed coin or obedience.
Tarkus hated it.
Every time he raised a fist at someone weaker than him, something inside him recoiled — something old, something instinctive, something that whispered this is not who you are meant to be.
Then came the Thingus.
He never learned what it truly was — a relic, a ledger, a charm, a secret — only that the guild guarded it obsessively and wanted it moved under cover of night. Tarkus saw his chance. He took it. Not for profit, not for power, but because it was the one thing the guild wanted most. Stealing it was the best way to give the Guild a big ol’ middle finger as a resignation letter.
He fled Niswan before dawn, the Thingus wrapped in a ragged cloth, and boarded the first ship leaving port. He didn’t care where it was going. Anywhere was better than Jalmeray.
He sold the Thingus in a dingy market stall in some nameless Inner Sea port for a handful of silver — barely enough to buy food and a bed. He thought that would be the end of it.
It wasn’t.
The assassins came weeks later.
Silent figures with veiled faces.
Men and women who moved like smoke.
Killers who knew his name, his face, his habits — who struck without warning and vanished without trace.
They hunted him across the Inner Sea:
• In the alleys of Absalom
• On the docks of Magnimar
• In the forests of Varisia
• Even on lonely roads where no one should have known he passed
No matter how far he ran, they found him.
Tarkus didn’t know why.
He didn’t know what the Thingus truly was.
He didn’t know who wanted it back — or why they wanted him dead even after he’d sold it.
All he knew was that he was tired of running.
Somewhere along the way — maybe in a tavern brawl, maybe on a lonely road, maybe in a moment of drunken clarity — Cayden Cailean found him. Or maybe Tarkus found Cayden. It didn’t matter. The god of freedom, bravery, and second chances didn’t ask for explanations. He just offered a hand, a laugh, and a path forward.
Tarkus took it.
Now he carries a shield instead of a guild’s threats.
He protects instead of oppresses.
He fights for others instead of for coin. Well, coin IS nice but… Freedom!
And though he still doesn’t know the truth of his bloodline — the reason for his violet eyes, the shadow in his soul, the mythic echo that follows him — he knows this:
He will never again be someone else’s weapon.
And if the assassins come for him again?
Well…
Tarkus has stopped running.
The Tuesday Game
Saturday, March 28, 2026
The Origin of Tarkus
Friday, August 14, 2020
Tuesday Blog Game - Turn 26
Thayross used his wand and healed Brother Gronk to full.
Remy stepped forward to attack the nearest monster but his
thrusting spear missed the enemy. Brother Gronk attacked the monster in front
of him. The monk landed a flurry of blows on the target. His fists dealt 3
damage and 4 damage which killed the creature.
Ursi moved to attack the remaining monster but the bear missed with his bite. Busby attacked the remaining ectoplasmic human with his greatclub. The blow landed and dealt 6 damage.
Thayross moved to Busby and used his wand to heal the paladin back to full. Osric moved to in front of the door and unleashed a fire jet. The flames washed over the enemy and dealt 6 damage which killed it. Magni finished casting Summon Monster spell. The summoned dire rat looked around a bit confused and then disappeared.
The party gathered their composure before continuing to explore.
What do you do next?
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Map Key:
Green starbursts are magic gems that shed light.
Green squares are lit by the gems.
Rusty brown shapes are torture devices.
White rectangle is a door.
AS = Alan Sheffield
BP = Bruce Paulson
DA = Dave Altz
DL = David Levi
JM = Jim McCoy
Bear = Jim's bear, Ursi
KB = Kelly Bancroft
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Conditions:
None
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Injuries:
Ursi – 1 damage
Tuesday, August 4, 2020
Tuesday Blog Game – Turn 25
Remy tumbled along the wall and poked the spirit with his
spear. The blow landed and dealt 11 damage and killed the monster. Brother
Gronk stepped forward to attack the two monsters in front of him. The monk
landed a flurry of blows on the target to the left. His fists dealt 4 damage
and 4 damage again before killing the creature.
Ursi moved forward to attack the monster to the right of the
monk but the bear missed his target. Thayross reserved with his wand at the
ready in case someone became injured. Busby moved to engage the remaining enemy
but missed with his greatclub.
The monster facing Gronk and Ursi took a swing at the monk.
Its fist hit and dealt 4 damage. The slimy residue overwhelmed the Brother with
horror causing him to become shaken.
Osric stepped into the room and cast Acid Splash at the
opponent engaged with Busby. The spell landed on target and dealt 3 acid damage.
Magni began casting a Summon Monster spell.
The last enemy took a swing at Busby. The blow connected and
dealt 4 damage. The slimy residue sent a wave of horror over the paladin which
left him shaken for the next 4 rounds.
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Begin combat round 2.
Initiative 19: Remy
Initiative 17: Brother Gronk
Initiative 15: Ursi
Initiative 15: Thayross
Initiative 13: Busby
Initiative 12: Ectoplasmic Human 4
Initiative 9: Osric
Initiative 9: Magni
Initiative 4: Ectoplasmic Human 2
Map Key:
Green starbursts are magic gems that shed light.
Green squares are lit by the gems.
Rusty brown shapes are torture devices.
White rectangle is a door.
EH2, EH4 = Ectoplasmic Humans
AS = Alan Sheffield
BP = Bruce Paulson
DA = Dave Altz
DL = David Levi
JM = Jim McCoy
Bear = Jim's bear, Ursi
KB = Kelly Bancroft
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Conditions:
Brother Gronk – Shaken – 1 round
Busby – Shaken – 4 rounds
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Injuries:
Brother Gronk – 4 damage
Busby – 4 damage
Ursi – 1 damage
Wednesday, July 29, 2020
Tuesday Blog Game – Turn 24
Tuesday, July 21, 2020
Tuesday Blog Game – Turn 23
Friday, June 26, 2020
Tuesday Blog Game - Turn 22
Thursday, June 18, 2020
Tuesday Blog Game - Turn 21
Blogs, they're all the rage
Iconics 2














