D20 EverQuest Campaign Setting
Character Backgrounds
| Name: Shateiel, High Elf Cleric played by Manny Home Community: Felwithe Elven City Temperature: Warm (tropical and subtropical) Childhood Education: Multicultural Trade Education: Healing Formal Education: Astronomy Childhood Events: Astronomical Event Youth Events: Healing Pivotal Events: Religious Awakening Family Economics: Religious Order Family Power Structure: Oligarchy Family Defense: Magical Family Ethics: Good Family Public Ethics: Beyond Reproach Family Political View: Supportive Family Religion: Historical Family Reputation: Outstanding Family Social Standing: Positive Religious Family Ancestry: Prophecy Parents: Parents Lost Siblings: Youngest Grandparents: One Grandparent on Each Side Extended Family: Many Living Relatives Friends: Some Instructor: Other Race Enemies: Diabolic Enemy Home Community Shateiel grew up in the Elven city of Felwithe in Norrath. His community is proud to trace its lineage back to the original Koada'Dal. Felwithe is the capital city of elven government in Norrath. Shateiel enjoyed living in North Felwithe. Climate Shateiel lives where conditions are warm year-round. Education Shateiel traveled or moved enough to learn that the world is a big place with many different people and places. His tolerance for all races is quite extraordinary for a High Elf. Shateiel studied the movement of the stars as they influence the patterns of nature; specifically patterns that Tunare herself would reveal. Shateiel learned the skills of a healer. Shateiel studied the movement of the stars. Events Shateiel was born under a comet in the sky. Shateiel cared for a recovering family member or hero. Shateiel's home community is faced with faith when a new prophecy is announced. Family Shateiel was raised as part of a religious order. While Shateiel's “family” didn’t have much direct income, it had access to resources through its order. The richest members control Shateiel's family. Shateiel's family relies on divine protection. Shateiel's family is known for involvement in the community and acting to help others regardless of race. Regardless of Shateiel's family’s actual ethics, public opinion is so ingrained about his family that it’s essentially unchangeable. Shateiel's family supports the current political structure and rulers. Shateiel's family has worshiped a patron deity Tunare for years. Shateiel's family is known to produce upstanding individuals but has an occasional bad apple. Shateiel's family is closely tied to a group that’s generally well regarded by the community, like a local order of Tunare. Shateiel's ancestor, Lanenya, was the focus of some great omen. Relationships Shateiel's parents were lost on a pilgrimage. Shateiel may learn more about them in a future adventure, of course. Shateiel has three older siblings, Sadriel, Sachriel, and Shamiel. Shateiel's one grandparent is living. Shateiel has 192 living relatives. Shateiel has several friends who are companions or associates but who aren’t intimately close. Shateiel has friends among almost every race and sees all races as being a part of nature. Only those that turn against nature or natural living shall be dealt with accordingly. Shateiel's favorite instructor of note is of a different race human, Burk who has taught Shateiel many things utmost to respect all life and races. A powerful outsider identifies Shateiel as a current or future threat. Shateiel is an easy going elf who often feels disconnected from the hustle and activity of most of his compatriots. Shateiel knows that life is long since his grandfather, Kaldywen is over 550 years young and this instills the belief in Shateiel "that long life is worth living." Shateiel's other grandmother is also living at an age close to three hundred. Shateiel tries to be careful but sometimes enjoys smashing the unnatural. Shateiel is not above letting evil living beings live because he believes all natural beings have a right to long healthy lives and people change. Shateiel is especially strong willed and his physical strength is amazing for a high elf as well. Shateiel makes for an attractive being among other races. Shateiel lacks in athleticism but makes up for it in wit. Shateiel is often seen as a bit distant, but many races call him friend. |
| Name: Dai, Vah-shir Beastlord
Home Community: Human-Dominated Area played by Mandy |
| Name: Treena, Half-Elf Ranger
Home Community: Fringe Community played by Jenni |
| Name: Deebo, Erudite Wizard
Terrain: Plains Events played by Mark |
| Name: Miblik "Milk", Gnome Rogue
Temperature: Warm (tropical and subtropical) played by Mike |
| Name: Xasanik, Iksar Shadow Knight
Home Community: Large Delve Family played by JC |
| Name: Gort ,
Home Community: Elven-Dominated Area played by Ryan |
| Name: Morchebus, Human Monk
Home Community: Small City played by Andrew |
EverQuest Befallen Adventure Log
| Adventure #1 |
| Shateiel and Treena both arrived in Freeport. Shateiel
arrived to many harsh glances from the local militia, while Treena was
received much more kindly. They both went to the Temple of Truth dedicated
to the twin gods of Erollsi and Mithaniel (Love and Truth). However, their
warm arrival was torn to pieces at the site of hastily cleaned blood and a
distraught guild master, who remained nameless. The guild master told
Shateiel and Treena that one of their own, a knight named Vulcar, had fallen
down the well in "Befallen." He was in the company of a Half-elf Paladin of
Marr named Dugalle and a monk named Soniel. The guildmaster tells the
players that Dugalle and Soniel returned to him to tell of Vulcar's fall.
However, they were both badly injured from their encounter in Befallen and
their blood was spilling on the floors of the temple. The Guildmaster then
tells the party it will take 4 days to get to the Crow's foot inn to meet
the wounded Dugalle and Soniel. Along with the very rough estimate of time
given to the adventurer's the Guildmaster gives a very crude map that isn't
to scale. Shateiel and Treena set off from Freeport to go to the Commons of
Freeport, an area of oak and very strangely palm trees |
|
The Commons Journey The pair reached the first commons village by about noon. This village had a blacksmith, a small shrine to Rodcet Nife (God of healing), and a curious little magic shop along with 10 huts. About an hour later there was a break in the road that lead to the north, but they continued on due west. Many hours passed by with nothing occurring until about dusk when the duo came across a small village full of huts. All of the huts were abandoned and flies buzzed about the village but there was no other sign of life. A well over the village had a large flag flying above it. The symbol on the flag was that of Bertoxxulous the Plague bringer. The The only house in the village had a door that seemed to open and close in the bridge, but there was no breeze at the time. Figuring it is best not to test fate the pair did not wait inside the plague village and continued on. About four more hours passed and the pair came across an abandoned hut. It was looted and many parts of the former furniture inside had been smashed. However, a fresh bed still existed inside the hut. Once again believing discretion is the better part of valor, the pair decide not to rest here for the night. At midnight the two encounter a guard on the road, who shares some knowledge of the commons with Shateiel but then stops sharing when he hears that Shateiel is associated with the Knights of Truth. The guard leads them to a nearby inn where about 5 guards form a post. They spend the night and continue the next day at dawn. About two hours later they pass up a hill with a large obelisk that seems to be guarded by four elven women armed with long bows. About 4 hours later they pass up a fair sized town that is in a circular shape. Most of the buildings are stone but there are about 20 huts. The characters did not spend enough time to view to see the shops that this town had. The journey continues for about 7 hours and the forest thins into a large hilly grassland. The two run into a militia man, who leads them to almost a "toll booth" (more like a fortress toll booth). The two are required to pay a charge, 1 gold for Treena, 10 for Shateiel and are allowed to pass along the road to the Crow's foot inn.
|
| Adventure #2 Sedrit |
| The Goodly Monk
After sending two cowardly Erudite shadow knights home, the party had a small discussion about Xasanik's new skeletal companion. Very little dissent came from the group about the undead comrade. Soon the party heard footsteps coming from the entrance of Befallen. A monk Morchebus stepped out of the shadows and introduced himself. He said his intentions were good, and he wished to join the party. They accepted him and proceeded down the steps to the Great Hall of the dungeon. Strange Tracks and Glowing Skulls After proceeding down the stairway, the party entered the great hall of the former temple. However, the roof caved in long ago and left large boulders standing in the middle of the great hall. Also, many small fires were lit in the great hall to keep off the intense cold radiating from the frost covered door to the south. The mist here mixed with smoke to form a strange smog that covered the area. Rubble of various sorts littered the ground and a strange orange light was glowing brightly to the south behind all of the rubble. The great hall had 4 visible doors. Two to the west neither special and two to the east the southern most covered in a thick frost. Treena immediately started noticing some strange tracks that lead to the south. The tracks were very strange and were not like any animal track that Treena had ever seen before. It appeared that either a creature with 8 legs or 4 different creatures moved to the south to about a 4 foot tall and 6 foot wide break in the wall. This break being between the doors on the east side of the great hall. The party discovered that the break lead to another room that appeared to be filled with trash and debris, but decided not to waste time on it. The party began to search the rubble in the middle, but the search did not yield anything. Curious about the glow to the south the party split up between good and evil, well mostly, and decided to confront the glowing orange light from the west and east. At the very tip of the rubble's end was a stairway that was filled with broken rocks and rubble. Also, the group noticed two green transparent glowing skulls with bright orange eyes that were floating near the stairway. Gort spoke to one of the skulls and it answered back. However, Shateiel was not about to allow the undead a chance to explain itself and turned the creatures. The skulls began to scream and flew through the eastern more evil party and damage them. The skulls passed through the frost covered door and not a sound was heard afterward. Morchebus began to remove some of the rubble on the stairs but realized it was futile and ended his pursuit. The party then ventured to the southern most western door and peered inside. Mutiny on the Befallen The party saw that this hallway was void of all small fires and had been immaculately polished. They entered and noticed that the wall had a bend to the south. A strange thick cold mist blew on the party from the south causing shivers to run up their spines. However, the mist and darkness were too thick for any light to reach the end of the hall to the south. Two doors were in this hall. The eastern door was a thick ornate door marked with brass trim. The western was wooden but had been mostly rotten away and barely was able to stay closed. The party heard voices from the western door and began to listen in. They heard 5 voices. Three smaller voices, two male and one female and two human male voices. The smaller voices seemed to be saying that they hoped the "intruders" would kill Sedrit, and they hoped that someone new would rise to fill the void of power. The other two human voices argued against them saying that the intruders must be stopped. At that point, the party opened the door to see who was talking. Being in such a heated discussion, the inhabitants did not notice the arrival of the "intruders." There were three gnomes and two erudites in the room. The room had 10 mats strewn across the floor and was filled with trash and human waste. The party then made their presence known to the occupants by shouting for them to surrender. Well the gnomes eagerly replied, but the erudites were not going to pushed around and began to cast. The erudites were quickly dispatched and the gnomes were interrogated. The gnomes said that they were just neophytes trying to earn enough favor with Marnek to study on the bottom levels. The party asked about Marnek but they have never seen him before, but they did know that he lived on the bottom levels. They did say that Sedrit lives in the room next door. It was said that he kept initiates defending him along with some powerful undead companions, and they shared that the party was expected. Next, the party asked one of the gnomes to open the door. The gnomes said no way. The party then roughed up one of the gnomes, and he decided to open the door. The party and the other gnomes gathered around the "little gnome that could." He creaked his head in the door and said, "Sedrit?" However, it was already to late for the gnome because the enemies inside were waiting for him. He was struck in the head with a poison bolt, and it instantly destroyed the little gnome. After this unusual occurrence, the other two gnomes quickly began to scream in terror and then fled from Befallen. The party then heard the door lock from the inside. Well, Miblik decided to unlock the door without looking for traps. Bad mistake.... He opened the door but the poison dart trap wasn't disarmed, but Miblik quickly dodged out the way! Unfortunately for Gort, the dart hit him but did little damage. The party entered to find an extremely polished room with black and white tiles and torches lining the walls. Another smaller room was linked to this room from the south. Inside the room, four initiates and their skeletal pets waited inside for the party and combat began once the door was opened. The party mowed down these guys. Once only one initiate remained, darkened skeletons began to emerge from the southern room. Three came out, but one of these was different than the other two. It had burning red eyes and the ability to do an area effect life drain. Once These skeletons died two more leapt from the southern room. These were also killed. The party peered into the southern room but could only see darkness. Somehow, strange magical effects began to inflict wounds on the party as they looted the dead necromancers. Shateiel decided he would investigate the darkened room. He cast Divine Aura, which makes him invulnerable, and ran through the darkness. A poison bolt trap struck him but did no damage, and he saw what lied within the room. It appeared to be a well furnished bedroom. Inside there is a four poster bed, a desk, a wooden wardrobe, and an overstuffed chair. Two blackened skeletons with burning eyes guarded the inside of the room, along with Sedrit Hague the dark elf shadowknight and his skeleton pet. The party wiped Sedrit and his pet out in about 5 hits. The other skeletons picked people that they didn't like and tried to stick with them. However, they were also dispatched and the party was victorious. |
| Adventure #3 Skeleton L'rodd |
| Healing after the fight with Sedrit and his defenders, the
party then decided to investigate the hallway to the south. Shateiel, the
cleric of Tunare, protested this action as he was feeling low on manna.
However, the party decided to throw caution to the wind and proceed down the
dark, cold, misty hallway. Upon the hallway's end, the party gazed into the
eyes of two troll skeletons, whose bones had a greenish tint. A well glowed
with a bright green light behind the skeletons. The party then began to
advance on the two skeletons, but a strange disconnected laughter began to
fill the room. The party decided the laughter was nothing and advanced on
the skeletons in front of them. Morchebus, the monk, struck the first blow
against the skeletons. All the party members joined the fray, and the
skeletons reached back into the dark mists of the room. Morchebus then ran
into the darkness to the east and chased after the skeletons. He rounded the
well and discovered the trolls and that the floor was full of bones. He
quickly punched one into submission, but the laughter then centered just
behind him. Skeleton L'rodd appeared and began to tear into Morchebus with
his razor sharp skeletal talons. Each hit that landed on Morchebus caused
L'rodd to heal back wounds. Soon other party members went into the darkness
looking for their screaming comrade. Dai, the Vah Shir beastlord, soon found
her friend and began to attack L'rodd with her tiger companion. After
receiving many blows from L'rodd, Morchebus was forced to evacuate the
situation and jumped down the well and grabbed on to an inner lip. He clung
tightly to the cold stone for his very life, and the cold wind that blew
from the well chilled his very bones. Luckily, L'rodd lost interest in his
former prey and moved on to Dai and her tiger. Dai was struck many times by
L'rodd, but her tiger was able to gain his attention. By this time, all of
the party had started engaging L'rodd and the troll skeleton. The troll
skeleton attempted to bull rush Dai into the Well of Souls but failed. Soon
the shadowknights Gort and Xasanik slayed the troll skeleton and moved onto
L'rodd. Deboo began casting powerful fire spells at L'rodd and wounded him
from a range. Treena, the ranger, began to shoot arrows from a distance at
the skeletal shadowknight. Miblik, the rogue, decided to throw flasks of
acid at L'rodd and avoid melee combat with the beast. Shateiel began to cast
warding spells at L'rodd and moved in to attack the monster in melee. L'rodd
seeing that Shateiel was a high elf and a cleric was infuriated at him and
decided to disengage with Dai's tiger, who was near death. After one flurry
of strikes from L'rodd, Shateiel was very wounded, but L'rodd only got
stronger. Treena threw a rope down to pull up Morchebus, who was weakened by
the deathly cold of the well. Realizing that Shateiel was near death,
Xasanik bull rushed L'rodd into the well. However, the party was safe only
temporarily.
Soon Gort began to hear voices in his ear telling him to leave,while the party healed. He tried to warn the party by telling them that they had to get out of there, but they did not heed his warning. A thick mist began to form in the hallway and move towards the party. Gort, believing escape was now impossible down the hallway, jumped down into the well. The party, slightly confused by Gort's rash action, was engulfed in the mist. The mist suddenly faded, and L'rodd appeared behind Shateiel. L'rodd began to slash and hack into the young cleric, who was already damaged. Shateiel called upon a Divine Aura to protect himself from harm. Xasanik, Dai, and Morchebus then pounced upon L'rodd. L'rodd began to attack Morchebus again. Luckily, Morchebus was healed by Shateiel who used some mummy bandages and was able to take the initial onslaught. L'rodd being already weakened by the three was finished off by a bolt of fire from Deboo. The skeleton cackled and said, " I will return tomorrow." As the skeleton faded away, it dropped a strange mallet head. Dai and Shateiel rushed for the mallet head, but fate decided that Shateiel would have it. Shateiel realized that this piece was part of an ancient elven holy weapon and decided that it should stay with him for safekeeping. Gort fell 40ft and laid on the floor a bit dizzy after the fall. He was in a cavern at the bottom of the well and saw a group of ghouls and skeletons slowly advancing towards him. He quickly regained his wits and cast Invisibility to Undead, but the spell did not last. The undead began to slowly creep towards him, so he decided to try the spell again. It worked this time. While invisible he discovered a holy symbol of Rodcet Nife, the God of healing at the bottom of the well. His party members on top threw a rope down and pulled him up through the cold tunnel of the well. Milk began to search the room for interesting items. He found a note that read, "I was once lord of this place, and now I am trapped here forever. All who enter will share my fate!" He also found a skeleton that had a suit of elven armor on. Deboo being the worldy man that he is stated that he heard of a tale of elven paladins that came down to Befallen 40 years ago to retrieve the Thex Mallet that was down in the dungeon but none returned. It was assumed that this poor fellow was one of the paladins. Gort showed his new found symbol to Shateiel, who confirmed that it was indeed a medallion of Rodcet Nife. He also realized something strange was occurring. The party was told by Dugalle and Soniel that Vulcar was a cleric of Mithaniel Marr. Either this was not Vulcar's symbol or the party had been lied to. The party then moved into Sedrit's old room and meditated. Meditation Session The party meditated and healed up in Sedrit's room for 9 hours. The Frozen Door The party then moved to the frozen door in the great hall. Morchebus tried to open the door with his keys on a ring but it did not work. Gort then used his wooden key from Sedrit and opened the door. The inside of hallway was charred and the smell of charcoal filled the nostrils of the intrepid adventurers. The party advanced down a blackened hallway that could fit two at a time. However, Morchebus set off a pressure plate that caused the ceiling to cave in on half of the hallway. He and Milk were nearly crushed by falling rocks, but they managed to evade the boulders. Morchebus in his effort to evade the rocks ran down a nearby hallway and was confronted with a burning eyed skeleton. Both caught each other by surprise but soon the party joined in. Xasanik got into melee with the skeleton, while the others quickly moved behind him. Deboo hurled spells at the skeletal combatant, but he was very resistant to fire. Shateiel dove into a room to the right to make room in the hall, while Morchebus dove into a room to the left. The room Shateiel was in had 4 dark elvish necromancers, who were very surprised by the break in. Morchebus came into a room with 4 zombies. Shateiel then shouted at the necromancers that they should surrender. They didn't look too enthusiastic about surrendering, so Shateiel cast word of pain and they got the message. They soon summoned skeletons and attacked Shateiel, but Dai and Treena assisted Shateiel. The words of pain that Shateiel was inflicting on the necros were also wounding his fellow team mates, including Xasanik in the hallway. Milk then attempted to tumble past the skeleton fighting Xasanik, but screwed up and was struck by it, he still managed to sneak past it though. Morchebus began to engage the 4 zombies inside the western room. However, they flanked him and his situation turned sour. Luckily, Gort rushed in to aid Morchebus, and Morchebus began to parry off the blows of the zombies. Shateiel and the others still engaged the necros and their pets in the eastern room. His words of pain inflicted a great deal of damage and slayed most of the necromancers and their pets. The fight was not going well for Xasanik from repeated slashes from the skeleton and the words of pain from Shateiel, and he decided to retreat to Shateiel the cleric. The skeleton then moved on to Milk, who was in full defense. Dai, Treena, Deboo, and Shateiel soon wore down the skeletal foe, and it faded into shadow. By this time all the zombies had been destroyed by Gort and Morchebus. The necros were then looted of their money. |
| Adventure #4 - #9 undocumented |
| Final Adventure After Marnek was defeated he said
he could see the desert. The party immediately went to visit the book which
was no longer covered in a shimmer of runes. The book was too heavy for
Shateiel to pick up, but Gort could pick it up and read it. Gort tried to
flee with the book but was rooted by Shateiel. The book opened up to a
passage known as the Calling of Shadow. Gort began to read it and Munger,
Shateiel, Vahn, and Sarnor began to wail on him to make sure he did not
finish the spell. Gort was slain by Sarnor when he nearly completed the
spell. Munger then found that he could read the book and could lift it up.
The book even opened up to a page to Munger known as the Golden Showers but
Munger was not about to try and invoke the spell. And that is where we left
off. Sarnor needs to continue with his main mission and find out more about
these merging stone(s). He asks Dai if he may have the special stone(s). If
she wants to keep them, then he suggests that she accompany him on his
mission, after he meets up with his master. |