Saturday, March 28, 2026

The Origin of Tarkus

 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.

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?

-------------------------------------------------------------------------------

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

-------------------------------------------------------------------------------

Conditions:

None

-------------------------------------------------------------------------------

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.

-------------------------------------------------------------------------------

 

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

-------------------------------------------------------------------------------

 

Conditions:

Brother Gronk – Shaken – 1 round

Busby – Shaken – 4 rounds

 

-------------------------------------------------------------------------------

 

Injuries:

Brother Gronk – 4 damage

Busby – 4 damage

Ursi – 1 damage


Wednesday, July 29, 2020

Tuesday Blog Game – Turn 24

Remy moved ahead and looked into the room ahead. Not seeing any immediate dangers, the rogue moved to investigate the door to the southwest. Magni followed on his heels but remained in the corridor. Busby and Gronk moved into the room while Osric, Thayross and Ursi took up the rear.

As the party started to investigate the room, four ghostly presences made themselves known.

Slimy, shifting masses the shape of a humanoid, but is made out of something that appears to be some form of sticky rope or cloth. Their body lurches jerkily, struggling to maintain its horrid form as they phase through the torture equipment.

-------------------------------------------------------------------------------

Roll initiative. Begin combat round 1.

You may roll Knowledge (Religion) to try to identify the creatures.



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.
EH1-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
-------------------------------------------------------------------------------

Conditions:
None

-------------------------------------------------------------------------------

Injuries:
Ursi – 1 damage

Tuesday, July 21, 2020

Tuesday Blog Game – Turn 23

Remy surged forward and attached the nearest skeleton with his spear. The blow landed and dealt 6 damage to the monster and destroyed it. The remaining skeleton stepped forward and attacked Remy. The undead missed the target.

Thayross delayed while Ursi moved forward to attack the enemy. The bear hit with its bite dealing 4 damage and destroyed the skeleton.

The remaining party members moved forward to join their companions and peer around the corner.

The corridor ahead opened into a larger room. A rack, stocks and an iron maiden could be seen from the party’s position due to the light of the green gems.



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
-------------------------------------------------------------------------------

Conditions:
None

-------------------------------------------------------------------------------

Injuries:
Ursi – 1 damage

Friday, June 26, 2020

Tuesday Blog Game - Turn 22


The party headed to the west with Remy scouting the way. Shortly down the corridor the passage was lit again by the magical green gems.

From around the corner ahead, two animated skeletons armed with spears appeared.

Roll initiative. Begin Combat round 1.

-------------------------------------------------------------------------------

Map Key:

Green starbursts are magic gems that shed light.
Green squares are lit by the gems.
S1, S2 = Skeletons
AS = Alan Sheffield
BP = Bruce Paulson
DA = Dave Altz
DL = David Levi
JM = Jim McCoy
Bear = Jim's bear, Ursi
KB = Kelly Bancroft
-------------------------------------------------------------------------------

Conditions:
None

-------------------------------------------------------------------------------

Injuries:
Ursi – 1 damage

Thursday, June 18, 2020

Tuesday Blog Game - Turn 21


The party searched the ratfolk for valuables and identified the potions. Magni took the small weapons. Osric took the gold coins to infuse the ink so he could scribe spells into his found spellbook. Thayross healed the injured using the Wand of Cure Light Wounds.

The remaining treasure is yet to be claimed. There are two potions, some alchemical items and masterwork thieves’ tools.

Where do you head next? The map shows what has been revealed with limited scouting.

-------------------------------------------------------------------------------


Map Key:

Black starbursts are gem shaped holes in the wall.
Blue dotted lines are the boundaries of pit traps.
Black squares are an open 20’ deep pit.
Yellow checked filled squares are light from Busby’s gem.
Orange checked filled squares are overlapping light.
Pink checked filled squares are light from Magni’s stone.
AS = Alan Sheffield
BP = Bruce Paulson
DA = Dave Altz
DL = David Levi
JM = Jim McCoy
Bear = Jim's bear, Ursi
KB = Kelly Bancroft
-------------------------------------------------------------------------------

Conditions:
None

-------------------------------------------------------------------------------

Injuries:
Ursi – 1 damage

Iconics 2

Iconics 2
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