Sons Of Siberys

Second Campaign - Eberron Revisited

Setting: The campaign will take place in the Eberron Campaign Setting. It will start in Sharn, the City of Towers, which is a massive metropolis steeped with magic, mystery, intrigue, danger and of course coin. Campaign start date is the 2nd of Barrakas (August), which is a Mol (Monday). Eberron Calender Tool It is around 5 months after the events of the last campaign. Characters have advanced slightly in power and careers.

Original Campaign

Setting: The campaign will take place in the Eberron Campaign Setting. It will start in Sharn, the City of Towers, which is a massive metropolis steeped with magic, mystery, intrigue, danger and of course coin. Campaign start date is the 13th of Therendor (March) 998YK. It is a year and a half since the treaty of thronehold was signed on the 11th of Aryth 996 and the Last War concluded. The destruction of Cyre was a few years before that, and is a very sensitive topic for a lot of people.
More Detailed Explanation of Eberron

Tone: The game will not be incredibly serious. Light-hearted fun is encouraged of course. However it is expected that you will actually roleplay your characters race, class, alignment and background. If you were almost killed by elves in the war, dislike elves and stick to that prejudice throughout the game unless something happens to change your viewpoint. If you are a LG paladin of the Silver Flame, don't rape and pillage small towns. Simple as that.
Eberron is a very Pulp Adventure style campaign setting, and so gameplay should be the same. Battles should be epic with recurring villains, deadly traps and exotic locations and circumstances. PC's should be very flavorful and easily defined. Basically when recapping an adventure which has just happened, it should sound like an Indiana Jones movie, or Pirates of the Caribbean or even The Mummy.

Character Death: Characters will die in this campaign, and unfortunately for the dead character a lot of the clerics in the area capable of raising the dead frown on resurrecting people who have died. If it was an exceptional feat of heroism it is possible they may bend their views, but it is rare. More than likely the blood of vol would be the only ones to jump at bringing a dead character back to life, and then it would likely only be to serve as a vampire or ghoul.

New Characters: If your character does die, or you grow tired of playing the one you made and it "goes off on a solo mission for a while", you can reroll. A character new to the campaign will follow all the same rules of character creation and will start at the Average Party Level of the party, at the minimum experience needed for that level. The value of their equipment should not exceed that of the expected character wealth, as detailed in the DMG. If the party is above level 1 when a new character joins in, the new player can ask to be a level adjustment race, but it is not allowed unless the DM approves.

Notes: Property ownership and the starting and running of businesses or guilds is definately allowed and even encouraged. Advancement and status in guilds and aristocracy are a big part of Eberronian life.

Tukadian House Rules

Sons of Siberys Party Info

The Adventuring Party comprising of the following;
Name Class Notes
Thrash ir Tharashk Human Ranger5, Rogue 1 A bounty hunter, belonging to House Tharashk, from the Shadow Marches. His tracking, stealth, and skill at gathering information, is a great asset to the party whe dealing with less typical shady situations.
Tarius Gravetouched Aerenal Elf Necromancer 3/ Cleric 3 Considered an abomination by his homeland, this Wizard (Chirurgeon/Mortician in his spare time) doles out tremendous damage with his spells, and raises terrifying undead to bolster the ranks. Though his methods and personality may be less than righteous, his effectiveness in battle, and his ability to always produce just the right spell at the right time, can not be ignored.
Torion ir'Vadalis Human Druid 6/ Master of Many Forms 1 A noble animal trainer and breeder for House Vadalis and Cyran refugee, this young druid has been steadily rising in status both within his house and within the public eye. He has begun taking the form of powerful animals, filling whatever need arises on the battlefield as he sees fit. He is flexible and has strong morals concerning the wilds and their denizens, which may be good for the party to be reminded of at times. As well, his connections with the dragonmarked houses are invaluable to the party. Has a penchant for his velociraptor form, usually his first resort when it comes to melee combat.
Centerleft Warforged Fighter 5, Warforged Juggernaut 1 An absolute powerhouse built for war, this mysterious construct literally picked himself up off the battlefield and walked into the party. He is strong, tough, and has a remarkable ability to follow orders to the letter. He has recently returned to the service of Breland as an international police officer, serving Breland's interests abroad as he travels with the party. His sheer damage output and ability to resist attacks make him an invaluable addition, as well as being a sort of proxy moral compass for the party in his new role as a public servant of Breland.
Todd Human Cleric 5/ Church Inquisitor 2 An aspiring scholar and explorer at Morgrave University, this young cleric of Aureon has begun establishing a name for himself in the academic world as well as securing a place for himself on the team. Though his combat skills are lacking, his keen observational eye helps pick out enemy weaknesses, and his healing and enhancing spells are much appreciated when the combat begins to turn south.

Team Perks
Natural Connection Spirit - Provides a means of interparty communication, and a way to assist each other with Magical Storage. Earned by the party as a reward for helping the Lycanthropes of Wolf's Paw village fight back against the mad paladin, Captain Landas d'Medani of the Knights Templar, Lycan Watch.

Teamwork Benefits
None yet

Party Assets

Property: Wolfran Island, Renamed to Isla Mogrova; now a vassal state of Breland.
Graywall Morgue

Party's Major Deeds

Sons of Siberys Timeline
Fought off a House Tarkanan bandit attack on the Lightning Rail
Defended the community of Wolf's Paw and eliminated a corrupt Paladin of the Silver Flame
Made a deal with The Eternal Cogs to establish a weapons development facility on Wolfran Island
Rescued The Holglen from perpetual stasis
Bested and Embarassed the Lord of Blades in front of a crowd of his followers.
Liberated Wolfran Island, renaming it Isla Mogrova, and declaring it a Sovereign Province of Breland, with members taking various leadership roles on the island.

Favors Earned

Party gets one favor request for the whole party from House Orien
Thrash - 2 Favors with House Tharashk for Bounties
Torion gets a one-time +5 bonus to a favor roll from House Vadalis from the Wolf's Paw story arc.

Current Game "Sons of Siberys"

Thrash ir Tharashk - Human Ranger 5, Rogue 3, Assassin 1 - Mike
Tarius - Aerenal Elf Necromancer 3, Cleric 3, True Necromancer 2 - Caleb
Torion ir'Vadalis - druid 6 - John
Centerleft - Warforged Fighter 5, Juggernaut 2 - Martin
Todd - Human Cleric 5, Church Inquisitor 2 - Berthelot
Away Team
Valiance Sarlonarian- Mike (Bard/Chaos Monk Chaotic Good)
Koven Aggren- John Warmage
Michael Baie- Bert Human Illusionist/Evoker with a bit of enchantment Wizard
Grrau'auk- Martin Gnoll Ranger CN
Zardoz - Half Giant Knight LG

Original Game "The Mystery of Wolfran Manor"

Torion ir'Vadalis - John's Character Human Druid2
Daellin Naiilo - Brett's Character Elven Rogue1/ranger1
Nevimelk - Kalashtar Psion2 - Berthelot's Character
Geoff Davian - Human Fighter 2- Berthelot's Alt
Throkk Tarkanan/Thurask - Half-orc Barbarian 2 - McAuley's Character
Eoin Cross - Human Fighter 2 - Martin's Character


Talianthus - Ryan's Sun Elf Wizard

SoS Story

Chapter 1 - Party Vs Stairs of Doom, and a few rats

Wolfran Island
Chapter 2 - "Oh! A Devilfish!" Introduction to Wolfran Island.
Chapter 3 - It's a Party at the North Ruins, what a ghoulish place.
Chapter 4 - Off to the manor for… Pancakes? Scarves are a choking hazard around small children and Psions.
Chapter 5 - The Manor comes tumbling down, and then back to Sharn.

Sons of Siberys
Chapter 6 - Sharn, 5 months later.
Chapter 7 - All aboard the lightning Rail!
Chapter 8 - Can somebody stop this crazy train?!
Chapter 9 - The Grand Showdown of Good Vs. Good, and Good guys always win.
Chapter 10 - The Epic Encounter of the Alleycat Ninjas
Chapter 11 - Hot, hot, hot!
Chapter 12 - Race Riots and Hate-Crimes
Chapter 13 - Cuban Missile Crisis Redux
Chapter 14 - Into the Mournland
Chapter 15 - Enter the Holglen; In Memorium of Sgt. Scott Stream, RIP (Hey, do me a favor and shoot me in the back?)
Chapter 16 - The Lord of Blades exists, and he's kind of a chump…
Chapter 17 - Meet Master Ougwai
Chapter 18 - The one in which not much happened; Orphans on a boat!
Chapter 19 - Storming the Beaches
Chapter 20 - Liberation of Dinos and Ghouls
Chapter 21 - Storming the Psions
Chapter 22 - Counterattack!!!
Chapter 23 - Wolfran Manor Falls, again.

Sons of Siberys Timeline - A run-down of past, and future events.

Sons of Siberys Upcoming Session - For DM's Eyes Only

Current Campaign

NPC Name Job/ Description Status Notes
Auric Davian Patron and Owner of the Wandering Eye Private Investigations Teaching at Morgrave University Dislikes field work, and so prefers to ride through life on past accomplishments.
Brasco Nannin Owner of The Gray Sword Working at his tavern in High Walls Likes the party

Campaign NPCs

Not Translated over to NPCs yet as homebrew.

Old Campaign

NPC Name Job/ Description Status Notes
Ivello Rocco Barkeep at the Weary Unicorn At the tavern Knows Torion somewhat
Auric Davian Patron and Owner of the Wandering Eye Private Investigations Teaching at Morgrave University Dislikes field work, and so prefers to ride through life on past accomplishments.
Brasco Nannin Owner of The Gray Sword Working at his tavern in High Walls Likes the party
Zellara ir'Varisia Mysterious fortunetelling mystic Could be doing anything, nobody knows Last showed the party's fortune involving a devilfish fight
Traven Intelligent Zombie Guard Captain at destroyed tower on Wolfran Island Sort of Alive, Last seen travelling to Korth Was recently discovered to Be Lord Wolfran's murdered brother, regained his memories and independance.
Lord Wolfran Old Lord of Wolfran Manor and Island ReDead Became Insane Undead spirit merged with Storm Elemental after failed Airship Creation, His dragonshard 'body' was shattered by Torion.

My Character - The Real Tukadian

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