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The Skirfane Campaign is a series of loosely connected adventures, started on May 18th,
2002, and wrapping up in September of the same year, with players from Orlando, Daytona
Beach, and Tampa. Some of the adventures our heroes have gone through may find their way
onto this site as "mini-modules," though likely with considerable editing and adjusting.
This page is devoted to documenting the triumphs and travails of this group of intrepid
(and not-so-intrepid) protagonists, as their various personal goals guide them along
the River Skirfane; it just so happens that when they run into each other,
strange things occur.
Kanthu
Kanthu is (so far as he knows) the last surviving, free member of his tribe,
hailing from the southern continent of Akoma. He is an Atavist, tapping into
the primal powers of the Cheetah, gifted with mind-boggling speed on foot.
His tribe was attacked by slavers from the lands of Bisclavret, and those who
survived were put into bonds and taken into slavery. Kanthu escaped capture,
and he vowed that he would not rest until he had freed all of his brethren.
He has spent many years journeying from his homeland, learning the customs
and languages of the land of Calabria, and looking for clues as to the whereabouts
of his fellow tribesmen. Now, he has a lead ... and it is taking him along
the River Skirfane, at the edge of Bisclavret lands.
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Brother Duncan
Brother Duncan is a member of the Ardentine Order, and a devout follower of
S'allumer, though he still shows his Bisclavret heritage with pride. He has
determined his calling to be that of a witch hunter -- one who deals with
rogue sorcerers who use magic for dark purposes. He is a driven character, if
a bit overzealous. Due to this, he has a reputation among most mages of seeing
them as "guilty until proven innocent," thus they tend to be a bit cold to him
most of the time. For his part, he does not go out of his way to be friendly to
most wizards, since he figures that he might be called upon to take them down if
they cross the line.
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Tremaine Le Noir
Tremaine is a proud son of the minor house of Noir, with holdings in the
southern part of the lands of Bisclavret. After serving in a campaign with
the armies of Bisclavret, he is journeying southward back to his family lands,
and finding a few adventures here and there along the way.
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Pim
Pim is a simian gifted with a prehensile tail and feet and
remarkable agility. He exploits all of this for the sake of performing
for a crowd, as he is very much a ham and a show-off, and naturally this
is how he seeks to make a living. He travels from town to town, in order to
meet new people to whom his act is still fresh; any rumors that things tend
to "disappear" around him are, of course, entirely unfounded, and have
nothing to do with his habit of moving on quickly.
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Beauhaugen Dane
Beauhaugen Dane is thin and unassuming for a black leopard (or, as he would
claim to be, a black panther), and dressed in very humble apparel for
one who is a practitioner of the supernatural arts. There are a few rumors
about that those of the family of Dane are predisposed toward the dark
arts, though nothing so substantiated as to warrant the personal attention of
an inquisitor. As for his origin and motivations, his own journal explains it
best:
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Spartac
Spartac is a mountain of muscle and fur, easily capable of wielding a full-stone
flail in one handed, and a heater shield in the other. He is a battle-hardened
mercenary, but still knows how to have a good time; he's often seen partying it up
in the local tavern, and he is always a respecter of a good meal and free-flowing
ale. He's twice the size of the average warrior, and has the appetite to match --
reason enough to keep him wandering along the Skirfane in search of new employment.
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S'Narl
Little is known of this mysterious wolverine, and whether he might have any
connection to House Blaireu of the Bisclavret lands. It is rumored that he is
an "acquirer of antiquities," and that despite his disheveled appearance, he
possesses an education beyond that of the common rabble. He's a quick shot with
a crossbow, though reputedly none too skilled with the flail he keeps around for
situations when there's no time to load another bolt.
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Flynn the Flood
Flynn is a ferret of less-than-impressive stature, though he wears garish
attire to make it very plain that he is a wizard - and not just any wizard,
but a worker of the element of Water. He is a skittish, easily exciteable
creature, rarely impressing others with his intellect, and frequently calling
into doubt his authenticity by his lack of wizardly decor. However, he seems
an almost perpetually happy fellow nonetheless, riding along with his
serendip-pulled amphibious wagon laden with all sorts of "useful things,"
ranging from brass doorknobs to holy symbols, carpets to last week's bread.
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Ironclaw and Jadeclaw are copyright 1999, 2002
Sanguine Productions, Limited.
Used with permission; all rights reserved. Sparks are a trademark of Cumberland
Games and Diversions.
Images and artwork on this page are copyright by
T. Jordan "Greywolf" Peacock.
This site is not official, and should not be considered representative of the quality
of products of Sanguine Productions, Ltd.
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