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	<updated>2026-04-04T23:02:44Z</updated>
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		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19897</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19897"/>
		<updated>2023-05-04T21:13:14Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: adding a bit to history.  added a few notes in the abilities to help me find them in the books.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Large family and community of relatives in his home village|languages=Common,Elvish,Celestial|alias=An inarticulable screetch, Beaks|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Kenku|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin in the [[Within the Wicked Wilds]] campaign.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing.  His loving parents operated a seed farm which provided for his family of 5 brothers and sisters.  They lived in a small Kenku village on the coast of Amusa.  He toiled tirelessly in his family&#039;s fields, and before long had grown to be the strongest of his family.  But Acorn grew restless at the farm, and wanted more.  &lt;br /&gt;
&lt;br /&gt;
When Acorn became of age, he journeyed away from his village to seek out a trade of his own.  He soon found work as a hired hand for a traveling merchant.  The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa.  The crew called him &amp;quot;Beaks&amp;quot;, a name that he resented.  He again grew tired of this work, knowing that there was something more for him out there.  But what?&lt;br /&gt;
&lt;br /&gt;
One day the merchant caravan Acorn worked on was attacked by a group of goblin bandits led by a large hobgoblin.  Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.&lt;br /&gt;
&lt;br /&gt;
Suddenly a figure flashed into the path.  Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running.  The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
Amazed by the skill and power of this elf, who had effortlessly carved through the bandits, Acorn begged Elrohir to take him in and teach him to fight.  This warrior was the most interesting person Acorn had ever encountered, and he immediately idolized him.  The paladin, having recently lost his apprentice, and sensing great promise in the boy, agreed to train him.  But he realized that to become a paladin, the boy&#039;s motivation had to be about more than just vanity.    &lt;br /&gt;
&lt;br /&gt;
Acorn had much to learn.  Elrohir trained him in combat, focusing on defensive postures which were the specialty of his order.  He trained him in elvish ways, teaching him to understand and write elvish.  And he trained him to be a disciple of [[Mielikki]].  Through this training he learned to harness the power of the gods and nature in combat, as well as in defense and in healing.   &lt;br /&gt;
&lt;br /&gt;
Acorn had a tendency to be overconfident, stemming from his experiences as a youth being surprisingly strong for his race, but he had a good heart and it never crossed into cockiness.  He enjoyed his training, and was a dedicated student.    &lt;br /&gt;
&lt;br /&gt;
Elrohir gave him a new name, &amp;quot;Acorn&amp;quot; saying he would grow from his humble beginnings into a powerful oak.  Following years of training under Elrohir, Acorn joined the ranks of the paladins, taking the Oath of the Ancients, to uphold the principles of good above any concerns of law or chaos.  His master set him on his own.  This was his calling: to fight for justice.  &lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here.   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build.  A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Acorn has a friendly personality, always looking to help.  However he can sometimes be prideful, ever since his youth when he was the strongest kenku in his village.  In his training, Elrohir zeroed in on this and made an effort to teach Acorn humility, an important tenant of any paladin.   &lt;br /&gt;
&lt;br /&gt;
Kenku&#039;s tend to have a reputation as untrustworthy, and Acorn feels an obligation to change people&#039;s perception of his race.  He is proud of his village and of his kenku heritage.  &lt;br /&gt;
&lt;br /&gt;
Acorn&#039;s Oath of the Ancients involves these 4 tenants:  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kindle the Light&#039;&#039;&#039;  &lt;br /&gt;
** By demonstrating mercy, kindness, and forgiveness, ignite the flame of hope in the world, pushing away feelings of hopelessness.  &lt;br /&gt;
* &#039;&#039;&#039;Shelter the Light&#039;&#039;&#039;  &lt;br /&gt;
** Stand against the forces that seek to engulf the good, beauty, love, and laughter in the world. Take a stand where life thrives and resist the powers that aim to turn it into a desolate wasteland.  &lt;br /&gt;
* &#039;&#039;&#039;Preserve Your Own Light&#039;&#039;&#039;  &lt;br /&gt;
** Find joy in singing and laughter, in art and beauty. If you let the light within your own heart fade, you won&#039;t be able to sustain it in the world.  &lt;br /&gt;
* &#039;&#039;&#039;Be the Light&#039;&#039;&#039;  &lt;br /&gt;
** Radiate as a splendid beacon of hope for those who are burdened by despair. Allow the radiance of your joy and bravery to illuminate all your actions.  &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish, Celestial&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Kenku features:&lt;br /&gt;
&lt;br /&gt;
* Kenku Recall (Mordenkainen Presents Monsters of the Multiverse 24)&lt;br /&gt;
**Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.  &lt;br /&gt;
**Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20.  You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
*Mimicry  (Mordenkainen Presents Monsters of the Multiverse 24)&lt;br /&gt;
**You can accurately mimic sounds you have heard, including voices.  A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Outlander features:&lt;br /&gt;
&lt;br /&gt;
* Wanderer (PHB 136)&lt;br /&gt;
** You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.&lt;br /&gt;
&lt;br /&gt;
Paladin features:&lt;br /&gt;
&lt;br /&gt;
* Fighting Style: Blessed Warrior (Tasha&#039;s Cauldron of Everything 52)&lt;br /&gt;
**You learn two cantrips of your choice from the cleric spell list.  They count as paladin spells for you, and Charisma is your spellcasting ability for them.  Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.  &lt;br /&gt;
* Divine Smite (PHB 85)&lt;br /&gt;
** When you hit with a melee attack, you can expend 1 spell slot to do (1+spell level)d8 radiant damage, plus 1d8 extra vs undead/fiends&lt;br /&gt;
* Lay on Hands (PHB 84)&lt;br /&gt;
**Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multipIe diseases and neutralize multipIe poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.&lt;br /&gt;
&lt;br /&gt;
* Divine Health (PHB 85)&lt;br /&gt;
* Harness Divine Power (Tasha&#039;s Cauldron of Everything 53)&lt;br /&gt;
**Once per day can expend a channel divinity and bonus action to restore a spell slot, the level of which can be no higher than half your proficiency bonus rounded up.  &lt;br /&gt;
**Number of times it can be used is: level 3 -&amp;gt; 1, level 7 -&amp;gt; 2, level 15 -&amp;gt; 3&lt;br /&gt;
**Regain all expended uses on long rest&lt;br /&gt;
* Turn the Faithless (PHB 87)&lt;br /&gt;
**You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy symbol, and each fey or fiend within within 30 ft of you that can hear you must make a Wisdom saving throw.  On a failed save, the creature is turned for 1 minute or until it takes damage.  &lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Weapon&lt;br /&gt;
!Hit&lt;br /&gt;
!Damage&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
|Longsword&lt;br /&gt;
| +5&lt;br /&gt;
|1d8+3 slashing&lt;br /&gt;
|5 ft&lt;br /&gt;
|-&lt;br /&gt;
|Javelin&lt;br /&gt;
| +5&lt;br /&gt;
|1d6+3 piercing&lt;br /&gt;
|30ft / 120 ft&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
* Channeled Divinity&lt;br /&gt;
**Nature&#039;s Wrath&lt;br /&gt;
***You can use your Channel Divinity to invoke primeval forces to ensnare a foe.  As an action, you can cause spectral vines to spring up and reach for a creature within 10 ft of you that you can see.  The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained.  While restrained by the vines, the creature repeats the saving throw at the end of each of its turns.  On a success, it frees itself and the vines vanish.&lt;br /&gt;
**Turn the Faithless&lt;br /&gt;
***You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear.  As an action, you present your holy symbol, and each fey or fiend within 30 ft of you that can hear you must make a Wisdom saving throw.  On a failed save, the creature is turned for 1 minute or until it takes damage.    A turned creature must spend its turns trying to move as far away from you as it can, and it can&#039;t willingly move to a space within 30 ft of you.  It also can&#039;t take reactions.  For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.  If there&#039;s nowhere to move, the creature can use the Dodge action.    If the creature&#039;s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. &lt;br /&gt;
* Cantrips&lt;br /&gt;
** Toll the Dead (Xanathar&#039;s Guide to Everything)&lt;br /&gt;
*** &#039;&#039;Necromancy cantrip&#039;&#039;  Casting Time: 1 action  Range: 60 feet  Components: V, S  Duration: Instantaneous  You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.  &#039;&#039;At Higher Levels.&#039;&#039; The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).&lt;br /&gt;
*Paladin Spells &lt;br /&gt;
**Number of known spells: = Cha modifier + half paladin level rounded down&lt;br /&gt;
**Spell Slots at level 3 &lt;br /&gt;
***1st level: 3&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
Armor&lt;br /&gt;
&lt;br /&gt;
* Light armor&lt;br /&gt;
* Medium armor&lt;br /&gt;
* Heavy armor&lt;br /&gt;
* Shields&lt;br /&gt;
&lt;br /&gt;
Weapons&lt;br /&gt;
&lt;br /&gt;
* Simple weapons&lt;br /&gt;
* Martial weapons&lt;br /&gt;
&lt;br /&gt;
Tools&lt;br /&gt;
&lt;br /&gt;
* One type of musical instrument&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Chain mail&lt;br /&gt;
* Shield&lt;br /&gt;
* Longsword&lt;br /&gt;
* Javelin (x5)&lt;br /&gt;
* Priest&#039;s pack&lt;br /&gt;
* Holy symbol&lt;br /&gt;
* Staff&lt;br /&gt;
* Hunting trap&lt;br /&gt;
* Trophy&lt;br /&gt;
* Set of traveler&#039;s clothes&lt;br /&gt;
* Belt pouch&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19834</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19834"/>
		<updated>2023-05-02T05:05:03Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Large family and community of relatives in his home village|languages=Common,Elvish,Celestial|alias=An inarticulable screetch, Beaks|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Kenku|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin in the [[Within the Wicked Wilds]] campaign.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing.  His loving parents operated a seed farm which provided for his family of 5 brothers and sisters.  They lived in a small Kenku village on the coast of Amusa.  He toiled tirelessly in his family&#039;s fields, and before long had grown to be the strongest of his family.  &lt;br /&gt;
&lt;br /&gt;
When Acorn became of age, he journeyed away from his village to seek out a trade of his own.  He soon found work as a hired hand for a traveling merchant.  The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa.  The crew called him &amp;quot;Beaks&amp;quot;, a name that he resented.  He soon grew tired of the job, wanting to do more than carry boxes and barrels.&lt;br /&gt;
&lt;br /&gt;
One day the merchant caravan was attacked by a group of goblin bandits led by a large hobgoblin.  Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.&lt;br /&gt;
&lt;br /&gt;
Suddenly a figure flashed into the path.  Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running.  The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
Amazed by the skill and power of this elf, who had effortlessly carved through the bandits, Acorn begged Elrohir to take him in and teach him to fight.  The paladin, having recently lost his apprentice, and sensing great promise in the boy, agreed.  He trained him in combat, focusing on defensive postures.  He trained him in elvish ways, teaching him to understand and write elvish.  And he trained him to be a disciple of [[Mielikki]].  Elrohir gave him a new name, &amp;quot;Acorn&amp;quot; saying he would grow from his humble beginnings into a powerful oak.  Acorn joined the ranks of the paladins, taking the Oath of the Ancients, to uphold the principles of good above any concerns of law or chaos.  &lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here.   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build.  A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Acorn has a friendly personality, always looking to help.  However he can sometimes be prideful, ever since his youth when he was the strongest kenku in his village.  In his training, Elrohir zeroed in on this and made an effort to teach Acorn humility, an important tenant of any paladin. &lt;br /&gt;
&lt;br /&gt;
Kenku&#039;s tend to have a reputation as untrustworthy, and Acorn feels an obligation to change people&#039;s perception of his race.  He is proud of his village and of his kenku heritage.  &lt;br /&gt;
&lt;br /&gt;
Acorn&#039;s Oath of the Ancients involves these 4 tenants:  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kindle the Light&#039;&#039;&#039;  &lt;br /&gt;
** By demonstrating mercy, kindness, and forgiveness, ignite the flame of hope in the world, pushing away feelings of hopelessness.  &lt;br /&gt;
* &#039;&#039;&#039;Shelter the Light&#039;&#039;&#039;  &lt;br /&gt;
** Stand against the forces that seek to engulf the good, beauty, love, and laughter in the world. Take a stand where life thrives and resist the powers that aim to turn it into a desolate wasteland.  &lt;br /&gt;
* &#039;&#039;&#039;Preserve Your Own Light&#039;&#039;&#039;  &lt;br /&gt;
** Find joy in singing and laughter, in art and beauty. If you let the light within your own heart fade, you won&#039;t be able to sustain it in the world.  &lt;br /&gt;
* &#039;&#039;&#039;Be the Light&#039;&#039;&#039;  &lt;br /&gt;
** Radiate as a splendid beacon of hope for those who are burdened by despair. Allow the radiance of your joy and bravery to illuminate all your actions.  &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish, Celestial&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Kenku features:&lt;br /&gt;
&lt;br /&gt;
* Kenku Recall&lt;br /&gt;
**Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.  &lt;br /&gt;
**Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20.  You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
*Mimicry&lt;br /&gt;
**You can accurately mimic sounds you have heard, including voices.  A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Outlander features:&lt;br /&gt;
&lt;br /&gt;
* Wanderer&lt;br /&gt;
** You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.&lt;br /&gt;
&lt;br /&gt;
Paladin features:&lt;br /&gt;
&lt;br /&gt;
* Fighting Style: Blessed Warrior (Tasha&#039;s Cauldron of Everything)&lt;br /&gt;
**You learn two cantrips of your choice from the cleric spell list.  They count as paladin spells for you, and Charisma is your spellcasting ability for them.  Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the cleric spell list.  &lt;br /&gt;
* Smite&lt;br /&gt;
** When you hit with a melee attack, you can expend 1 spell slot to do (1+spell level)d8 radiant damage, plus 1d8 extra vs undead/fiends&lt;br /&gt;
* Lay on Hands&lt;br /&gt;
**Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multipIe diseases and neutralize multipIe poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.&lt;br /&gt;
&lt;br /&gt;
* Immunity to disease&lt;br /&gt;
* Harness Divine Power (Tasha&#039;s Cauldron of Everything)&lt;br /&gt;
**Once per day can expend a channel divinity and bonus action to restore a spell slot, the level of which can be no higher than half your proficiency bonus rounded up.  &lt;br /&gt;
**Number of times it can be used is: level 3 -&amp;gt; 1, level 7 -&amp;gt; 2, level 15 -&amp;gt; 3&lt;br /&gt;
**Regain all expended uses on long rest&lt;br /&gt;
* Turn the Faithless&lt;br /&gt;
**You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Weapon&lt;br /&gt;
!Hit&lt;br /&gt;
!Damage&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
|Longsword&lt;br /&gt;
| +5&lt;br /&gt;
|1d8+3 slashing&lt;br /&gt;
|5 ft&lt;br /&gt;
|-&lt;br /&gt;
|Javelin&lt;br /&gt;
| +5&lt;br /&gt;
|1d6+3 piercing&lt;br /&gt;
|30ft / 120 ft&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
* Channeled Divinity&lt;br /&gt;
**Nature&#039;s Wrath&lt;br /&gt;
***You can use your Channel Divinity to invoke primeval forces to ensnare a foe.  As an action, you can cause spectral vines to spring up and reach for a creature within 10 ft of you that you can see.  The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained.  While restrained by the vines, the creature repeats the saving throw at the end of each of its turns.  On a success, it frees itself and the vines vanish.&lt;br /&gt;
**Turn the Faithless&lt;br /&gt;
***You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear.  As an action, you present your holy symbol, and each fey or fiend within 30 ft of you that can hear you must make a Wisdom saving throw.  On a failed save, the creature is turned for 1 minute or until it takes damage.    A turned creature must spend its turns trying to move as far away from you as it can, and it can&#039;t willingly move to a space within 30 ft of you.  It also can&#039;t take reactions.  For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving.  If there&#039;s nowhere to move, the creature can use the Dodge action.    If the creature&#039;s true form is concealed by an illusion, shapeshifting, or other effect, that form is revealed while it is turned. &lt;br /&gt;
* Cantrips&lt;br /&gt;
** Toll the Dead (Xanathar&#039;s Guide to Everything)&lt;br /&gt;
*** &#039;&#039;Necromancy cantrip&#039;&#039;  Casting Time: 1 action  Range: 60 feet  Components: V, S  Duration: Instantaneous  You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.  &#039;&#039;At Higher Levels.&#039;&#039; The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).&lt;br /&gt;
*Paladin Spells &lt;br /&gt;
**Number of known spells: = Cha modifier + half paladin level rounded down&lt;br /&gt;
**Spell Slots at level 3 &lt;br /&gt;
***1st level: 3&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
Armor&lt;br /&gt;
&lt;br /&gt;
* Light armor&lt;br /&gt;
* Medium armor&lt;br /&gt;
* Heavy armor&lt;br /&gt;
* Shields&lt;br /&gt;
&lt;br /&gt;
Weapons&lt;br /&gt;
&lt;br /&gt;
* Simple weapons&lt;br /&gt;
* Martial weapons&lt;br /&gt;
&lt;br /&gt;
Tools&lt;br /&gt;
&lt;br /&gt;
* One type of musical instrument&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Chain mail&lt;br /&gt;
* Shield&lt;br /&gt;
* Longsword&lt;br /&gt;
* Javelin (x5)&lt;br /&gt;
* Priest&#039;s pack&lt;br /&gt;
* Holy symbol&lt;br /&gt;
* Staff&lt;br /&gt;
* Hunting trap&lt;br /&gt;
* Trophy&lt;br /&gt;
* Set of traveler&#039;s clothes&lt;br /&gt;
* Belt pouch&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19817</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19817"/>
		<updated>2023-05-01T21:00:15Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Large family and community of relatives in his home village|languages=Common,Elvish,Celestial|alias=An inarticulable screetch, Beaks|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Kenku|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin in the [[Within the Wicked Wilds]] campaign.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing.  His loving parents operated a seed farm which provided for his family of 5 brothers and sisters.  They lived in a small Kenku village on the coast of Amusa.  He toiled tirelessly in his family&#039;s fields, and before long had grown to be the strongest of his family.  &lt;br /&gt;
&lt;br /&gt;
When Acorn became of age, he journeyed away from his village to seek out a trade of his own.  He soon found work as a hired hand for a traveling merchant.  The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa.  The crew called him &amp;quot;Beaks&amp;quot;, a name that he resented.  He soon grew tired of the job, wanting to do more than carry boxes and barrels.&lt;br /&gt;
&lt;br /&gt;
One day the merchant caravan was attacked by a group of goblin bandits led by a large hobgoblin.  Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.&lt;br /&gt;
&lt;br /&gt;
Suddenly a figure flashed into the path.  Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running.  The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
Amazed by the skill and power of this elf, who had effortlessly carved through the bandits, Acorn begged Elrohir to take him in and teach him to fight.  The paladin, having recently lost his apprentice, and sensing great promise in the boy, agreed.  He trained him in combat, focusing on defensive postures.  He trained him in elvish ways, teaching him to understand and write elvish.  And he trained him to be a disciple of [[Mielikki]].  Elrohir gave him a new name, &amp;quot;Acorn&amp;quot; saying he would grow from his humble beginnings into a powerful oak.  Acorn joined the ranks of the paladins, taking the Oath of the Ancients, to uphold the principles of good above any concerns of law or chaos.  &lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here.   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build.  A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Acorn has a friendly personality, always looking to help.  However he can sometimes be prideful, ever since his youth when he was the strongest kenku in his village.  In his training, Elrohir zeroed in on this and made an effort to teach Acorn humility, an important tenant of any paladin. &lt;br /&gt;
&lt;br /&gt;
Kenku&#039;s tend to have a reputation as untrustworthy, and Acorn feels an obligation to change people&#039;s perception of his race.  He is proud of his village and of his kenku heritage.  &lt;br /&gt;
&lt;br /&gt;
Acorn&#039;s Oath of the Ancients involves these 4 tenants:  &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Kindle the Light&#039;&#039;&#039;  &lt;br /&gt;
** By demonstrating mercy, kindness, and forgiveness, ignite the flame of hope in the world, pushing away feelings of hopelessness.  &lt;br /&gt;
* &#039;&#039;&#039;Shelter the Light&#039;&#039;&#039;  &lt;br /&gt;
** Stand against the forces that seek to engulf the good, beauty, love, and laughter in the world. Take a stand where life thrives and resist the powers that aim to turn it into a desolate wasteland.  &lt;br /&gt;
* &#039;&#039;&#039;Preserve Your Own Light&#039;&#039;&#039;  &lt;br /&gt;
** Find joy in singing and laughter, in art and beauty. If you let the light within your own heart fade, you won&#039;t be able to sustain it in the world.  &lt;br /&gt;
* &#039;&#039;&#039;Be the Light&#039;&#039;&#039;  &lt;br /&gt;
** Radiate as a splendid beacon of hope for those who are burdened by despair. Allow the radiance of your joy and bravery to illuminate all your actions.  &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish, Celestial&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Kenku features:&lt;br /&gt;
&lt;br /&gt;
* Kenku Recall&lt;br /&gt;
**Thanks to your supernaturally good memory, you have proficiency in two skills of your choice.  &lt;br /&gt;
**Moreover, when you make an ability check using any skill in which you have proficiency, you can give yourself advantage on the check before rolling the d20.  You can give yourself advantage in this way a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.&lt;br /&gt;
*Mimicry&lt;br /&gt;
**You can accurately mimic sounds you have heard, including voices.  A creature that hears the sounds you make can tell they are imitations only with a successful Wisdom (Insight) check against a DC of 8 + your proficiency bonus + your Charisma modifier.&lt;br /&gt;
&lt;br /&gt;
Outlander features:&lt;br /&gt;
&lt;br /&gt;
* Wanderer&lt;br /&gt;
** You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.&lt;br /&gt;
&lt;br /&gt;
Paladin features:&lt;br /&gt;
&lt;br /&gt;
* Fighting Style: Blessed Warrior (Learn 2 cleric cantrips)&lt;br /&gt;
* Smite&lt;br /&gt;
** When you hit with a melee attack, you can expend 1 spell slot to do (1+spell level)d8 radiant damage, plus 1d8 extra vs undead/fiends&lt;br /&gt;
* Lay on Hands&lt;br /&gt;
**Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin leveI x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multipIe diseases and neutralize multipIe poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.&lt;br /&gt;
&lt;br /&gt;
* Immunity to disease&lt;br /&gt;
* Once per day can channel to restore a proficiency or 2 spell slots using a bonus action&lt;br /&gt;
* Nature&#039;s Wrath&lt;br /&gt;
**Vou can use your Channel Divinity to invoke primeval forces to ensnare a foe. As an action, you can cause spectral vines to spring up and reach for a creature within 10 feet of you that you can see. The creature must succeed on a Strength or Dexterity saving throw (its choice) or be restrained. While restrained by the vines, the creature repeats the saving throw at the end of each of its turns. On a success, it frees itself and the vines vanish.&lt;br /&gt;
* Turn the Faithless&lt;br /&gt;
**You can use your Channel Divinity to utter ancient words that are painful for fey and fiends to hear. As an action, you present your holy&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Weapon&lt;br /&gt;
!Hit&lt;br /&gt;
!Damage&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
|Longsword&lt;br /&gt;
| +5&lt;br /&gt;
|1d8+3 slashing&lt;br /&gt;
|5 ft&lt;br /&gt;
|-&lt;br /&gt;
|Javelin&lt;br /&gt;
| +5&lt;br /&gt;
|1d6+3 piercing&lt;br /&gt;
|30ft / 120 ft&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Spells ==&lt;br /&gt;
&lt;br /&gt;
* Channeled Divinity&lt;br /&gt;
** Ensnaring Strike&lt;br /&gt;
** Speak with Animals&lt;br /&gt;
* Cantrips&lt;br /&gt;
** Toll the Dead (Xanathar&#039;s Guide to Everything)&lt;br /&gt;
*** &#039;&#039;Necromancy cantrip&#039;&#039;  Casting Time: 1 action  Range: 60 feet  Components: V, S  Duration: Instantaneous  You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.  &#039;&#039;At Higher Levels.&#039;&#039; The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
Armor&lt;br /&gt;
&lt;br /&gt;
* Light armor&lt;br /&gt;
* Medium armor&lt;br /&gt;
* Heavy armor&lt;br /&gt;
* Shields&lt;br /&gt;
&lt;br /&gt;
Weapons&lt;br /&gt;
&lt;br /&gt;
* Simple weapons&lt;br /&gt;
* Martial weapons&lt;br /&gt;
&lt;br /&gt;
Tools&lt;br /&gt;
&lt;br /&gt;
* One type of musical instrument&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Chain mail&lt;br /&gt;
* Shield&lt;br /&gt;
* Longsword&lt;br /&gt;
* Javelin (x5)&lt;br /&gt;
* Priest&#039;s pack&lt;br /&gt;
* Holy symbol&lt;br /&gt;
* Staff&lt;br /&gt;
* Hunting trap&lt;br /&gt;
* Trophy&lt;br /&gt;
* Set of traveler&#039;s clothes&lt;br /&gt;
* Belt pouch&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19791</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19791"/>
		<updated>2023-05-01T02:50:56Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Large family and community of relatives in his home village|languages=Common,Elvish|alias=An inarticulable screetch, Beaks|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Kenku|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin in the [[Within the Wicked Wilds]] campaign.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing.  His loving parents operated a seed farm which provided for his family of 5 brothers and sisters.  They lived in a small Kenku village on the coast of Amusa.  He toiled tirelessly in his family&#039;s fields, and before long had grown to be the strongest of his family.  &lt;br /&gt;
&lt;br /&gt;
When Acorn became of age, he journeyed away from his village to seek out a trade of his own.  He soon found work as a hired hand for a traveling merchant.  The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa.  The crew called him &amp;quot;Beaks&amp;quot;, a name that he resented.  He soon grew tired of the job, wanting to do more than carry boxes and barrels.&lt;br /&gt;
&lt;br /&gt;
One day the merchant caravan was attacked by a group of goblin bandits led by a large hobgoblin.  Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.&lt;br /&gt;
&lt;br /&gt;
Suddenly a figure flashed into the path.  Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running.  The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
Amazed by the skill and power of this elf, who had effortlessly carved through the bandit crew, Acorn begged Elrohir to take him in and teach him to fight.  The paladin, having recently lost his apprentice, and sensing great promise in the boy, agreed.  He trained him in combat, focusing on defensive postures.  He trained him in elvish ways, teaching him to understand and write elvish.  And he trained him to be a disciple of [[Mielikki]].  Elrohir gave him a new name, &amp;quot;Acorn&amp;quot; saying he would grow into a powerful oak one day.  Acorn joined the ranks of the paladins, taking an oath to defend nature and help the helpless.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build.  A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Acorn has a friendly personality, always looking to help.  However he can sometimes be prideful, ever since his youth when he was the strongest kenku in his village.  In his training, Elrohir zeroed in on this and made an effort to teach Acorn humility, an important tenant of any paladin. &lt;br /&gt;
&lt;br /&gt;
Kenku&#039;s tend to have a reputation as untrustworthy, and Acorn feels an obligation to change people&#039;s perception of his race.  He is proud of his village and of his kenku heritage.  &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish, Auran&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Kenku features:&lt;br /&gt;
&lt;br /&gt;
* Mimcry&lt;br /&gt;
&lt;br /&gt;
Outlander features:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paladin features:&lt;br /&gt;
&lt;br /&gt;
* Fighting Style: Defense (+1 AC when wearing arrmor)&lt;br /&gt;
* Smite&lt;br /&gt;
** When you hit with a melee attack, you can expend 1 spell slot to do (1+spell level)d8 radiant damage, plus 1d8 extra vs undead/fiends&lt;br /&gt;
* Lay on Hands&lt;br /&gt;
* Immunity to disease&lt;br /&gt;
* Once per day can channel to restore a proficiency or 2 spell slots using a bonus action&lt;br /&gt;
* Nature&#039;s Wrath&lt;br /&gt;
* Turn the Faithless&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Weapon&lt;br /&gt;
!Hit&lt;br /&gt;
!Damage&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
|Longsword&lt;br /&gt;
| +5&lt;br /&gt;
|1d8+3 slashing&lt;br /&gt;
|5 ft&lt;br /&gt;
|-&lt;br /&gt;
|Javelin&lt;br /&gt;
| +5&lt;br /&gt;
|1d6+3 piercing&lt;br /&gt;
|30ft / 120 ft&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
Armor&lt;br /&gt;
&lt;br /&gt;
* Light armor&lt;br /&gt;
* Medium armor&lt;br /&gt;
* Heavy armor&lt;br /&gt;
* Shields&lt;br /&gt;
&lt;br /&gt;
Weapons&lt;br /&gt;
&lt;br /&gt;
* Simple weapons&lt;br /&gt;
* Martial weapons&lt;br /&gt;
&lt;br /&gt;
Tools&lt;br /&gt;
&lt;br /&gt;
* One type of musical instrument&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
&lt;br /&gt;
* Chain mail&lt;br /&gt;
* Shield&lt;br /&gt;
* Longsword&lt;br /&gt;
* Javelin (x5)&lt;br /&gt;
* Priest&#039;s pack&lt;br /&gt;
* Holy symbol&lt;br /&gt;
* Staff&lt;br /&gt;
* Hunting trap&lt;br /&gt;
* Trophy&lt;br /&gt;
* Set of traveler&#039;s clothes&lt;br /&gt;
* Belt pouch&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19790</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19790"/>
		<updated>2023-05-01T02:42:04Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Large family and community of relatives in his home village|languages=Common,Elvish|alias=An inarticulable screetch, Beaks|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Kenku|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin in the [[Within the Wicked Wilds]] campaign.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing.  His loving parents operated a seed farm which provided for his family of 5 brothers and sisters.  They lived in a small Kenku village on the coast of Amusa.  He toiled tirelessly in his family&#039;s fields, and before long had grown to be the strongest of his family.  &lt;br /&gt;
&lt;br /&gt;
When Acorn became of age, he journeyed away from his village to seek out a trade of his own.  He soon found work as a hired hand for a traveling merchant.  The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa.  The crew called him &amp;quot;Beaks&amp;quot;, a name that he resented.  He soon grew tired of the job, wanting to do more than carry boxes and barrels.&lt;br /&gt;
&lt;br /&gt;
One day the merchant caravan was attacked by a group of goblin bandits led by a large hobgoblin.  Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.&lt;br /&gt;
&lt;br /&gt;
Suddenly a figure flashed into the path.  Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running.  The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
Amazed by the skill and power of this elf, who had effortlessly carved through the bandit crew, Acorn begged Elrohir to take him in and teach him to fight.  The paladin, having recently lost his apprentice, and sensing great promise in the boy, agreed.  He trained him in combat, focusing on defensive postures.  He trained him in elvish ways, teaching him to understand and write elvish.  And he trained him to be a disciple of [[Mielikki]].  Elrohir gave him a new name, &amp;quot;Acorn&amp;quot; saying he would grow into a powerful oak one day.  Acorn joined the ranks of the paladins, taking an oath to defend nature and help the helpless.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build.  A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Acorn has a friendly personality, always looking to help.  However he can sometimes be prideful, ever since his youth when he was the strongest kenku in his village.  In his training, Elrohir zeroed in on this and made an effort to teach Acorn humility, an important tenant of any paladin. &lt;br /&gt;
&lt;br /&gt;
Kenku&#039;s tend to have a reputation as untrustworthy, and Acorn feels an obligation to change people&#039;s perception of his race.  He is proud of his village and of his kenku heritage.  &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish, Auran&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Kenku features:&lt;br /&gt;
&lt;br /&gt;
* Mimcry&lt;br /&gt;
&lt;br /&gt;
Outlander features:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Paladin features:&lt;br /&gt;
&lt;br /&gt;
* Fighting Style: Defense (+1 AC when wearing arrmor)&lt;br /&gt;
* Smite&lt;br /&gt;
** When you hit with a melee attack, you can expend 1 spell slot to do (1+spell level)d8 radiant damage, plus 1d8 extra vs undead/fiends&lt;br /&gt;
* Lay on Hands&lt;br /&gt;
* Immunity to disease&lt;br /&gt;
* Once per day can channel to restore a proficiency or 2 spell slots using a bonus action&lt;br /&gt;
* Nature&#039;s Wrath&lt;br /&gt;
* Turn the Faithless&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Weapon&lt;br /&gt;
!Hit&lt;br /&gt;
!Damage&lt;br /&gt;
!Range&lt;br /&gt;
|-&lt;br /&gt;
|Longsword&lt;br /&gt;
| +5&lt;br /&gt;
|1d8+3 slashing&lt;br /&gt;
|5 ft&lt;br /&gt;
|-&lt;br /&gt;
|Javelin&lt;br /&gt;
| +5&lt;br /&gt;
|1d6+3 piercing&lt;br /&gt;
|30ft / 120 ft&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Proficiencies ==&lt;br /&gt;
Armor&lt;br /&gt;
&lt;br /&gt;
* Light armor&lt;br /&gt;
* Medium armor&lt;br /&gt;
* Heavy armor&lt;br /&gt;
* Shields&lt;br /&gt;
&lt;br /&gt;
Weapons&lt;br /&gt;
&lt;br /&gt;
* Simple weapons&lt;br /&gt;
* Martial weapons&lt;br /&gt;
&lt;br /&gt;
Tools&lt;br /&gt;
&lt;br /&gt;
* One type of musical instrument&lt;br /&gt;
&lt;br /&gt;
== Equipment ==&lt;br /&gt;
Chain mail&lt;br /&gt;
&lt;br /&gt;
Shield&lt;br /&gt;
&lt;br /&gt;
Longsword&lt;br /&gt;
&lt;br /&gt;
Javelin (x5)&lt;br /&gt;
&lt;br /&gt;
Priest&#039;s pack&lt;br /&gt;
&lt;br /&gt;
Holy symbol&lt;br /&gt;
&lt;br /&gt;
Staff&lt;br /&gt;
&lt;br /&gt;
Hunting trap&lt;br /&gt;
&lt;br /&gt;
Trophy&lt;br /&gt;
&lt;br /&gt;
Set of traveler&#039;s clothes&lt;br /&gt;
&lt;br /&gt;
Belt pouch&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19789</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19789"/>
		<updated>2023-05-01T02:28:29Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: spelling corrections.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Large family and community of relatives in his home village|languages=Common,Elvish|alias=An inarticulable screetch, Beaks|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Kenku|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin in the [[Within the Wicked Wilds]] campaign.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing.  His loving parents operated a seed farm which provided for his family of 5 brothers and sisters.  They lived in a small Kenku village on the coast of Amusa.  He toiled tirelessly in his family&#039;s fields, and before long had grown to be the strongest of his family.  &lt;br /&gt;
&lt;br /&gt;
When Acorn became of age, he journeyed away from his village to seek out a trade of his own.  He soon found work as a hired hand for a traveling merchant.  The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa.  The crew called him &amp;quot;Beaks&amp;quot;, a name that he resented.  He soon grew tired of the job, wanting to do more than carry boxes and barrels.&lt;br /&gt;
&lt;br /&gt;
One day the merchant caravan was attacked by a group of goblin bandits led by a large hobgoblin.  Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.&lt;br /&gt;
&lt;br /&gt;
Suddenly a figure flashed into the path.  Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running.  The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
Amazed by the skill and power of this elf, who had effortlessly carved through the bandit crew, Acorn begged Elrohir to take him in and teach him to fight.  The paladin, having recently lost his apprentice, and sensing great promise in the boy, agreed.  He trained him in combat, focusing on defensive postures.  He trained him in elvish ways, teaching him to understand and write elvish.  And he trained him to be a disciple of [[Mielikki]].  Elrohir gave him a new name, &amp;quot;Acorn&amp;quot; saying he would grow into a powerful oak one day.  Acorn joined the ranks of the paladins, taking an oath to defend nature and help the helpless.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build.  A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Acorn has a friendly personality, always looking to help.  However he can sometimes be prideful, ever since his youth when he was the strongest kenku in his village.  In his training, Elrohir zeroed in on this and made an effort to teach Acorn humility, an important tenant of any paladin. &lt;br /&gt;
&lt;br /&gt;
Kenku&#039;s tend to have a reputation as untrustworthy, and Acorn feels an obligation to change people&#039;s perception of his race.  He is proud of his village and of his kenku heritage.  &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Powers go here&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Attacks and weapons go here&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19756</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19756"/>
		<updated>2023-04-30T06:50:01Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Large family and community of relatives in his home village|languages=Common,Elvish|alias=An inarticulable screetch, Beaks|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Kenku|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin in the [[Within the Wicked Wilds]] campaign.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing.  His loving parents operated a seed farm which provided for his family of 5 brothers and sisters.  They lived in a small Kenku village on the coast of Amusa.  He toiled tireless in his families fields, and before long was by far the strongest of his brothers.  &lt;br /&gt;
&lt;br /&gt;
When Acorn became of age, he journeyed away from his village to seek out a trade of his own.  He soon found work as a hired hand for a traveling merchant.  The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa.  The crew called him &amp;quot;Beaks&amp;quot;, a name that he resented.  He soon grew tired of the job, wanting to do more than carry boxes and barrels.&lt;br /&gt;
&lt;br /&gt;
One day the merchant caravan was attacked by a group of goblin bandits led by a large hobgoblin.  Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.&lt;br /&gt;
&lt;br /&gt;
Suddenly a figure flashed into the path.  Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running.  The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
Amazed by the skill and power of this elf, Acorn begged Elrohir to teach him.  The paladin, having recently lost his apprentice, and sensing great promise in the boy, decided to take him in.  He trained him in combat, focusing on defensive postures.  He trained him in elvish ways, teaching him to understand and write elvish.  And he trained him to be a disciple off [[Mielikki]].  Elrohir gave him a new name, &amp;quot;Acorn&amp;quot; saying he would grow into a powerful oak one day.  Acorn became a paladin, taking an oath to defend nature and help the helpless.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build.  A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Acorn has a friendly personality, always looking to help.  However he can sometimes be prideful, ever since his youth when he was the strongest kenku in his village.  In his training, Elrohir zeroed in on this and made an effort to teach Acorn humility, an important tenant of any paladin. &lt;br /&gt;
&lt;br /&gt;
Kenku&#039;s tend to have a reputation as untrustworthy, and Acorn feels an obligation to change people&#039;s perception of his race.  He is proud of his village and of his kenku heritage.  &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Powers go here&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Attacks and weapons go here&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19755</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19755"/>
		<updated>2023-04-30T06:36:28Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Large family and community of relatives in his home village|languages=Common,Elvish|alias=alias|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Aasimar|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin in the [[Within the Wicked Wilds]] campaign.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing.  His loving parents operated a seed farm which provided for his family of 5 brothers and sisters.  They lived in a small Kenku village on the coast of Amusa.  He toiled tireless in his families fields, and before long was by far the strongest of his brothers.  &lt;br /&gt;
&lt;br /&gt;
When Acorn became of age, he journeyed away from his village to seek out a trade of his own.  He soon found work as a hired hand for a traveling merchant.  The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa.  The crew called him &amp;quot;Beaks&amp;quot;, a name that he resented.  He soon grew tired of the job, wanting to do more than carry boxes and barrels.&lt;br /&gt;
&lt;br /&gt;
One day the merchant caravan was attacked by a group of goblin bandits led by a large hobgoblin.  Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.&lt;br /&gt;
&lt;br /&gt;
Suddenly a figure flashed into the path.  Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running.  The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
Amazed by the skill and power of this elf, Acorn begged Elrohir to teach him.  The paladin, having recently lost his apprentice, and sensing great promise in the boy, decided to take him in.  He trained him in combat, focusing on defensive postures.  He trained him in elvish ways, teaching him to understand and write elvish.  And he trained him to be a disciple off [[Mielikki]].  Elrohir gave him a new name, &amp;quot;Acorn&amp;quot; saying he would grow into a powerful oak one day.  Acorn became a paladin, taking an oath to defend nature and help the helpless.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build.  A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Acorn has a friendly personality, always looking to help.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Powers go here&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Attacks and weapons go here&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19754</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19754"/>
		<updated>2023-04-30T06:33:09Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: Adding more background.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Unknown|languages=Common,Elvish|alias=alias|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Aasimar|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin in the [[Within the Wicked Wilds]] campaign.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Acorn, whose birth name is a screech impossible to recreate in Common, had a humble upbringing.  His loving parents operated a seed farm which provided for his family of 5 brothers and sisters.  They lived in a small Kenku village on the coast of Amusa.  He toiled tireless in his families fields, and before long was by far the strongest of his brothers.  &lt;br /&gt;
&lt;br /&gt;
When Acorn became of age, he journeyed away from his village to seek out a trade of his own.  He soon found work as a hired hand for a traveling merchant.  The kenku loaded wagons and tended to the horses as they traveled throughout the cities of Amusa.  The crew called him &amp;quot;Beaks&amp;quot;, a name that he resented.  He soon grew tired of the job, wanting to do more than carry boxes and barrels.&lt;br /&gt;
&lt;br /&gt;
One day the merchant caravan was attacked by a group of goblin bandits led by a large hobgoblin.  Acorn fled the scene, hiding in the nearby forest as his boss was killed, and his fellow workers tied up as the bandits ransacked the caravan.&lt;br /&gt;
&lt;br /&gt;
Suddenly a figure flashed into the path.  Vines and thorns rose from the ground, disabling most of the bandits as an elvish paladin, Elrohir, quickly dispatched their leader and sent the remaining brigands running.  The noble paladin sensed the young kenku, and summoned him over to tend to him and the surviving crew.&lt;br /&gt;
&lt;br /&gt;
Amazed by the skill and power of this elf, Acorn begged Elrohir to teach him.  The paladin, having recently lost his apprentice, and sensing great promise in the boy, decided to take him in.  He trained him in combat, focusing on defensive postures.  He trained him in elvish ways, teaching him to understand and write elvish.  And he trained him to be a disciple off [[Mielikki]].  Elrohir gave him a new name, &amp;quot;Acorn&amp;quot; saying he would grow into a powerful oak one day.  Acorn became a paladin, taking an oath to defend nature and help the helpless.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A kenku with black feathers and a gray beak, Acorn is slightly smaller in stature than an average human, but has a remarkably powerful build.  A lifetime of hard work, along with the training he went through with his elvish master and the blessings of Mielikki have given Acorn great strength and constitution.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Acorn has a friendly personality, always looking to help.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Powers go here&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Attacks and weapons go here&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19753</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19753"/>
		<updated>2023-04-30T06:03:37Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Oath of the Ancients|name={{PAGENAME}}|image=Acorn-the-Paladin-1.png|caption=Acorn the Paladin|relatives=Unknown|languages=Common,Elvish|alias=alias|marital=Single|birthPlace=Amusa|deathDate=n/a|deathPlace=n/a|species=Aasimar|gender=Male|height=5&#039;7&amp;quot;|weight=150lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
History goes here&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Physical appearance goes here&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Personality goes here&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Powers go here&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Attacks and weapons go here&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19752</id>
		<title>Acorn</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Acorn&amp;diff=19752"/>
		<updated>2023-04-30T05:58:23Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: Creating page for Acorn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|name={{PAGENAME}}|image=&lt;br /&gt;
[[File:Acorn-the-Paladin-1.png|thumb|Acorn the Paladin]]&lt;br /&gt;
|affilliation=Oath of the Ancients|relatives=Unknown|languages=Common|alias=alias|marital=Single|birthPlace=Asuma|deathDate=n/a|deathPlace=n/a|species=Kenku|gender=Male|height=5&#039;5&amp;quot;|weight=120lbs|eyes=Black}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Kenku Oath of the Ancients Paladin.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
History goes here&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Adventure logs go here   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Physical appearance goes here&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Personality goes here&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Elvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Powers go here&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Attacks and weapons go here&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Acorn-the-Paladin-1.png&amp;diff=19751</id>
		<title>File:Acorn-the-Paladin-1.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Acorn-the-Paladin-1.png&amp;diff=19751"/>
		<updated>2023-04-30T05:55:17Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Heroforge model of Acorn the Kenku Paladin&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Cider&amp;diff=18500</id>
		<title>Cider</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Cider&amp;diff=18500"/>
		<updated>2023-01-27T20:48:51Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Monk of Pelor|name={{PAGENAME}}|image=Cider-the-Monk.png|caption=Cider, Sun-Soul Monk of Pelor|relatives=Unknown|languages=Common|alias=alias|marital=Single|birthPlace=Cualdomo, presumed|deathDate=n/a|deathPlace=n/a|species=Aasimar|gender=Male|height=5&#039;11&amp;quot;|weight=180lbs|eyes=Blue / Gold}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Protector Aasimar Sun-Soul [[Monk]] of Pelor.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tucked away within a quiet valley of [[Cauldomo]] outside of the city of [[Nestle]] was a small monastery devoted to Pelor, the god of Sun and Agriculture.  Here the brothers tended to an apple orchard and cidery.  When not trimming the trees, harvesting the apples or processing the cider, the brothers trained themselves in the martial arts. &lt;br /&gt;
&lt;br /&gt;
Amidst a harsh summer thunderstorm, the brothers heard the wailing of a child outside, and discovered an abandoned baby boy lying in an apple box on the cidery steps.  The brothers dubbed the boy Cider.&lt;br /&gt;
&lt;br /&gt;
The kind and loving brothers took the child in and cared for him.  For several years they brought the boy with them on each trip into Nestle, trying to find anyone who might know how he came to the monastery, but to no avail. &lt;br /&gt;
&lt;br /&gt;
Young Cider was a natural at his martial arts training and was a hard worker in the orchards.  However, the brothers began to notice there was something unusual about him.  During prayer time some thought he almost gave off a gentle blue glow.  In sparring training his eyes would for a moment flash with a brilliant light.  And in climbing the apple trees he sometimes moved with an almost unworldly grace.&lt;br /&gt;
&lt;br /&gt;
It was on Cider’s 20&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; birthday that Cider first had a vision from his Angelic Guide.  In the vision, the Guide did not share his name, but the message was clear: it was time for Cider to leave the monastery and set out to be an instrument of goodness for Pelor.  Cider learned that he had angelic ancestry: he was an Aasimar.  The Guide instructed Cider head to far off lands, seek out others who do good, join them and make a positive mark in a world stained by darkness. &lt;br /&gt;
&lt;br /&gt;
The young monk set out, taking only an apple wood staff crafted by the brothers, to find his destiny in the world of Quelmar.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Session 62 &lt;br /&gt;
&lt;br /&gt;
Cider joined some fellow adventurers in responding to a letter from the wizard Tragdor.  He had requested aid to recover his voice after he had been made mute by another wizard.  Tragdor maintained a ruse at his estate where a band of kobolds believed he was a dragon, and without his voice the ruse would surely fail.  Cider and the other adventurers followed some clues leading to a cave system guarded by a dire troll and its mate.  After defeating the troll they found the wizard &amp;quot;Mr. V&amp;quot; who revealed that he took Trogdor&#039;s voice for merely uttering his true name.  He agreed to restore his voice but only on condition that he never speak the name again, and that [[Silythm Shadeheart]] agree to run some errands for him in the Underdark.   &lt;br /&gt;
&lt;br /&gt;
Session 64 (The Mega Game) &lt;br /&gt;
&lt;br /&gt;
During the Asar Ogalas holiday, Cider found himself in enjoyed some festival games in the city of Seglock.  A massive explosion emanating from a distant mountain cut short the festivities, and Cider and his companions shifted focus into evacuating citizens, putting out fires and fending off a group of kobolds who were causing a disruption amidst the chaos.  Portals opened up in the city, and he ventured to the northern mountains to investigate the disturbance.   &lt;br /&gt;
&lt;br /&gt;
Cider found himself in the middle of a battle where the crew of the airship the Bonny Robert were attempting to flee.  Cider barely made it aboard the ship thanks to the Owlin [[Ona|Ona Holyspell]] who teleported him to safety.  Shortly after however, the ship crashed, and a massive cloud of darkness with the face of a dark dragon slowly approached.  Due to the effects of the darkness the other adventurers had no choice but to flee, leaving Ona and Cider along with the crew of the Bonny Robert to face the darkness.  They held a defensive position as best as possible, while Ona worked to repair the electrical systems of the ship.  However a number of other components were needed to fully repair the ship.   &lt;br /&gt;
&lt;br /&gt;
In the midst of the battle, a dark cleric cast a hex on Cider, with no immediate effect.  Soon after reinforcements arrived in the form of a barbarian and the cleric [[Feyjin]] arrived and quickly engaged the enemy.  The barbarian charged the cleric in a rage, unleashing a torrent of blows; which the cleric immediately responded to with the final word of his hex: Cider and the cleric swapped positions, and the devastating blows of the barbarian all landed on the unsuspecting monk.  &lt;br /&gt;
&lt;br /&gt;
Cider found himself removed from the battle, and face to face with the god Silent.  She offered him a deal: serve her and return to Quelmar, or perish.  Known that his friends needed him, and his journey was far from over, Cider reluctantly agreed to Silent&#039;s terms.  She returned him to the battle, grievously wounded, but alive. &lt;br /&gt;
&lt;br /&gt;
Cider and Ona fled through a portal, and rested within the feywild to recover his health.  He reemerged in [[Gammelgard]], where a battle was pitched against some shadow foes.  It was at this time when the astrolabe was brought to Gammelgard, and activated, immediately banishing the darkness around the city.  The group of heroes then descended into a refinery where Cider helped to reinforce the structure while others worked to refine some crystals needed to repair the airship in the northern mountains.  Satisfied that the job here was finished, Cider set out to Sneerwell. &lt;br /&gt;
&lt;br /&gt;
In the Pendergras Workshop Cider joined some other adventurers to enter the facility, defeating some mechanical constructs along the way.  They finally reached Tolme Pendergras, the owner of the factory and the designer of the Bonny Robert, who agreed to give them refined wovenstone to help save his ship.  Two of the party fled to the northen mountains while Cider and a few others remained to help evacuate the city.  They rescued 8 citizens and a dog, and fled the factory with Tolme as the shadow continued to sweep over the city.   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Standing just under 6 ft tall with dark brown hair and penetrating eyes, Cider looks much like a human, but there is something that seems otherworldly about him. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Cloistered in a monastery for his entire life, Cider has little experience with the world outside of the orchard.  His only experience was accompanying his brothers to the city to deliver apples, cider and [[List of Alcoholic Beverages|applejack]] from the cidery.  They also provided food to the less fortunate residents of Nestle.  Cider is naive and easily excited by the outside world.   &lt;br /&gt;
&lt;br /&gt;
Cider feels somewhat uncertain of his angelic side, and only willingly shares his Aasimar heritage with those he trusts.     &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Moving with an otherworldly grace in combat, under extraordinary circumstances Cider exposes his angelic ancestry in battle, growing black wings of divine energy that enable him to fly for a short time.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
The Monks of Pelor trained primarily with bare hands and feet, however some took up certain rudimentary farming implements as weapons.  Cider became quite adept at fighting with a simple walking stick, and when he left the monastery the brothers sent him off with a hand-crafted apple wood staff.   &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Cider&amp;diff=18499</id>
		<title>Cider</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Cider&amp;diff=18499"/>
		<updated>2023-01-27T20:48:09Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Monk of Pelor|name={{PAGENAME}}|image=Cider-the-Monk.png|caption=Cider, Sun-Soul Monk of Pelor|relatives=Unknown|languages=Common|alias=alias|marital=Single|birthPlace=Cualdomo, presumed|deathDate=n/a|deathPlace=n/a|species=Aasimar|gender=Male|height=5&#039;11&amp;quot;|weight=180lbs|eyes=Blue / Gold}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Protector Aasimar Sun-Soul [[Monk]] of Pelor.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tucked away within a quiet valley of [[Cauldomo]] outside of the city of [[Nestle]] was a small monastery devoted to Pelor, the god of Sun and Agriculture.  Here the brothers tended to an apple orchard and cidery.  When not trimming the trees, harvesting the apples or processing the cider, the brothers trained themselves in the martial arts. &lt;br /&gt;
&lt;br /&gt;
Amidst a harsh summer thunderstorm, the brothers heard the wailing of a child outside, and discovered an abandoned baby boy lying in an apple box on the cidery steps.  The brothers dubbed the boy Cider.&lt;br /&gt;
&lt;br /&gt;
The kind and loving brothers took the child in and cared for him.  For several years they brought the boy with them on each trip into Nestle, trying to find anyone who might know how he came to the monastery, but to no avail. &lt;br /&gt;
&lt;br /&gt;
Young Cider was a natural at his martial arts training and was a hard worker in the orchards.  However, the brothers began to notice there was something unusual about him.  During prayer time some thought he almost gave off a gentle blue glow.  In sparring training his eyes would for a moment flash with a brilliant light.  And in climbing the apple trees he sometimes moved with an almost unworldly grace.&lt;br /&gt;
&lt;br /&gt;
It was on Cider’s 20&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; birthday, unbeknownst to him, but roughly 19 years and 11 months from the day he was dropped off at the Monastery of Pelor, that Cider first had a vision from his Angelic Guide.  &lt;br /&gt;
&lt;br /&gt;
In the vision, the Guide did not share his name, but the message was clear: it was time for Cider to leave the monastery and set out to be an instrument of goodness for Pelor.  Cider learned that he had angelic ancestry: he was an Aasimar.  The Guide instructed Cider head to far off lands, seek out others who do good, join them and make a positive mark in a world stained by darkness.    &lt;br /&gt;
&lt;br /&gt;
The young monk set out, taking only an apple wood staff crafted by the brothers, to find his destiny in the world of Quelmar.&lt;br /&gt;
&lt;br /&gt;
==Adventures==&lt;br /&gt;
Session 62 &lt;br /&gt;
&lt;br /&gt;
Cider joined some fellow adventurers in responding to a letter from the wizard Tragdor.  He had requested aid to recover his voice after he had been made mute by another wizard.  Tragdor maintained a ruse at his estate where a band of kobolds believed he was a dragon, and without his voice the ruse would surely fail.  Cider and the other adventurers followed some clues leading to a cave system guarded by a dire troll and its mate.  After defeating the troll they found the wizard &amp;quot;Mr. V&amp;quot; who revealed that he took Trogdor&#039;s voice for merely uttering his true name.  He agreed to restore his voice but only on condition that he never speak the name again, and that [[Silythm Shadeheart]] agree to run some errands for him in the Underdark.   &lt;br /&gt;
&lt;br /&gt;
Session 64 (The Mega Game) &lt;br /&gt;
&lt;br /&gt;
During the Asar Ogalas holiday, Cider found himself in enjoyed some festival games in the city of Seglock.  A massive explosion emanating from a distant mountain cut short the festivities, and Cider and his companions shifted focus into evacuating citizens, putting out fires and fending off a group of kobolds who were causing a disruption amidst the chaos.  Portals opened up in the city, and he ventured to the northern mountains to investigate the disturbance.   &lt;br /&gt;
&lt;br /&gt;
Cider found himself in the middle of a battle where the crew of the airship the Bonny Robert were attempting to flee.  Cider barely made it aboard the ship thanks to the Owlin [[Ona|Ona Holyspell]] who teleported him to safety.  Shortly after however, the ship crashed, and a massive cloud of darkness with the face of a dark dragon slowly approached.  Due to the effects of the darkness the other adventurers had no choice but to flee, leaving Ona and Cider along with the crew of the Bonny Robert to face the darkness.  They held a defensive position as best as possible, while Ona worked to repair the electrical systems of the ship.  However a number of other components were needed to fully repair the ship.   &lt;br /&gt;
&lt;br /&gt;
In the midst of the battle, a dark cleric cast a hex on Cider, with no immediate effect.  Soon after reinforcements arrived in the form of a barbarian and the cleric [[Feyjin]] arrived and quickly engaged the enemy.  The barbarian charged the cleric in a rage, unleashing a torrent of blows; which the cleric immediately responded to with the final word of his hex: Cider and the cleric swapped positions, and the devastating blows of the barbarian all landed on the unsuspecting monk.  &lt;br /&gt;
&lt;br /&gt;
Cider found himself removed from the battle, and face to face with the god Silent.  She offered him a deal: serve her and return to Quelmar, or perish.  Known that his friends needed him, and his journey was far from over, Cider reluctantly agreed to Silent&#039;s terms.  She returned him to the battle, grievously wounded, but alive. &lt;br /&gt;
&lt;br /&gt;
Cider and Ona fled through a portal, and rested within the feywild to recover his health.  He reemerged in [[Gammelgard]], where a battle was pitched against some shadow foes.  It was at this time when the astrolabe was brought to Gammelgard, and activated, immediately banishing the darkness around the city.  The group of heroes then descended into a refinery where Cider helped to reinforce the structure while others worked to refine some crystals needed to repair the airship in the northern mountains.  Satisfied that the job here was finished, Cider set out to Sneerwell. &lt;br /&gt;
&lt;br /&gt;
In the Pendergras Workshop Cider joined some other adventurers to enter the facility, defeating some mechanical constructs along the way.  They finally reached Tolme Pendergras, the owner of the factory and the designer of the Bonny Robert, who agreed to give them refined wovenstone to help save his ship.  Two of the party fled to the northen mountains while Cider and a few others remained to help evacuate the city.  They rescued 8 citizens and a dog, and fled the factory with Tolme as the shadow continued to sweep over the city.   &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Standing just under 6 ft tall with dark brown hair and penetrating eyes, Cider looks much like a human, but there is something that seems otherworldly about him. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Cloistered in a monastery for his entire life, Cider has little experience with the world outside of the orchard.  His only experience was accompanying his brothers to the city to deliver apples, cider and [[List of Alcoholic Beverages|applejack]] from the cidery.  They also provided food to the less fortunate residents of Nestle.  Cider is naive and easily excited by the outside world.   &lt;br /&gt;
&lt;br /&gt;
Cider feels somewhat uncertain of his angelic side, and only willingly shares his Aasimar heritage with those he trusts.     &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Moving with an otherworldly grace in combat, under extraordinary circumstances Cider exposes his angelic ancestry in battle, growing black wings of divine energy that enable him to fly for a short time.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
The Monks of Pelor trained primarily with bare hands and feet, however some took up certain rudimentary farming implements as weapons.  Cider became quite adept at fighting with a simple walking stick, and when he left the monastery the brothers sent him off with a hand-crafted apple wood staff.   &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Cider&amp;diff=18360</id>
		<title>Cider</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Cider&amp;diff=18360"/>
		<updated>2023-01-04T21:46:22Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: added a few additional tidbits of background.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Monk of Pelor|name={{PAGENAME}}|image=Cider-the-Monk.png|caption=Cider, Sun-Soul Monk of Pelor|relatives=Unknown|languages=Common|alias=alias|marital=Single|birthPlace=Cualdomo, presumed|deathDate=n/a|deathPlace=n/a|species=Aasimar|gender=Male|height=5&#039;11&amp;quot;|weight=180lbs|eyes=Blue / Gold}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Protector Aasimar Sun-Soul [[Monk]] of Pelor.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tucked away within a quiet valley of [[Cauldomo]] outside of the city of [[Nestle]] was a small monastery devoted to Pelor, the god of Sun and Agriculture.  Here the brothers tended to an apple orchard and cidery.  When not trimming the trees, harvesting the apples or processing the cider, the brothers trained themselves in the martial arts. &lt;br /&gt;
&lt;br /&gt;
Amidst a harsh summer thunderstorm, the brothers heard the wailing of a child outside, and discovered an abandoned baby boy lying in an apple box on the cidery steps.  The brothers dubbed the boy Cider.&lt;br /&gt;
&lt;br /&gt;
The kind and loving brothers took the child in and cared for him.  For several years they brought the boy with them on each trip into Nestle, trying to find anyone who might know how he came to the monastery, but to no avail. &lt;br /&gt;
&lt;br /&gt;
Young Cider was a natural at his martial arts training and was a hard worker in the orchards.  However, the brothers began to notice there was something unusual about him.  During prayer time some thought he almost gave off a gentle blue glow.  In sparring training his eyes would for a moment flash with a brilliant light.  And in climbing the apple trees he sometimes moved with an almost unworldly grace.&lt;br /&gt;
&lt;br /&gt;
It was on Cider’s 20&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; birthday, unbeknownst to him, but roughly 19 years and 11 months from the day he was dropped off at the Monastery of Pelor, that Cider first had a vision from his Angelic Guide.  &lt;br /&gt;
&lt;br /&gt;
In the vision, the Guide did not share his name, but the message was clear: it was time for Cider to leave the monastery and set out to be an instrument of goodness for Pelor.  Cider learned that he had angelic ancestry: he was an Aasimar.  The Guide instructed Cider head to far off lands, seek out others who do good, join them and make a positive mark in a world stained by darkness.    &lt;br /&gt;
&lt;br /&gt;
The young monk set out, taking only an apple wood staff crafted by the brothers, to find his destiny in the world of Quelmar.&lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
Standing just under 6 ft tall with dark brown hair and penetrating eyes, Cider looks much like a human, but there is something that seems otherworldly about him. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Cloistered in a monastery for his entire life, Cider has little experience with the world outside of the orchard.  His only experience was accompanying his brothers to the city to deliver apples, cider and [[List of Alcoholic Beverages|applejack]] from the cidery.  They also provided food to the less fortunate residents of Nestle.  Cider is naive and easily excited by the outside world.   &lt;br /&gt;
&lt;br /&gt;
Cider feels somewhat uncertain of his angelic side, and only willingly shares his Aasimar heritage with those he trusts.     &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Moving with an otherworldly grace in combat, under extraordinary circumstances Cider exposes his angelic ancestry in battle, growing black wings of divine energy that enable him to fly for a short time.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
The Monks of Pelor trained primarily with bare hands and feet, however some took up certain rudimentary farming implements as weapons.  Cider became quite adept at fighting with a simple walking stick, and when he left the monastery the brothers sent him off with a hand-crafted apple wood staff.   &lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Cider&amp;diff=18329</id>
		<title>Cider</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Cider&amp;diff=18329"/>
		<updated>2022-12-29T21:34:13Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: Added image&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Monk of Pelor|name={{PAGENAME}}|image=Cider-the-Monk.png|caption=Cider, Sun-Soul Monk of Pelor|relatives=Unknown|languages=Common|alias=alias|marital=Single|birthPlace=Cualdomo, presumed|deathDate=n/a|deathPlace=n/a|species=Aasimar|gender=Male|height=5&#039;11&amp;quot;|weight=180lbs|eyes=Blue / Gold}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is a Protector Aasimar Sun-Soul [[Monk]] of Pelor.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Tucked away within a quiet valley of [[Cauldomo]] outside of the city of [[Nestle]] was a small monastery devoted to Pelor, the god of Sun and Agriculture.  Here the brothers tended to an apple orchard and cidery.  When not trimming the trees, harvesting the apples or processing the cider, the brothers trained themselves in the martial arts. &lt;br /&gt;
&lt;br /&gt;
Amidst a harsh summer thunderstorm, the brothers heard the wailing of a child outside, and discovered an abandoned baby boy lying in an apple box on the cidery steps.  The brothers dubbed the boy Cider.&lt;br /&gt;
&lt;br /&gt;
The kind and loving brothers took the child in and cared for him.  For several years they brought the boy with them on each trip into Nestle, trying to find anyone who might know how he came to the monastery, but to no avail. &lt;br /&gt;
&lt;br /&gt;
Young Cider was a natural at his martial arts training and was a hard worker in the orchards.  However, the brothers began to notice there was something unusual about him.  During prayer time some thought he almost gave off a gentle blue glow.  In sparring training his eyes would for a moment flash with a brilliant light.  And in climbing the apple trees he sometimes moved with an almost unworldly grace.&lt;br /&gt;
&lt;br /&gt;
It was on Cider’s 20&amp;lt;sup&amp;gt;th&amp;lt;/sup&amp;gt; birthday, unbeknownst to him, but roughly 19 years and 11 months from the day he was dropped off at the Monastery of Pelor, that Cider first had a vision from his angelic guide.  &lt;br /&gt;
&lt;br /&gt;
In the vision, the guide did not share his name, but the message was clear: it was time for Cider to leave the monastery and set out to be an instrument of goodness for Pelor.  Cider learned that he had angelic ancestry: he was an Aasimar.  &lt;br /&gt;
&lt;br /&gt;
The young monk set out, taking only an apple wood staff crafted by the brothers, to find his destiny in the world of Quelmar.&lt;br /&gt;
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==Physical Appearance==&lt;br /&gt;
Standing just under 6 ft tall with dark brown hair and penetrating eyes, Cider looks much like a human, but there is something that seems otherworldly about him. &lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Cloistered in a monastery for his entire life, Cider has little experience with the world outside of the orchard.  His only experience was accompanying his brothers to the city to deliver apples, cider and [[List of Alcoholic Beverages|applejack]] from the cidery.  He is naive and easily excited by the outside world.   &lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Moving with an otherworldly grace in combat, under extraordinary circumstances Cider exposes his angelic ancestry in battle, growing black wings of divine energy that enable him to fly for a short time.&lt;br /&gt;
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==Attacks and Weapons ==&lt;br /&gt;
The Monks of Pelor trained primarily with bare hands and feet, however some took up certain rudimentary farming implements as weapons.  Cider became quite adept at fighting with a simple walking stick, and when he left the monastery the brothers sent him off with a hand-crafted apple wood staff.   &lt;br /&gt;
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[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Cider-the-Monk.png&amp;diff=18328</id>
		<title>File:Cider-the-Monk.png</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Cider-the-Monk.png&amp;diff=18328"/>
		<updated>2022-12-29T21:32:01Z</updated>

		<summary type="html">&lt;p&gt;Scotttopic: &lt;/p&gt;
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&lt;div&gt;Hero Forge model of Cider the Monk&lt;/div&gt;</summary>
		<author><name>Scotttopic</name></author>
	</entry>
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