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		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=22903</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=22903"/>
		<updated>2023-11-06T00:59:58Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
[[File:Therrin_potrait-ai.jpg|left|thumb|300x300px|Therrin and Pexx]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  He was born in PR 874.  He has no information about his background prior to his appearance at the temple, but [[The Secret Origin Therrin Flare|there are others who do]].  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The aasimar warlock known as Therrin Flare is a foundling raised in the church of Pelor in Galik.  He arrived in a crate of produce shipped in from the farms of Ranis Sewell outside of the city, and an inquiry utilizing the highest levels of truth magic available to the church revealed neither the farmer nor any of his family or farmhands had any inkling of how the boy had appeared amongst the cabbages.&lt;br /&gt;
&lt;br /&gt;
Auguries showed primarily positive potential so the church assigned a grumpy retiree to watch the boy initially and see to his needs.  Father Jasper Thorn was a devoted servant of Pelor who had joined the most restrictive of Pelorian orders precisely to avoid raising children.  To be saddled with the duty in his golden years made him imagine the exarchs were all enjoying a hearty laugh at his expense.  But Father Thorn was a diligent man and despite his terse demeanor saw to the best of the boy&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Their first interaction was remarkable.  Upon being told of his assignment and being introduced to the as yet unnamed child, Father Thorn picked the boy up to give him a good look and as he did so a glow appeared in the infant&#039;s eyes which quickly grew until it exploded in a brilliant flare of colored light that momentarily blinded all in the room.  When they could see again they noticed that a small birthmark in the shape of a celestial rune had appeared on his left arm near the shoulder.  It spelled the word &amp;quot;therrin&amp;quot; which had no known meaning, so Father Thorn took it to be the child&#039;s name.  Therrin&#039;s brilliant introduction seemed an appropriate surname, and Therrin Flare was born.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s divine origins were obvious from the start, but divinations revealed frustratingly little.  Still, with his aasimar heritage he was naturally drawn to the healing arts, and after an unremarkably normal childhood Therrin started to show his affinity around 8 years old.  He spent much of his time in the infirmary helping to tend to patients, and his quiet demeanor and careful attention made him an apt student.  &lt;br /&gt;
&lt;br /&gt;
Therrin didn&#039;t discuss it with others but his childhood was filled with dreams which were visited by his divine ancestor.  He made a pact to work as an agent of Life in his mortal existence, and in return was granted the power to heal.  As he began to really contribute to the efficiency of the temple&#039;s healing prowess he also started to meet many people.  His unusual and mysterious origin and natural charm made him a bit of a local attraction, and people with minor injuries and extra time would make their way to Pelor&#039;s temple to be healed by the &amp;quot;angel boy&amp;quot;.  Therrin tolerated the attention with good humor and did his best to ensure the temple was always well represented with his actions.&lt;br /&gt;
&lt;br /&gt;
When he turned 16 he began to do shifts with some of the defenders of the city, going on patrols to provide active healing support.  There was almost always an opportunity to use his gifts during these outings and Therrin began to learn the city and make friends and acquaintances in many locations.&lt;br /&gt;
&lt;br /&gt;
Now at 18 Therrin is ready to begin venturing further afield.  He has no specific ambitions and is eager to meet more people and use his healing abilities to help as many as possible, to show the people that Pelor does indeed care about their welfare.  He has received hints in his dreams that he&#039;ll ultimately fulfill a greater purpose, but for now he&#039;s content to learn and do his part to keep people healthy.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Sacred Flame, Guiding Bolt, Dagger&lt;br /&gt;
&lt;br /&gt;
== Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== The Temple of Lolth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
We set out to explore south of the camp.  Paul wanted us to accompany him to do research on a ruin that had been noted not far off.  We made our way there, Paul, myself, Sabbatical, Yewvane, Reedy and Paris.  Pexx and Daq also accompanied us.  When we reached the location we took time to review the structure.  It was much older than we expected, and none of the barely discernable markings were identifiable by anyone in the party. Cautiously we approached the entrance and made our way inside.&lt;br /&gt;
&lt;br /&gt;
The first room was spacious but dark.  We began to move into it to get a better look when suddenly scurrying spiders emerged from various corners, and we were beset on all sides.  We stood mostly near the entrance to avoid them, using ranged attacks, though Yewvane and Sabbatical were willing to get in close.  The spiders were imposing to see, but ultimately not very tough and we fought through them with minor injuries.  Sabbatical took some damage but shook off my initial offer of healing.  We made our way through the room to an exit opposite the wall through which we entered.  We passed through the doorway and came into another decently sized room, and again were beset by spiders.  These were larger than the first group, each as big as a person, as compared to the first few which were more the size of Daq.  The party again engaged the spiders, but these weren&#039;t just unnaturally large - they were also possessed of a magical nature that allowed them to use their webs to blast us with magical energy.  &lt;br /&gt;
&lt;br /&gt;
We fought on and eventually defeated the creatures, although the damage we took was more significant.  When finished we noted the main feature of the room other than the spiders was a statue at the rear of the chamber.  It was of a woman who was beautiful but also had spider-like features.  It was a statue of Lolth, demon queen of spiders, whose trickery and deceit are renowned. She stood with a hand outstretched, palm up, as if waiting to be given a gift.  With nothing particularly obvious to try we moved on, out another door that lead to a hallway.  The hall was lined with what appeared to be large spider legs, though composed of ooze and not carapace.  They moved like spider legs though, and tried to strike any who came close.  But they were fixed in place and we were able to destroy them primarily with ranged attacks.  I&#039;ve never used my eldritch blast so much!&lt;br /&gt;
&lt;br /&gt;
We reached another simple room, one which had an air of being a preparatory chamber, and which had a significant door to our left as we entered.  We were again beset by oozy spider legs and a few spiders.  As we defeated these, Sabbatical indicated she&#039;d taken a decent amount of damage, so I used a cure wounds spell to heal her a bit.  Yewvane made his way to the main door and opened it, and behind it was a horror.  A spider-like creature, horse-sized, loomed over Yewvane.  It seemed to be the source of the ooze legs, and appeared to be half-ooze itself.  A tough  fight commenced, and several of us were affected by fear and took some tough injuries.  But ultimately the bit of healing I could do was helpful with others&#039; abilities and we managed to keep our feet and slay the foul beast.  We then searched its chamber, and Reedy&#039;s keen eyes found both an obviously magical cloak, as well as a large red gem that seemed just the right size for the palm of the Lolth statue we had previously seen.&lt;br /&gt;
&lt;br /&gt;
Heading back out of the temple we stopped at the statue and placed the gem in its hand.  Doing so revealed a secret door that opened in the wall behind the statue, and behind the door was a passageway that lead quickly to stairs heading downward.  We chose not to explore further, and left the red gem with Paul.   Reedy claimed the cloak, and the rest of us divided up a few gold coins we found.  Then we headed back to camp to coordinate with the rest of the expedition.  I don&#039;t think I&#039;ll want to explore the stairs any time soon, but if needed I&#039;ll definitely step up to the task.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Downed Airship ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
We were able to find the downed ship pretty easily.  Once there we spoke with the captain and he told us they were attacked.  One of his crew was already dead, so we moved to help them repair the ship to get out of there.  Unfortunately the enemies returned quickly.  There was probably a dozen or more, of all different sizes and shapes.  They looked sort of like zombies and sort of like trees, and they were covered in slimy moss and rotting fungi.  They were babbling something Sabbatical said was Abyssal, and they smelled.  Really bad.&lt;br /&gt;
&lt;br /&gt;
They surrounded us pretty quickly so we moved to defensive positions.  Kompi and I joined the captain on the ship, the rest of the party and crew moved to engage the enemies.  Lambda and Sabbatical were in their faces, Sabbatical tossing flames everywhere, Lambda just hammer them right in the face.  Paris jumped up onto the deck to better see the battlefield and began peppering the enemy with her decorative bolts, which exploded with flashes of glitter on impact.  Fashionable and deadly.&lt;br /&gt;
&lt;br /&gt;
The zombie tree things hit pretty hard, and they also had other weird effects on us.  They could induce fright, and some of them would explode spores when hit.  I think that&#039;s what eventually got me.  But before that, fairly early on, we seemed to be doing pretty ok.  Kompi conjured up Al, and that was a huge advantage for us.  Plus the enemies weren&#039;t too hard to hit.  Well, I mean, I missed more than I hit, but I did blast one of them to pieces!&lt;br /&gt;
&lt;br /&gt;
Three of these enemies were bigger and had large hammers they dragged around with them.  Weirdly they didn&#039;t use them, they just smashed at us with their fists.  The managed to surround Lambda and knock him down briefly, but I was able to send some healing his way to get him back on his feet.  As we fought on, we eventually winnowed their numbers down to four or five, when we finally took out one of the big hammer guys. That&#039;s when things got really bad.  The whole area shook like there was an earthquake, and suddenly up from the ground rises a giant zombie tree guy.  Twenty feet at least, and with four arms. Four. Arms.&lt;br /&gt;
&lt;br /&gt;
It was fondling a boulder in a way I found uncomfortable to watch, but much like the hammer guys it didn&#039;t seem to want to use it.  Kompi sicced Al on it immediately, but then made a tactical error.  Kompi should have moved away from it before acting, but instead sent magic missles at it that gave it a nasty sting.  That drew the thing&#039;s attention right to Kompi.  Before any of us could react, the thing lunged forward and snatched Kompi up.  It held one of Kompi&#039;s limbs in each of its fists, and drew him out like he was going to rip him apart.  It was horrifying!&lt;br /&gt;
&lt;br /&gt;
That thing hurt Kompi bad, and then Kompi was tossed aside like rag doll.  We were stunned, and also outraged.  We continued the fight, and Nestor aided the captain in finally making progress on ship repairs.  The rest of us focused our attacks on taking out the giants, while a few tended to the remaining enemies.  As we were finally able to take out the last enemy, the whole area was again shaken like with an earthquake, but much more violently.  I was terrified, and we all determined to leave.  With the ship fixed and our companions all gathered on board, we fled back here.  I don&#039;t know what horror we missed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Secret_Origin_Therrin_Flare&amp;diff=20489</id>
		<title>The Secret Origin Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Secret_Origin_Therrin_Flare&amp;diff=20489"/>
		<updated>2023-06-03T14:27:40Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: title fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{DISPLAYTITLE:The Secret Origin of Therrin Flare}}&lt;br /&gt;
[[File:Therrin potrait.jpg|left|300x300px]]&lt;br /&gt;
While he is unaware of his background, Therrin is more unusual than at first appearance.  His history is much longer than he suspects, and it begins with a father who isn&#039;t from Quelmar at all...&lt;br /&gt;
&lt;br /&gt;
== Part One: Sestamon ==&lt;br /&gt;
From the moment he first spotted the spire on the road to Ptolus, Sestamon knew it would be the death of him.  A premonition of doom tickled his spine from the top of his head to the tip of his tailbone.  He&#039;d heard stories of course - everyone had heard of the Spire - but to see it looming above him, an ominous portent for the job ahead, was accompanied by a sense of both surrealism and fate.  With a dream-like drive he moved along with his company into the city and headed to the barracks that had been prepared.  &lt;br /&gt;
&lt;br /&gt;
The first strikes were major successes.  Sestamon wasn&#039;t clear on the details of their enemies, he just knew they were evil and his company had been hired to eliminate them.  He battled alongside his companions against dark warriors in black armor, bolstered with fell magics that could drain the life from mortals.  He fought dread wraiths in dark corridors, driving into their insubstantial forms as companion clerics blazed forth searing light.  He protected wizards as they rained fire down on abominations in deep caverns beneath the dreaded Spire.  He went where he was told and killed who he was told and Sestamon was proud of the successes he and his brothers achieved.&lt;br /&gt;
&lt;br /&gt;
Eventually the strikes against goons and monsters dwindled as the campaign focused in on the enemy leadership.  Striding through broken corridors in deep dungeons, his group came upon a final stronghold.  They engaged their assault and it was the fiercest resistance they had yet faced.  Dark magics exploded deadly energies into the ranks of the companions, decimating some.  Blinding light flashed from enchanted weaponry as mighty warriors traded blows.  Sestamon found himself face to face with a demonic creature of the pits, breathing acidic fumes in his face and slashing at him with claws like steel.  He struck down the demon but not before taking grievous wounds himself.  Looking about, he saw things were not going well for his companions.  Several of his brothers were down, dead or unconscious he couldn&#039;t tell at quick glance.  As he watched the last cleric was struck by a fiend and sent hurtling into a wall, dropping like a sack on impact and landing on the floor, unmoving.  As his final two brothers moved to engage the fiend, he saw their wizard gesturing to him.  He moved slowly over, his wounds an agony burning through his mind, but he forced his body forward to slump down next to his companion.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We won&#039;t be able to hold much longer,&amp;quot; the wizard wheezed.  &amp;quot;I&#039;ve got one last spell left that might help, but I&#039;m not sure it&#039;ll be enough.  I can transform you into a divine being, a powerful angel that can surely defeat these foes.  Will you allow it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon was never known for his wisdom or his wits.  He was strong and he was loyal, and he was skilled with arms, and he made his way using those abilities.  Strategems were for his superiors, he merely carried them out.  He nodded to the wizard, who began to chant a spell.&lt;br /&gt;
&lt;br /&gt;
The feeling was new.  While he&#039;d been subjected to many protective spells and used potions on occasion in his role as a soldier, this sensation of magic was entirely alien.  He felt initially as if his whole body was turned to clay, a maleable mass suffused with a tingling energy.  Then the clay began to stretch and shift.  He could feel himself growing, getting taller.  His arms and legs extended, his torso broadened, and with an indescribable twist and stretch two wings emerged from his back and unfurled into bright feathered glory.  When the transformation was complete, Sestamon now stood twelve feet tall.  His skin was a dull silver and his eyes glowed with celestial light.  He looked down at the wizard.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Slay the fiend!&amp;quot; the old man implored, pointing to where the demon just finished killing off the last of his brothers.  With a cry of divine rage, the planetar formerly known as Sestamon raised his blade and tore into his enemy.  Now the demon had no chance, and Sestamon rained down devastating blows bursting with bright energy that tore through the demon&#039;s defenses.  In short order the fiend was dead, and Sestamon turned back to the wizard, the last of his companions to survive.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We&#039;re not done,&amp;quot; the wizard said, gesturing to a portal that had opened at the far end of the chamber in which they&#039;d encountered the demon and its minions.  &amp;quot;Whoever conjured that thing still needs to be dealt with.&amp;quot;  He looked up to Sestamon, sizing up the transformation.  &amp;quot;Your new form has some powers that might help us out right now.  Can you heal me a bit?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon&#039;s brows knitted in thought, and then shot up in surprise.  &amp;quot;Yes, I can.  And that&#039;s not all!&amp;quot;  With a gasp of surprise he reached out and released healing energy into the wizard, causing wounds to knit and bruises to fade.  The wizard breathed a sigh and sat up, but Sestamon wasn&#039;t done.  Moving to the nearest cleric he stretched forth his hand and called back the soul of the fallen man.  And he answered.  Within a few minutes he was back up on his feet, looking somewhat worse for wear.  Sestamon grinned in delight.  &amp;quot;I can do that a couple more times today, which other of our companions should I bring back?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The cleric and the wizard conferred briefly about Sestamon&#039;s question.  While they did, the former fighter turned angel found that he was able to follow along with their discussion.  This was new, he normally turned his thoughts to his weapons and equipment and what needed prepared while this type of discussion occurred with his superiors.  Now he found that was easily able to keep up with their logic.  They decided to raise one of the fighters and to keep the last use of the planetar&#039;s ability to raise dead in case it was needed again in their group before the end.&lt;br /&gt;
&lt;br /&gt;
The four of them gathered what they could of their companions&#039; supplies, healed up as well as they could with some potions and wands, and then entered the portal.  They arrived in a darkened room of worked stone with several exits.  Behind them was a portal similar to the one they&#039;d just used.  The cleric cast a quick augury then lead the group towards the exit opposite the portal.  Together they began a journey through a twisting series of corridors dotted with occasional small rooms, flights of stairs leading upwards, and more enemies of a similar nature to their previous encounters.  These were weaker enemies now, and were less of a threat than a delaying tactic.&lt;br /&gt;
&lt;br /&gt;
Sestamon&#039;s form was able to slice through these enemies like a hot knife through butter, obliterating them each with a single blow of his divinely infused blade.  Finally they finished a quick skirmish with five dretches and the wizard indicated they should take a moment to speak.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sestamon, you&#039;ve done well and your effort is appreciated.  We&#039;re approaching the end of the duration of the spell that has transformed you, so you need to make a choice&amp;quot; he started.  &amp;quot;I can let the spell end and you&#039;ll return to your normal human form.  In the same state as when I cast the spell&amp;quot; he added with a meaningful look.  &amp;quot;The other option is that I can continue to concentrate on the spell and it will become permanent.  This doesn&#039;t mean it could never be ended, only that I don&#039;t need to concentrate on it and the spell would be self-sustaining.  You&#039;d remain in the planetar form until a specific effort is made to turn you back.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon only thought for a moment. &amp;quot;This form is obviously far more useful than I&#039;d be if I were to change back now.  Let it remain and we can see our way through this.&amp;quot;  His face twisted in a wry grin.  &amp;quot;If we survive, then we can talk about reverting back.&amp;quot;&lt;br /&gt;
[[File:Dungeon black sphere.jpg|right|300x300px]]&lt;br /&gt;
That decision made they moved out again.  A few minutes later the wizard indicated that his concentration was done and the transformation to Sestamon was now permanent.  Just a minute more and they found their path ended at an imposing set of iron doors.  With effort they were able to get them open and proceeded into the room beyond.  A wide circular chamber devoid of much but a slight depression in the center, above which hovered a swirling sphere of black pulsing energy.  Next to it stood a figure that was unexpectedly unimposing.  And beyond was a broad wall that was open to the outside world.  Looking through the companions could see that they were high in the air, well above Ptolus.  They were actually in the Spire itself, and again Sestamon felt a chill down his spine, the premonition of his first day in Ptolus returning fiercely and giving him momentary pause.  But then he focused again on their goal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
It was indeed the final abode of their long hidden enemy.  Now confronting the evil in the flesh, they see not a demon or devil or abomination, but a human, a female who was clearly steeped in the necromantic arts.  With a cry the companions attacked.  Once again spells flashed, blades slashed, and energies exploded through the room.  In a desperate effort to at least take her enemies with her, the necromancer cast a powerful spell that intersected the sphere of energy, just as Sestamon was slashing at her with a blow that no doubt would have blasted her into dust with its infusion of divine power.  All of these energies came together in a sudden clash, and the result was a huge explosion that blasted Sestamon, the necromancer, and the remaining companions to edges of the chamber.  The intensity of the blast left all of them unconscious.&lt;br /&gt;
[[File:Sestamon battle ptolus.jpg|left|300x300px]]&lt;br /&gt;
When he awoke, Sestamon wasn&#039;t in a circular chamber.  He wasn&#039;t inside even.  He was laying on a root that was connected to a tall tree, the likes of which he&#039;d never seen.  Branchless and smooth, the trunk rose several tens of feet before thick, broad leaves sprouted at the top.  Rising to his feet, he saw that he was in a jungle.  Confusion overwhelmed him for a moment, but without effort his heightened intellect was able to recognize that the explosion of magical energies must have transported him somewhere else on Praemal, since there were no jungles near Ptolus.  Taking stock of his situation, he realized he needed to get back to Ptolus to help his friends.  Without any immediate options for instantaneous long range travel he turned invisible for safety, and flew straight up into the air.  &lt;br /&gt;
[[File:Jungle.jpg|right|300x300px]]&lt;br /&gt;
Rising into the unfamiliar sky, Sestamon saw that the jungle stretched as far as he could see.  Adding to the difficulty, the air was thick with mists that obscured even the land directly beneath him by the time he&#039;d ascended to one hundred feet.  Undeterred, Sesatmon flew up, intent on getting a view of the night sky.  Eventually the mists above him thinned, and the sky came into view, a blanket of black void dotted with stars in their legions.  While he wasn&#039;t particularly familiar with astronomy, he could see pretty easily that this was not the night sky of Ptolus.  Again he felt confusion - he didn&#039;t really understand it before, but now he could grasp what the wizards and clerics meant when they said Praemal was locked off from other worlds.  How did he get here?&lt;br /&gt;
&lt;br /&gt;
With no answers immediately apparent Sestamon considered his options.  He was in a strange place, an entirely new world perhaps.  He&#039;d been carrying the bulk of his team&#039;s supplies when he&#039;d been blasted to wherever he now was, since he&#039;d been large and much stronger than anyone else.  But in this celestial form he didn&#039;t need sleep nor food and drink.  There were a few magical items that might be helpful, including a hat of disguise, an alchemy jug and an amulet of health that seemed to have been damaged in the explosion.  All were carried in a handy haversack, and he didn&#039;t see any immediate need for any of them, although he donned the hat of disguise to create the illusion that he was a rather nondescript humanoid of ogre size, but of a peaceful demeanor.  &lt;br /&gt;
&lt;br /&gt;
One option which occurred to him but didn&#039;t inspire eagerness was to use his planetar spell of Commune to seek wisdom from the divine.  Still new to the expanded intellect of his celestial form, he balanced what he knew of how the spell worked, to the realization that he had no idea about the gods, and it might not be too smart to go knocking on their door.  What if they were unfriendly?  What if they decided it was simpler to just destroy him rather than risk the danger of whatever he represented - an alien invader from a hostile dimension perhaps.  No, without a bit more knowledge of what he might be getting himself into he decided to wait before he tried that avenue.&lt;br /&gt;
&lt;br /&gt;
A decision of sorts being made, the only one left was to pick a direction to travel.  It was night when he arrived, and it hadn&#039;t seemed like dawn (if this place had a dawn) was any time soon.  Still, he was in no immediate hurry.  At least, no hurry he could do anything about.  In truth, the thought of the fate of the others nagged at him, and as he thought about it more fully he realized that there might be some of his companions - or his enemy - here with him.  He imedaitely began to search the area, invisible and using a spiral pattern widening out from his location.  He flew about twenty feet off the ground, close enough to clearly see the ground for some distance in front of him but high enough to avoid the tangle of the underbrush.  Although he kept on until dawn finally did start to show through the misty air, he found no sign of anyone else.  So his worry for his companions remained, but he steeled himself to the reality that it would be a long road home.&lt;br /&gt;
&lt;br /&gt;
Now that he had the sun to guide him, he turned his back on it and headed west.  He flew all day and kept eyes and ears peeled for signs of civilization and intelligent life.  He didn&#039;t find any, but the breadth of flora and fauna he did see was impressive.  Whatever this world might be it was certainly different from the one whence he came.  Curious, Sestamon continued his journey and watched for any chance that he might find some help to figure out a way home.  Soon he did find signs of intelligent life, but it was of an extremely brutish nature.  A tribe of wild orcs was living among the trees, and with his spells he could tell that they were very evil.  Even if they had any power to help him they clearly would not.  Still, he watched them for a few days to learn what he could, and he found that the name of this world was Quelmar.  He learned a few more details, and then he continued on his way west.  Part of him considered attacking the orcs, stopping them from causing wanton death and misery to the people who lived in the surrounding areas.  But he realized, to his chagrin, that despite his heightened intellect he didn&#039;t know enough to know how such a change would affect the area.  Perhaps some other even worse force would arise.  With a sigh he continued on his journey.&lt;br /&gt;
[[File:Savannah village.jpg|left|300x300px]]&lt;br /&gt;
As he flew on invisibly, although still with his image looking like a small giant and not an angel, he eventually came to the edge of the jungle.  Savannah stretched out before him now, and he flew on for several days.  It was then that he finally changed his path for a while.  He came upon a farming village on the savannah, and for the first time he found people whose goodness was truly bright in this strange world.  Watching for a time, he found that the many families here were caught in a drought, and that their meager resources included a priest whose ability was quite limited.  He could conjure barely a barrel of water a day, and that didn&#039;t go far for the ten dozen people who called the village home.  Sestamon felt the calling of his celestial nature to aid those of a goodly disposition, but as with the orcs he was uncertain of how his actions might impact this alien world.  Conflicted, he finally decided to use his commune spell to help guide his choice.  He realized it might be a drastic action resulting in his immediate destruction, but the helplessness of his situation and his desire to be useful ultimately overrode his doubts.  He withdrew from the area near the village, and settled into a comfortable position in a small copse of trees, one of the few to be found this far into the savannah.&lt;br /&gt;
&lt;br /&gt;
Focusing his mind inward, Sestamon perceived a point of brilliant white energy.  Concentrating on that point drew it closer to his mind&#039;s eye, bringing greater and greater detail to what originally looked to be a uniform white blob.  Details and patterns began to appear, and suddenly Sestamon found himself face to face with a being who looked much like himself.  The true planetar looked at Sestamon curiously, and just as he was about to speak the planetar asked, &amp;quot;Who are you?&amp;quot;  &lt;br /&gt;
&lt;br /&gt;
Sestamon felt a sense of surprise.  While he had never before cast this spell (nor really much in the way of any spells other than those he&#039;d used since his transformation), he had a sense that the way it worked was that he would ask questions which could be answered in the affirmative or the negative.  The divine agent never asked questions.  But understanding the confusion he gathered his thoughts and explained.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My name is Sestamon, and I&#039;m a human soldier from a world called Praemal.  I was taking part in a battle against evil forces and a wizard of my acquaintance used true polymorph to transform me into a planetar.  He held the spell long enough for it to be come permanent as we were in the midst of exploration and battle.  A short time after that we found the lair of our primary enemy and combat ensued.  In the process there was a tremendous explosion which rendered me unconscious.  When I recovered I was in the jungle to the east and south of here and had no inkling how to return home.  Now I&#039;m traveling to see if I can find anyone who might be powerful enough in magic to help me figure out how to get home.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At the conclusion of this explanation, the planetar nodded slowly.  &amp;quot;So it is.  Very well, ask your questions&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon looked a bit surprised for a moment, but regained his composure and began.  &amp;quot;Is it possible for me to return to Praemal?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The planetar paused only a moment before responding, &amp;quot;Yes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon perked up a bit at that, then asked, &amp;quot;If I get involved in the lives of the people I meet and help them with healing and otherwise using my spells and abilities, will I cause any problems that would concern you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Again the pause was slight, and the planetar replied, &amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon smiled now, feeling like he was getting the hang of this communing thing.  &amp;quot;Can anyone on this world help me get home?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
This time the pause was longer, stretching out long enough to make Sestamon wonder if the planetar had heard him.  Finally though the angel spoke and said, &amp;quot;No.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon felt a pang of regret at that word, but with what he considered to be permission to live a life, he set back out to the savannah village to see if he could be helpful.  He already had a couple of ideas on what spells he could use to really make a difference.  He just needed to take the right approach, so that he didn&#039;t seem too offputting to the people of the village.  Still concerned an angel twice their height might be a bit too much, he opted to use his giant image and to introduce himself as a &amp;quot;jungle giant&amp;quot; from the southeast.  He pondered an explanation for his presence on the savannah, and by the time the village came in sight once again he had a pretty good idea of what he&#039;d say.&lt;br /&gt;
[[File:Giant village intro.jpg|right|300x300px]]&lt;br /&gt;
It didn&#039;t take long before he had his chance to talk.  As he drew within a quarter mile of the village he was easily visible.  Soon the villagers noticed him, and some of the men with a more warrior demeanor gathered weapons moved towards Sestamon.  He kept his slow and steady pace, and as he moved within speaking distance there was a crowd of at least twenty warriors along with forty odd villagers gawking at the sight before them.  When Sestamon was within twenty feet of the group he stopped, looking back and forth over the crowd as they looked at him with anticipation.  Some were clearly fearful this might be their very last day in the world, shaking visibly while holding a weapon, or the hand of their neighbor.  Hoping to lower the tension, Sestamon spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hello.  I hope you might be able to help me.  My name is Sestamon and I&#039;m a traveller from deep in the jungles southeast of here.  I&#039;m journeying as part of my spiritual development - I need to see more of the world to better understand my place in it.  Would you mind if I asked you some questions about the area?  I&#039;ve never been this way before, and I eventually would like to see a city.  Are there any nearby?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The villagers looked back and forth, uncertain exactly how to take this.  One of the older villagers standing immediately behind the warriors stepped forward, her pace steady even as she wobbled a bit in her step.  As she drew to ten feet from the &amp;quot;giant&amp;quot; she looked him in the eye.  &amp;quot;You speak our language well, for someone from deep in the jungle,&amp;quot; she noted.&lt;br /&gt;
&lt;br /&gt;
Sestamon nodded. &amp;quot;It&#039;s because the spiritual path I walk.  I seek to lead my people, and now I must wander the world to learn if my path is the right one.  I&#039;ve learned all languages through the mystical essence of my faith.&amp;quot;  He kept a completely straight face while saying this, helped no doubt by the hat of disguise.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hmm,&amp;quot; the old woman agreed noncommitally.  &amp;quot;I&#039;m Zelda and I&#039;m the eldest of the villagers.  While we appreciate your company, we are in dire circumstances.  The last two seasons have been unusually dry and limited in production, and this season is shaping up to be worse.  Our stores are nearly depleted and we unfortunately cannot offer the hospitality we&#039;d usually provide.&amp;quot;  She looked abashed as she admitted this, but the rest of the villagers nodded as she spoke.&lt;br /&gt;
&lt;br /&gt;
Sestamon looked over the villagers.  He saw faces thin, stressed, tired.  He also saw determination.  He wasn&#039;t surprised at that - during the time he&#039;d spent watching these people their dedication to each other and faith in their community was inspiring.  He nodded and spoke to Zelda, &amp;quot;I understand.  I wouldn&#039;t think of imposing.&amp;quot;  His gaze swept over the villagers, and then to their lands beyond.  &amp;quot;In fact, I may be able to help you.  I&#039;m a shaman amongst my folk and I may be able to beseech the sky spirits to send some rain to this area.  It takes some time to work, but with your permission I&#039;d like to try.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murmurs trickled through the people as they heard this, and many heads turned to look at an older man near the back of the group.  He was dressed much the same as the rest of them in a simple tunic and pants, but he was also wearing a simple leather cord around his neck from which hung a bronze stylized sun.  As his neighbors turned their regard his way, he stepped through the crowd and moved up next to Zelda.  He raised his gaze to look Sestamon in the eyes and spoke.  &amp;quot;I am Reginald, priest of Pelor.  I have served this community for many years, and we have been very blessed with good harvests and fruitful livestock.&amp;quot;  He looked around at his people, and at the dry land around them.  &amp;quot;But lately our blessings have been fewer.  I&#039;ve prayed and sought counsel from the divine one, but I feared my prayers were unanswered.&amp;quot;  He looked back up at Sestamon.  &amp;quot;But I feel that you are the answer to our prayers.  Yes, we would welcome any help you can give us, friend.&amp;quot;  A sigh swept through the crowd as Reginald said this, and smiles blossomed on many faces.  &lt;br /&gt;
&lt;br /&gt;
Sestamon smiled as well.  &amp;quot;Then I&#039;ll begin immediately.&amp;quot;  He moved to a place in the center of the village, and the villagers stepped back to give him room.  He closed his eyes and concentrated, and began to slowly chant.  As he chanted a light breeze slowly picked up, faintly, stirring the grasses of the plain to sway gently back and forth.  This persisted for several minutes as the spell took hold.  Finally Sestamon finished and he could feel his spell permeating the sky.  He concentrated and the breeze picked up, and over the next hours clouds rolled in and by morning a gentle rain was falling, the first in months.  The villagers were amazed and overjoyed, and laughter resounded through the village.&lt;br /&gt;
&lt;br /&gt;
Sestamon was immediately popular with his aid proving invaluable in controlling the weather, but his healing powers were also put to good use.  Over the next weeks he called rain as often as needed, and with care and hard work the villagers were once again able to produce a viable harvest.  His healing powers saved lives in a few dire situations, and he quickly became a favored part of the life of the village.&lt;br /&gt;
[[File:Sestamon Angel.jpg|left|300x300px]]&lt;br /&gt;
After a season of living with (or near - he was much too large for their homes) the villagers, Sestamon felt comfortable enough to reveal his true story to them.  He spoke with Zelda and Reginald and asked to have time to address the village during the fall harvest celebration.  Since there wouldn&#039;t have been a celebration without his assistance they readily agreed.  The continuous dedication Sestamon had shown to the calling of rain and the tending of the harvest had meant that the produce was particularly fruitful.  As the meal was shared and laughter abounded, many stories were told of the trials of the past and how the current bounty was a sign of the favor of Pelor, who had sent their new friend to aid them.  As the mirth settled into a quiet contentment as the evening wore on, Sestamon looked at the elders who both nodded, then he stood and gathered the attention of the villagers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My friends, I have to tell you something more about my past.  I&#039;m afraid I owe you an apology, for I haven&#039;t been totally honest with you.  And as I&#039;ve learned over these past months, you are all good people who deserve the truth.&amp;quot;  And with that he dropped the illusion of a giant he&#039;d worn since entering the village many months prior.  Silence fell over the crowd, along with more than one plate and cup that also hit the ground.  Sestamon sighed as he looked over the startled faces of his friends.  &amp;quot;I hid this form from you when I first arrived because I didn&#039;t want to influence your opinion of me as a person, which, despite my current state,&amp;quot; he gestured to his magnificent outstretched wings, &amp;quot;is really all that I am.  My name is Sestamon, and I&#039;m currently an angel for all intents and purposes, but I began my life as an ordinary human, and lived most of it that way until the weird events that brought me here to Quelmar.&amp;quot;  And he related his tale in full, from his birth on Praemal to the first sighting of the Spire in Ptolus, to the battle and transition here and the subsequent days of wandering in a strange new world.  He talked about his hesitation to get involved in this world, and the result of his commune which lead to his approach to the village.  Finally he explained that he was in fact looking to find his way to a large city, in the hopes that he might himself learn the magic necessary to make his way home.&lt;br /&gt;
&lt;br /&gt;
The villagers were shocked at this tale and turn of events, and as Sestamon finished his story the crowd burst into excited, confused, and somewhat angry conversation.  Some of the most angry comments suggested Sestamon was a spy or a trick.  Others vehemently opposed such ideas.  Most people were just surprised and amazed by Sestamon&#039;s story.  Zelda walked through the crowd, doing her best calm those whose tempers were getting the best of them.  Reginald, however, stood at the back of the crowd, not far from Sestamon, and watched the angel and the crowd.  He waited for several minutes as the conversations continued, then stepped forward and stepped up onto a table, raising himself above the crowd.  As he lifted his hands to request silence the villagers one by one acquiesced, and all turned to hear what he would say.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For long months we suffered in our drought.  Too many seasons passed us by without succor.  We were on the brink of having to abandon our village - our homes - or die here of dehydration and starvation,&amp;quot; he said. &amp;quot;We prayed to Pelor for release, for help to relieve our burden - and help was granted!&amp;quot;  He turned to look at Sestamon, still a bit taller than Reginald despite standing on a table.  &amp;quot;This man took the time to get to know us, to become part of our community, in order to help us.  I&#039;ve observed, as I know a few of you have, that he hasn&#039;t taken much of anything in the way of foodstuffs in the time he&#039;s been here.&amp;quot;  Nods from around the crowd confirmed what Reginald was saying, and he turned to Sestamon.  &amp;quot;Why is that?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The image of a planetar looking abashed was one that would stick in the minds of the villagers who saw it for years to come.  &amp;quot;I don&#039;t need to eat or drink - or sleep, even - in this form.  So it seemed unwise to waste resources on myself, when you all actually need them...&amp;quot; he trailed off a bit as he saw smiles on most of the faces around him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed,&amp;quot; Reginald continued.  &amp;quot;You aided us, and you only took a bit of food to maintain the illusion that you were in fact getting something in return for your help.  But in truth, what did you really gain?&amp;quot;  He addressed the crowd generally now.  &amp;quot;What did he get out of helping us that he couldn&#039;t have gotten more easily on his own?  Nothing.&amp;quot;  He turned back to Sestamon.  &amp;quot;I look at you, Sestamon, and I see the answer to our prayers, and your choice to help with no thought for yourself shows the truth of Pelor&#039;s guidance in bringing you to us - maybe even to our world.&amp;quot;  He addressed all one last time.  &amp;quot;We have been blessed to have been granted such friendship.  And we&#039;ll do what we can to help you in return, and find where you can acquire the assistance you need to return home.&amp;quot;  He gave a Sestamon a wry grin.  &amp;quot;Though if you could continue to help with the harvest, we&#039;d appreciate it!&amp;quot;  Chuckles echoed through the crowd, and the tension which had built dissipated.  The crowd dispersed back into smaller groups celebrating, and Sestamon relaxed without deception for the first time since coming to Quelmar.&lt;br /&gt;
[[File:Sestamon Controlling Weather.jpg|right|300x300px]]&lt;br /&gt;
After that life settled into a more or less normal routine.  Sestamon continued to use his illusory visage on a daily basis, more out of habit than anything else, although the idea of some day encountering strangers while in the form of a planetar was in the back of his mind.  He still wanted to keep a low profile as much as possible - who knew what sort of trouble would be stirred up if rumors of an angel started to spread?&lt;br /&gt;
&lt;br /&gt;
And so Sestamon stayed in the village for three more years, helping each season with rain when needed, which was an occurrence that diminished with time.  About twice a year a merchant would visit the village, and each time Sestamon would hide, listening as the villagers sought news and asked questions to help the angel learn the best place to study magic.  With his ability to discern truth he was able to grasp quite a bit more about the world at large than the merchant would reveal willingly.  Eventually he learned that the city of Galik to the northwest of the plains, across the great Scar which divided the continent, was the largest known city in the world and would certainly have the resources he would need to learn magic, and in time find a way home.&lt;br /&gt;
&lt;br /&gt;
Sestamon took his leave of the village after the harvest celebration of the fourth year since his arrival in Quelmar.  There were many tears shed as he bade farewell, and Zelda and Reginald both made him promise to return when he could.  Sestamon agreed that he would, and then he shroud himself in invisibility, took to the air, and headed off in the direction of Galik.&lt;br /&gt;
&lt;br /&gt;
Having spent far longer than he&#039;d ever intended in Quelmar already, Sestamon was eager to begin his studies.  He maintained a high altitude, far enough that he&#039;d be invisible from the ground even without his spell, and since he needed neither sleep nor nourishment, he continued on his path until his destination came into view.  From a distance he could see that Galik was a city of a size and scope to rival Ptolus back home.  With growing confidence he descended to a few miles outside of town.  He dismissed his invisibility but kept his giant illusion active as he began walking to the city gates.  His approach raised some eyebrows amongst the gate guards, and he was taken aside and questioned briefly about his intentions.  But, while unusual, beings such as a jungle giant were not unheard of in Galik, for this was the largest city on the surface of Quelmar.&lt;br /&gt;
[[File:Galik .jpg|left|300x300px]]&lt;br /&gt;
Once granted access to the city and given directions to appropriate accommodations, Sestamon made his first order of business finding out where to learn magic.  A few quick questions to some curious locals (while not unheard of, giants were still a bit of a rarity) revealed that there were many wizards associated with the guild scattered throughout the city.  Each district contained a single mastery tower, along with some adept towers and several apprentice towers.  Membership within the guild was limited and only the death of a member resulted in a new opening, but most of the adepts and some of the masters took on students, many of whom went on to become members of the Free Defenders, or adventurers who travelled the world and brought honor to the guild through their deeds.  Encouraged, Sestamon took residence in a small (for a giant) shed on the property of the only inn in Galik that catered exclusively to giants.  Unfortunately for him the main rooms were designed for huge giants, and while Sestamon was large and certainly impressively sized compared to most humanoids, he was himself small in comparison to the room and furniture available to true giants.  So he was set up in a shed that was fitted with a bed of the right size, and he set out to find himself a magic instructor.&lt;br /&gt;
&lt;br /&gt;
The Dominion of the Arcane, the formal name for the wizards guild in Galik, was organized in a dispersed fashion.  Towers of wizardry existed in each district, most run by apprentices, some by adepts.  Only one tower per district could be a master&#039;s tower.  These locations coordinated to run the branches of the Galik Arcane University.  The adepts and apprentices served as instructors in this University, so it was to the closest tower that Sestamon turned in his quest for an education.  He approached on a bright sunny day and was, as usual, somewhat of an oddity on the street.  But no one paid him too much heed, and as he approached the entrance to the tower he was halted by a guard, a human male who was tall for his people, but who still had to crane his head upward to address Sestamon.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good day sir giant, what is your business here?  Come to get some enchanting done, or maybe buy a potion?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon smiled at the guard and used his ability to detect evil and good to ensure there were no supernatural entities within range. Detecting none he replied, &amp;quot;I&#039;d like to learn magic.  Is this the place to enroll in a course of wizardly study?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The guard&#039;s eyebrows arched in surprise.  &amp;quot;Yessss, magic is taught here.  We&#039;ve never had a giant as a pupil before that I can recall.&amp;quot;  He eyed the giant, and the tower entrance which was sized for typical humans and similar humanoid creatures.  &amp;quot;Let me check with my boss on how to handle this.  Please wait here.&amp;quot;  He turned to enter the tower, then stopped and faced Sestamon once again.  &amp;quot;Apologies, whom may I say in inquiring?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My name is Sestamon, I come from the great jungles to the far southeast, on the other side of the Scar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sestamon. Got it.&amp;quot;  The guard nodded again, then smiled at Sestamon and turned back and entered the tower.&lt;br /&gt;
&lt;br /&gt;
After a short while the guard returned.  He was followed by an older man of serious demeanor who glanced at Sestamon with dispassionate eyes.  &amp;quot;So you wish to learn magic?&amp;quot; the man asked Sestamon.  &amp;quot;Why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon considered a moment before answering.  &amp;quot;I need to make a journey and the only way to do so is with magic.  I&#039;ve received guidance that indicates no one on Quelmar can help me with this, so I must try on my own.&amp;quot;  He eyed the man, wondering how much of the truth to share.  &amp;quot;I have some skills gained via my faith, but I don&#039;t know the first thing about arcane spellcasting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The older man gave him an appraising look for a few moments, then he spoke again in Draconic, &amp;quot;Do you feel capable of adapting to new ways of thinking?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon smirked as he replied in Draconic, &amp;quot;I&#039;ve found that I can learn many things if I apply myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The old man smiled back.  &amp;quot;Very well.  We can&#039;t accommodate you here, but the master&#039;s tower has facilities that should work.  I&#039;ll pen a message of introduction for you.  Make your way to the large tower in the center of the district, and good luck to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The wizard returned to his tower, the guard following at a gesture.  A few minutes later the guard returned and handed a scroll tube to Sestamon.  Thanking him, the giant made his way into the center of the district, easily spotting the large tower within a few blocks.  As he neared he saw that the place took up two whole blocks and was surrounded on all sides by twenty foot tall walls.  Gates opened at three points on each of the four walls surrounding the compound.  Beyond, the main tower soared into the air twenty stories high.  Sestamon strode up to the closest gate and was surprised to see no guards immediately apparent.  Taking a moment to scan the area with his truesight and detecting for good and evil he saw nothing obvious.  Bolstered, he stepped to move through the gate, but was held back by an unseen force.  As he considered this, a voice sounded in his mind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your business?&amp;quot; the voice asked, its tenor and tone neither masculine nor feminine, resounding in perfect neutrality.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wish to learn magic,&amp;quot; Sestamon thought back simply.&lt;br /&gt;
&lt;br /&gt;
There was a sensation of being observed, though Sestamon saw nothing.  After a few moments the voice spoke again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Enter, and make your way to the tower.  Your request will be considered.&amp;quot;&lt;br /&gt;
[[File:Master tower.jpg|right|300x300px]]&lt;br /&gt;
Sestamon felt the resistance vanish and moved through the gateway.  Once through he was in a short tunnel about ten feet long which opened into the compound for the master&#039;s tower.  It was large and while there were some buildings here and there within the walls, the tower itself was the main structure herein.  He approached the tower, taking in the perfectly manicured lawn and shrubs, and the gleaming walls of the compound.  Surely there was magic at work here.  As he reached the single entrance to the immense tower, the door - sized for a typical human - grew and expanded and widened until it was large enough to easily allow him admittance. The door then swung inward, and without waiting for further invitation Sestamon walked inside, ready to begin his career in magic.&lt;br /&gt;
&lt;br /&gt;
He found he was a quick study - his years of training as a warrior had not required the same level of intellectual focus, but the discipline of repeatedly performing, failing, learning, and trying again was a great asset to him now.  Sestamon quickly advanced through the basics of wizardry, and within a short time was able to master spells powerful enough to be an effective spellcaster for a team.  With that in mind he began to seek out new companions, to both provide service to the community as well as challenge his abilities by taking up the mantle of adventurer.  He was able to find ready and willing partners since his inherent abilities were already a worthy inclusion in a group.  Adding his magical prowess made him formidable even in his first endeavors.  Soon he had a reputation as an able leader and fierce defender, able to take the fight to the enemy as well as bolster his allies.  Within a few years he founded his own adventuring company and started on his quest to finally find a path home.&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Secret_Origin_Therrin_Flare&amp;diff=20488</id>
		<title>The Secret Origin Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Secret_Origin_Therrin_Flare&amp;diff=20488"/>
		<updated>2023-06-03T12:54:29Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Added page from scratch&lt;/p&gt;
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&lt;div&gt;[[File:Therrin potrait.jpg|left|300x300px]]&lt;br /&gt;
While he is unaware of his background, Therrin is more unusual than at first appearance.  His history is much longer than he suspects, and it begins with a father who isn&#039;t from Quelmar at all...&lt;br /&gt;
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== Part One: Sestamon ==&lt;br /&gt;
From the moment he first spotted the spire on the road to Ptolus, Sestamon knew it would be the death of him.  A premonition of doom tickled his spine from the top of his head to the tip of his tailbone.  He&#039;d heard stories of course - everyone had heard of the Spire - but to see it looming above him, an ominous portent for the job ahead, was accompanied by a sense of both surrealism and fate.  With a dream-like drive he moved along with his company into the city and headed to the barracks that had been prepared.  &lt;br /&gt;
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The first strikes were major successes.  Sestamon wasn&#039;t clear on the details of their enemies, he just knew they were evil and his company had been hired to eliminate them.  He battled alongside his companions against dark warriors in black armor, bolstered with fell magics that could drain the life from mortals.  He fought dread wraiths in dark corridors, driving into their insubstantial forms as companion clerics blazed forth searing light.  He protected wizards as they rained fire down on abominations in deep caverns beneath the dreaded Spire.  He went where he was told and killed who he was told and Sestamon was proud of the successes he and his brothers achieved.&lt;br /&gt;
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Eventually the strikes against goons and monsters dwindled as the campaign focused in on the enemy leadership.  Striding through broken corridors in deep dungeons, his group came upon a final stronghold.  They engaged their assault and it was the fiercest resistance they had yet faced.  Dark magics exploded deadly energies into the ranks of the companions, decimating some.  Blinding light flashed from enchanted weaponry as mighty warriors traded blows.  Sestamon found himself face to face with a demonic creature of the pits, breathing acidic fumes in his face and slashing at him with claws like steel.  He struck down the demon but not before taking grievous wounds himself.  Looking about, he saw things were not going well for his companions.  Several of his brothers were down, dead or unconscious he couldn&#039;t tell at quick glance.  As he watched the last cleric was struck by a fiend and sent hurtling into a wall, dropping like a sack on impact and landing on the floor, unmoving.  As his final two brothers moved to engage the fiend, he saw their wizard gesturing to him.  He moved slowly over, his wounds an agony burning through his mind, but he forced his body forward to slump down next to his companion.&lt;br /&gt;
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&amp;quot;We won&#039;t be able to hold much longer,&amp;quot; the wizard wheezed.  &amp;quot;I&#039;ve got one last spell left that might help, but I&#039;m not sure it&#039;ll be enough.  I can transform you into a divine being, a powerful angel that can surely defeat these foes.  Will you allow it?&amp;quot;&lt;br /&gt;
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Sestamon was never known for his wisdom or his wits.  He was strong and he was loyal, and he was skilled with arms, and he made his way using those abilities.  Strategems were for his superiors, he merely carried them out.  He nodded to the wizard, who began to chant a spell.&lt;br /&gt;
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The feeling was new.  While he&#039;d been subjected to many protective spells and used potions on occasion in his role as a soldier, this sensation of magic was entirely alien.  He felt initially as if his whole body was turned to clay, a maleable mass suffused with a tingling energy.  Then the clay began to stretch and shift.  He could feel himself growing, getting taller.  His arms and legs extended, his torso broadened, and with an indescribable twist and stretch two wings emerged from his back and unfurled into bright feathered glory.  When the transformation was complete, Sestamon now stood twelve feet tall.  His skin was a dull silver and his eyes glowed with celestial light.  He looked down at the wizard.&lt;br /&gt;
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&amp;quot;Slay the fiend!&amp;quot; the old man implored, pointing to where the demon just finished killing off the last of his brothers.  With a cry of divine rage, the planetar formerly known as Sestamon raised his blade and tore into his enemy.  Now the demon had no chance, and Sestamon rained down devastating blows bursting with bright energy that tore through the demon&#039;s defenses.  In short order the fiend was dead, and Sestamon turned back to the wizard, the last of his companions to survive.&lt;br /&gt;
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&amp;quot;We&#039;re not done,&amp;quot; the wizard said, gesturing to a portal that had opened at the far end of the chamber in which they&#039;d encountered the demon and its minions.  &amp;quot;Whoever conjured that thing still needs to be dealt with.&amp;quot;  He looked up to Sestamon, sizing up the transformation.  &amp;quot;Your new form has some powers that might help us out right now.  Can you heal me a bit?&amp;quot;&lt;br /&gt;
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Sestamon&#039;s brows knitted in thought, and then shot up in surprise.  &amp;quot;Yes, I can.  And that&#039;s not all!&amp;quot;  With a gasp of surprise he reached out and released healing energy into the wizard, causing wounds to knit and bruises to fade.  The wizard breathed a sigh and sat up, but Sestamon wasn&#039;t done.  Moving to the nearest cleric he stretched forth his hand and called back the soul of the fallen man.  And he answered.  Within a few minutes he was back up on his feet, looking somewhat worse for wear.  Sestamon grinned in delight.  &amp;quot;I can do that a couple more times today, which other of our companions should I bring back?&amp;quot;&lt;br /&gt;
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The cleric and the wizard conferred briefly about Sestamon&#039;s question.  While they did, the former fighter turned angel found that he was able to follow along with their discussion.  This was new, he normally turned his thoughts to his weapons and equipment and what needed prepared while this type of discussion occurred with his superiors.  Now he found that was easily able to keep up with their logic.  They decided to raise one of the fighters and to keep the last use of the planetar&#039;s ability to raise dead in case it was needed again in their group before the end.&lt;br /&gt;
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The four of them gathered what they could of their companions&#039; supplies, healed up as well as they could with some potions and wands, and then entered the portal.  They arrived in a darkened room of worked stone with several exits.  Behind them was a portal similar to the one they&#039;d just used.  The cleric cast a quick augury then lead the group towards the exit opposite the portal.  Together they began a journey through a twisting series of corridors dotted with occasional small rooms, flights of stairs leading upwards, and more enemies of a similar nature to their previous encounters.  These were weaker enemies now, and were less of a threat than a delaying tactic.&lt;br /&gt;
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Sestamon&#039;s form was able to slice through these enemies like a hot knife through butter, obliterating them each with a single blow of his divinely infused blade.  Finally they finished a quick skirmish with five dretches and the wizard indicated they should take a moment to speak.&lt;br /&gt;
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&amp;quot;Sestamon, you&#039;ve done well and your effort is appreciated.  We&#039;re approaching the end of the duration of the spell that has transformed you, so you need to make a choice&amp;quot; he started.  &amp;quot;I can let the spell end and you&#039;ll return to your normal human form.  In the same state as when I cast the spell&amp;quot; he added with a meaningful look.  &amp;quot;The other option is that I can continue to concentrate on the spell and it will become permanent.  This doesn&#039;t mean it could never be ended, only that I don&#039;t need to concentrate on it and the spell would be self-sustaining.  You&#039;d remain in the planetar form until a specific effort is made to turn you back.&amp;quot;&lt;br /&gt;
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Sestamon only thought for a moment. &amp;quot;This form is obviously far more useful than I&#039;d be if I were to change back now.  Let it remain and we can see our way through this.&amp;quot;  His face twisted in a wry grin.  &amp;quot;If we survive, then we can talk about reverting back.&amp;quot;&lt;br /&gt;
[[File:Dungeon black sphere.jpg|right|300x300px]]&lt;br /&gt;
That decision made they moved out again.  A few minutes later the wizard indicated that his concentration was done and the transformation to Sestamon was now permanent.  Just a minute more and they found their path ended at an imposing set of iron doors.  With effort they were able to get them open and proceeded into the room beyond.  A wide circular chamber devoid of much but a slight depression in the center, above which hovered a swirling sphere of black pulsing energy.  Next to it stood a figure that was unexpectedly unimposing.  And beyond was a broad wall that was open to the outside world.  Looking through the companions could see that they were high in the air, well above Ptolus.  They were actually in the Spire itself, and again Sestamon felt a chill down his spine, the premonition of his first day in Ptolus returning fiercely and giving him momentary pause.  But then he focused again on their goal.&lt;br /&gt;
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&lt;br /&gt;
It was indeed the final abode of their long hidden enemy.  Now confronting the evil in the flesh, they see not a demon or devil or abomination, but a human, a female who was clearly steeped in the necromantic arts.  With a cry the companions attacked.  Once again spells flashed, blades slashed, and energies exploded through the room.  In a desperate effort to at least take her enemies with her, the necromancer cast a powerful spell that intersected the sphere of energy, just as Sestamon was slashing at her with a blow that no doubt would have blasted her into dust with its infusion of divine power.  All of these energies came together in a sudden clash, and the result was a huge explosion that blasted Sestamon, the necromancer, and the remaining companions to edges of the chamber.  The intensity of the blast left all of them unconscious.&lt;br /&gt;
[[File:Sestamon battle ptolus.jpg|left|300x300px]]&lt;br /&gt;
When he awoke, Sestamon wasn&#039;t in a circular chamber.  He wasn&#039;t inside even.  He was laying on a root that was connected to a tall tree, the likes of which he&#039;d never seen.  Branchless and smooth, the trunk rose several tens of feet before thick, broad leaves sprouted at the top.  Rising to his feet, he saw that he was in a jungle.  Confusion overwhelmed him for a moment, but without effort his heightened intellect was able to recognize that the explosion of magical energies must have transported him somewhere else on Praemal, since there were no jungles near Ptolus.  Taking stock of his situation, he realized he needed to get back to Ptolus to help his friends.  Without any immediate options for instantaneous long range travel he turned invisible for safety, and flew straight up into the air.  &lt;br /&gt;
[[File:Jungle.jpg|right|300x300px]]&lt;br /&gt;
Rising into the unfamiliar sky, Sestamon saw that the jungle stretched as far as he could see.  Adding to the difficulty, the air was thick with mists that obscured even the land directly beneath him by the time he&#039;d ascended to one hundred feet.  Undeterred, Sesatmon flew up, intent on getting a view of the night sky.  Eventually the mists above him thinned, and the sky came into view, a blanket of black void dotted with stars in their legions.  While he wasn&#039;t particularly familiar with astronomy, he could see pretty easily that this was not the night sky of Ptolus.  Again he felt confusion - he didn&#039;t really understand it before, but now he could grasp what the wizards and clerics meant when they said Praemal was locked off from other worlds.  How did he get here?&lt;br /&gt;
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With no answers immediately apparent Sestamon considered his options.  He was in a strange place, an entirely new world perhaps.  He&#039;d been carrying the bulk of his team&#039;s supplies when he&#039;d been blasted to wherever he now was, since he&#039;d been large and much stronger than anyone else.  But in this celestial form he didn&#039;t need sleep nor food and drink.  There were a few magical items that might be helpful, including a hat of disguise, an alchemy jug and an amulet of health that seemed to have been damaged in the explosion.  All were carried in a handy haversack, and he didn&#039;t see any immediate need for any of them, although he donned the hat of disguise to create the illusion that he was a rather nondescript humanoid of ogre size, but of a peaceful demeanor.  &lt;br /&gt;
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One option which occurred to him but didn&#039;t inspire eagerness was to use his planetar spell of Commune to seek wisdom from the divine.  Still new to the expanded intellect of his celestial form, he balanced what he knew of how the spell worked, to the realization that he had no idea about the gods, and it might not be too smart to go knocking on their door.  What if they were unfriendly?  What if they decided it was simpler to just destroy him rather than risk the danger of whatever he represented - an alien invader from a hostile dimension perhaps.  No, without a bit more knowledge of what he might be getting himself into he decided to wait before he tried that avenue.&lt;br /&gt;
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A decision of sorts being made, the only one left was to pick a direction to travel.  It was night when he arrived, and it hadn&#039;t seemed like dawn (if this place had a dawn) was any time soon.  Still, he was in no immediate hurry.  At least, no hurry he could do anything about.  In truth, the thought of the fate of the others nagged at him, and as he thought about it more fully he realized that there might be some of his companions - or his enemy - here with him.  He imedaitely began to search the area, invisible and using a spiral pattern widening out from his location.  He flew about twenty feet off the ground, close enough to clearly see the ground for some distance in front of him but high enough to avoid the tangle of the underbrush.  Although he kept on until dawn finally did start to show through the misty air, he found no sign of anyone else.  So his worry for his companions remained, but he steeled himself to the reality that it would be a long road home.&lt;br /&gt;
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Now that he had the sun to guide him, he turned his back on it and headed west.  He flew all day and kept eyes and ears peeled for signs of civilization and intelligent life.  He didn&#039;t find any, but the breadth of flora and fauna he did see was impressive.  Whatever this world might be it was certainly different from the one whence he came.  Curious, Sestamon continued his journey and watched for any chance that he might find some help to figure out a way home.  Soon he did find signs of intelligent life, but it was of an extremely brutish nature.  A tribe of wild orcs was living among the trees, and with his spells he could tell that they were very evil.  Even if they had any power to help him they clearly would not.  Still, he watched them for a few days to learn what he could, and he found that the name of this world was Quelmar.  He learned a few more details, and then he continued on his way west.  Part of him considered attacking the orcs, stopping them from causing wanton death and misery to the people who lived in the surrounding areas.  But he realized, to his chagrin, that despite his heightened intellect he didn&#039;t know enough to know how such a change would affect the area.  Perhaps some other even worse force would arise.  With a sigh he continued on his journey.&lt;br /&gt;
[[File:Savannah village.jpg|left|300x300px]]&lt;br /&gt;
As he flew on invisibly, although still with his image looking like a small giant and not an angel, he eventually came to the edge of the jungle.  Savannah stretched out before him now, and he flew on for several days.  It was then that he finally changed his path for a while.  He came upon a farming village on the savannah, and for the first time he found people whose goodness was truly bright in this strange world.  Watching for a time, he found that the many families here were caught in a drought, and that their meager resources included a priest whose ability was quite limited.  He could conjure barely a barrel of water a day, and that didn&#039;t go far for the ten dozen people who called the village home.  Sestamon felt the calling of his celestial nature to aid those of a goodly disposition, but as with the orcs he was uncertain of how his actions might impact this alien world.  Conflicted, he finally decided to use his commune spell to help guide his choice.  He realized it might be a drastic action resulting in his immediate destruction, but the helplessness of his situation and his desire to be useful ultimately overrode his doubts.  He withdrew from the area near the village, and settled into a comfortable position in a small copse of trees, one of the few to be found this far into the savannah.&lt;br /&gt;
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Focusing his mind inward, Sestamon perceived a point of brilliant white energy.  Concentrating on that point drew it closer to his mind&#039;s eye, bringing greater and greater detail to what originally looked to be a uniform white blob.  Details and patterns began to appear, and suddenly Sestamon found himself face to face with a being who looked much like himself.  The true planetar looked at Sestamon curiously, and just as he was about to speak the planetar asked, &amp;quot;Who are you?&amp;quot;  &lt;br /&gt;
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Sestamon felt a sense of surprise.  While he had never before cast this spell (nor really much in the way of any spells other than those he&#039;d used since his transformation), he had a sense that the way it worked was that he would ask questions which could be answered in the affirmative or the negative.  The divine agent never asked questions.  But understanding the confusion he gathered his thoughts and explained.&lt;br /&gt;
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&amp;quot;My name is Sestamon, and I&#039;m a human soldier from a world called Praemal.  I was taking part in a battle against evil forces and a wizard of my acquaintance used true polymorph to transform me into a planetar.  He held the spell long enough for it to be come permanent as we were in the midst of exploration and battle.  A short time after that we found the lair of our primary enemy and combat ensued.  In the process there was a tremendous explosion which rendered me unconscious.  When I recovered I was in the jungle to the east and south of here and had no inkling how to return home.  Now I&#039;m traveling to see if I can find anyone who might be powerful enough in magic to help me figure out how to get home.&amp;quot;&lt;br /&gt;
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At the conclusion of this explanation, the planetar nodded slowly.  &amp;quot;So it is.  Very well, ask your questions&amp;quot;&lt;br /&gt;
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Sestamon looked a bit surprised for a moment, but regained his composure and began.  &amp;quot;Is it possible for me to return to Praemal?&amp;quot;&lt;br /&gt;
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The planetar paused only a moment before responding, &amp;quot;Yes.&amp;quot;&lt;br /&gt;
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Sestamon perked up a bit at that, then asked, &amp;quot;If I get involved in the lives of the people I meet and help them with healing and otherwise using my spells and abilities, will I cause any problems that would concern you?&amp;quot;&lt;br /&gt;
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Again the pause was slight, and the planetar replied, &amp;quot;No.&amp;quot;&lt;br /&gt;
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Sestamon smiled now, feeling like he was getting the hang of this communing thing.  &amp;quot;Can anyone on this world help me get home?&amp;quot;&lt;br /&gt;
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This time the pause was longer, stretching out long enough to make Sestamon wonder if the planetar had heard him.  Finally though the angel spoke and said, &amp;quot;No.&amp;quot;&lt;br /&gt;
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Sestamon felt a pang of regret at that word, but with what he considered to be permission to live a life, he set back out to the savannah village to see if he could be helpful.  He already had a couple of ideas on what spells he could use to really make a difference.  He just needed to take the right approach, so that he didn&#039;t seem too offputting to the people of the village.  Still concerned an angel twice their height might be a bit too much, he opted to use his giant image and to introduce himself as a &amp;quot;jungle giant&amp;quot; from the southeast.  He pondered an explanation for his presence on the savannah, and by the time the village came in sight once again he had a pretty good idea of what he&#039;d say.&lt;br /&gt;
[[File:Giant village intro.jpg|right|300x300px]]&lt;br /&gt;
It didn&#039;t take long before he had his chance to talk.  As he drew within a quarter mile of the village he was easily visible.  Soon the villagers noticed him, and some of the men with a more warrior demeanor gathered weapons moved towards Sestamon.  He kept his slow and steady pace, and as he moved within speaking distance there was a crowd of at least twenty warriors along with forty odd villagers gawking at the sight before them.  When Sestamon was within twenty feet of the group he stopped, looking back and forth over the crowd as they looked at him with anticipation.  Some were clearly fearful this might be their very last day in the world, shaking visibly while holding a weapon, or the hand of their neighbor.  Hoping to lower the tension, Sestamon spoke.&lt;br /&gt;
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&amp;quot;Hello.  I hope you might be able to help me.  My name is Sestamon and I&#039;m a traveller from deep in the jungles southeast of here.  I&#039;m journeying as part of my spiritual development - I need to see more of the world to better understand my place in it.  Would you mind if I asked you some questions about the area?  I&#039;ve never been this way before, and I eventually would like to see a city.  Are there any nearby?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The villagers looked back and forth, uncertain exactly how to take this.  One of the older villagers standing immediately behind the warriors stepped forward, her pace steady even as she wobbled a bit in her step.  As she drew to ten feet from the &amp;quot;giant&amp;quot; she looked him in the eye.  &amp;quot;You speak our language well, for someone from deep in the jungle,&amp;quot; she noted.&lt;br /&gt;
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Sestamon nodded. &amp;quot;It&#039;s because the spiritual path I walk.  I seek to lead my people, and now I must wander the world to learn if my path is the right one.  I&#039;ve learned all languages through the mystical essence of my faith.&amp;quot;  He kept a completely straight face while saying this, helped no doubt by the hat of disguise.&lt;br /&gt;
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&amp;quot;Hmm,&amp;quot; the old woman agreed noncommitally.  &amp;quot;I&#039;m Zelda and I&#039;m the eldest of the villagers.  While we appreciate your company, we are in dire circumstances.  The last two seasons have been unusually dry and limited in production, and this season is shaping up to be worse.  Our stores are nearly depleted and we unfortunately cannot offer the hospitality we&#039;d usually provide.&amp;quot;  She looked abashed as she admitted this, but the rest of the villagers nodded as she spoke.&lt;br /&gt;
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Sestamon looked over the villagers.  He saw faces thin, stressed, tired.  He also saw determination.  He wasn&#039;t surprised at that - during the time he&#039;d spent watching these people their dedication to each other and faith in their community was inspiring.  He nodded and spoke to Zelda, &amp;quot;I understand.  I wouldn&#039;t think of imposing.&amp;quot;  His gaze swept over the villagers, and then to their lands beyond.  &amp;quot;In fact, I may be able to help you.  I&#039;m a shaman amongst my folk and I may be able to beseech the sky spirits to send some rain to this area.  It takes some time to work, but with your permission I&#039;d like to try.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Murmurs trickled through the people as they heard this, and many heads turned to look at an older man near the back of the group.  He was dressed much the same as the rest of them in a simple tunic and pants, but he was also wearing a simple leather cord around his neck from which hung a bronze stylized sun.  As his neighbors turned their regard his way, he stepped through the crowd and moved up next to Zelda.  He raised his gaze to look Sestamon in the eyes and spoke.  &amp;quot;I am Reginald, priest of Pelor.  I have served this community for many years, and we have been very blessed with good harvests and fruitful livestock.&amp;quot;  He looked around at his people, and at the dry land around them.  &amp;quot;But lately our blessings have been fewer.  I&#039;ve prayed and sought counsel from the divine one, but I feared my prayers were unanswered.&amp;quot;  He looked back up at Sestamon.  &amp;quot;But I feel that you are the answer to our prayers.  Yes, we would welcome any help you can give us, friend.&amp;quot;  A sigh swept through the crowd as Reginald said this, and smiles blossomed on many faces.  &lt;br /&gt;
&lt;br /&gt;
Sestamon smiled as well.  &amp;quot;Then I&#039;ll begin immediately.&amp;quot;  He moved to a place in the center of the village, and the villagers stepped back to give him room.  He closed his eyes and concentrated, and began to slowly chant.  As he chanted a light breeze slowly picked up, faintly, stirring the grasses of the plain to sway gently back and forth.  This persisted for several minutes as the spell took hold.  Finally Sestamon finished and he could feel his spell permeating the sky.  He concentrated and the breeze picked up, and over the next hours clouds rolled in and by morning a gentle rain was falling, the first in months.  The villagers were amazed and overjoyed, and laughter resounded through the village.&lt;br /&gt;
&lt;br /&gt;
Sestamon was immediately popular with his aid proving invaluable in controlling the weather, but his healing powers were also put to good use.  Over the next weeks he called rain as often as needed, and with care and hard work the villagers were once again able to produce a viable harvest.  His healing powers saved lives in a few dire situations, and he quickly became a favored part of the life of the village.&lt;br /&gt;
[[File:Sestamon Angel.jpg|left|300x300px]]&lt;br /&gt;
After a season of living with (or near - he was much too large for their homes) the villagers, Sestamon felt comfortable enough to reveal his true story to them.  He spoke with Zelda and Reginald and asked to have time to address the village during the fall harvest celebration.  Since there wouldn&#039;t have been a celebration without his assistance they readily agreed.  The continuous dedication Sestamon had shown to the calling of rain and the tending of the harvest had meant that the produce was particularly fruitful.  As the meal was shared and laughter abounded, many stories were told of the trials of the past and how the current bounty was a sign of the favor of Pelor, who had sent their new friend to aid them.  As the mirth settled into a quiet contentment as the evening wore on, Sestamon looked at the elders who both nodded, then he stood and gathered the attention of the villagers.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My friends, I have to tell you something more about my past.  I&#039;m afraid I owe you an apology, for I haven&#039;t been totally honest with you.  And as I&#039;ve learned over these past months, you are all good people who deserve the truth.&amp;quot;  And with that he dropped the illusion of a giant he&#039;d worn since entering the village many months prior.  Silence fell over the crowd, along with more than one plate and cup that also hit the ground.  Sestamon sighed as he looked over the startled faces of his friends.  &amp;quot;I hid this form from you when I first arrived because I didn&#039;t want to influence your opinion of me as a person, which, despite my current state,&amp;quot; he gestured to his magnificent outstretched wings, &amp;quot;is really all that I am.  My name is Sestamon, and I&#039;m currently an angel for all intents and purposes, but I began my life as an ordinary human, and lived most of it that way until the weird events that brought me here to Quelmar.&amp;quot;  And he related his tale in full, from his birth on Praemal to the first sighting of the Spire in Ptolus, to the battle and transition here and the subsequent days of wandering in a strange new world.  He talked about his hesitation to get involved in this world, and the result of his commune which lead to his approach to the village.  Finally he explained that he was in fact looking to find his way to a large city, in the hopes that he might himself learn the magic necessary to make his way home.&lt;br /&gt;
&lt;br /&gt;
The villagers were shocked at this tale and turn of events, and as Sestamon finished his story the crowd burst into excited, confused, and somewhat angry conversation.  Some of the most angry comments suggested Sestamon was a spy or a trick.  Others vehemently opposed such ideas.  Most people were just surprised and amazed by Sestamon&#039;s story.  Zelda walked through the crowd, doing her best calm those whose tempers were getting the best of them.  Reginald, however, stood at the back of the crowd, not far from Sestamon, and watched the angel and the crowd.  He waited for several minutes as the conversations continued, then stepped forward and stepped up onto a table, raising himself above the crowd.  As he lifted his hands to request silence the villagers one by one acquiesced, and all turned to hear what he would say.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;For long months we suffered in our drought.  Too many seasons passed us by without succor.  We were on the brink of having to abandon our village - our homes - or die here of dehydration and starvation,&amp;quot; he said. &amp;quot;We prayed to Pelor for release, for help to relieve our burden - and help was granted!&amp;quot;  He turned to look at Sestamon, still a bit taller than Reginald despite standing on a table.  &amp;quot;This man took the time to get to know us, to become part of our community, in order to help us.  I&#039;ve observed, as I know a few of you have, that he hasn&#039;t taken much of anything in the way of foodstuffs in the time he&#039;s been here.&amp;quot;  Nods from around the crowd confirmed what Reginald was saying, and he turned to Sestamon.  &amp;quot;Why is that?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The image of a planetar looking abashed was one that would stick in the minds of the villagers who saw it for years to come.  &amp;quot;I don&#039;t need to eat or drink - or sleep, even - in this form.  So it seemed unwise to waste resources on myself, when you all actually need them...&amp;quot; he trailed off a bit as he saw smiles on most of the faces around him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Indeed,&amp;quot; Reginald continued.  &amp;quot;You aided us, and you only took a bit of food to maintain the illusion that you were in fact getting something in return for your help.  But in truth, what did you really gain?&amp;quot;  He addressed the crowd generally now.  &amp;quot;What did he get out of helping us that he couldn&#039;t have gotten more easily on his own?  Nothing.&amp;quot;  He turned back to Sestamon.  &amp;quot;I look at you, Sestamon, and I see the answer to our prayers, and your choice to help with no thought for yourself shows the truth of Pelor&#039;s guidance in bringing you to us - maybe even to our world.&amp;quot;  He addressed all one last time.  &amp;quot;We have been blessed to have been granted such friendship.  And we&#039;ll do what we can to help you in return, and find where you can acquire the assistance you need to return home.&amp;quot;  He gave a Sestamon a wry grin.  &amp;quot;Though if you could continue to help with the harvest, we&#039;d appreciate it!&amp;quot;  Chuckles echoed through the crowd, and the tension which had built dissipated.  The crowd dispersed back into smaller groups celebrating, and Sestamon relaxed without deception for the first time since coming to Quelmar.&lt;br /&gt;
[[File:Sestamon Controlling Weather.jpg|right|300x300px]]&lt;br /&gt;
After that life settled into a more or less normal routine.  Sestamon continued to use his illusory visage on a daily basis, more out of habit than anything else, although the idea of some day encountering strangers while in the form of a planetar was in the back of his mind.  He still wanted to keep a low profile as much as possible - who knew what sort of trouble would be stirred up if rumors of an angel started to spread?&lt;br /&gt;
&lt;br /&gt;
And so Sestamon stayed in the village for three more years, helping each season with rain when needed, which was an occurrence that diminished with time.  About twice a year a merchant would visit the village, and each time Sestamon would hide, listening as the villagers sought news and asked questions to help the angel learn the best place to study magic.  With his ability to discern truth he was able to grasp quite a bit more about the world at large than the merchant would reveal willingly.  Eventually he learned that the city of Galik to the northwest of the plains, across the great Scar which divided the continent, was the largest known city in the world and would certainly have the resources he would need to learn magic, and in time find a way home.&lt;br /&gt;
&lt;br /&gt;
Sestamon took his leave of the village after the harvest celebration of the fourth year since his arrival in Quelmar.  There were many tears shed as he bade farewell, and Zelda and Reginald both made him promise to return when he could.  Sestamon agreed that he would, and then he shroud himself in invisibility, took to the air, and headed off in the direction of Galik.&lt;br /&gt;
&lt;br /&gt;
Having spent far longer than he&#039;d ever intended in Quelmar already, Sestamon was eager to begin his studies.  He maintained a high altitude, far enough that he&#039;d be invisible from the ground even without his spell, and since he needed neither sleep nor nourishment, he continued on his path until his destination came into view.  From a distance he could see that Galik was a city of a size and scope to rival Ptolus back home.  With growing confidence he descended to a few miles outside of town.  He dismissed his invisibility but kept his giant illusion active as he began walking to the city gates.  His approach raised some eyebrows amongst the gate guards, and he was taken aside and questioned briefly about his intentions.  But, while unusual, beings such as a jungle giant were not unheard of in Galik, for this was the largest city on the surface of Quelmar.&lt;br /&gt;
[[File:Galik .jpg|left|300x300px]]&lt;br /&gt;
Once granted access to the city and given directions to appropriate accommodations, Sestamon made his first order of business finding out where to learn magic.  A few quick questions to some curious locals (while not unheard of, giants were still a bit of a rarity) revealed that there were many wizards associated with the guild scattered throughout the city.  Each district contained a single mastery tower, along with some adept towers and several apprentice towers.  Membership within the guild was limited and only the death of a member resulted in a new opening, but most of the adepts and some of the masters took on students, many of whom went on to become members of the Free Defenders, or adventurers who travelled the world and brought honor to the guild through their deeds.  Encouraged, Sestamon took residence in a small (for a giant) shed on the property of the only inn in Galik that catered exclusively to giants.  Unfortunately for him the main rooms were designed for huge giants, and while Sestamon was large and certainly impressively sized compared to most humanoids, he was himself small in comparison to the room and furniture available to true giants.  So he was set up in a shed that was fitted with a bed of the right size, and he set out to find himself a magic instructor.&lt;br /&gt;
&lt;br /&gt;
The Dominion of the Arcane, the formal name for the wizards guild in Galik, was organized in a dispersed fashion.  Towers of wizardry existed in each district, most run by apprentices, some by adepts.  Only one tower per district could be a master&#039;s tower.  These locations coordinated to run the branches of the Galik Arcane University.  The adepts and apprentices served as instructors in this University, so it was to the closest tower that Sestamon turned in his quest for an education.  He approached on a bright sunny day and was, as usual, somewhat of an oddity on the street.  But no one paid him too much heed, and as he approached the entrance to the tower he was halted by a guard, a human male who was tall for his people, but who still had to crane his head upward to address Sestamon.  &lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good day sir giant, what is your business here?  Come to get some enchanting done, or maybe buy a potion?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon smiled at the guard and used his ability to detect evil and good to ensure there were no supernatural entities within range. Detecting none he replied, &amp;quot;I&#039;d like to learn magic.  Is this the place to enroll in a course of wizardly study?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The guard&#039;s eyebrows arched in surprise.  &amp;quot;Yessss, magic is taught here.  We&#039;ve never had a giant as a pupil before that I can recall.&amp;quot;  He eyed the giant, and the tower entrance which was sized for typical humans and similar humanoid creatures.  &amp;quot;Let me check with my boss on how to handle this.  Please wait here.&amp;quot;  He turned to enter the tower, then stopped and faced Sestamon once again.  &amp;quot;Apologies, whom may I say in inquiring?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My name is Sestamon, I come from the great jungles to the far southeast, on the other side of the Scar.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sestamon. Got it.&amp;quot;  The guard nodded again, then smiled at Sestamon and turned back and entered the tower.&lt;br /&gt;
&lt;br /&gt;
After a short while the guard returned.  He was followed by an older man of serious demeanor who glanced at Sestamon with dispassionate eyes.  &amp;quot;So you wish to learn magic?&amp;quot; the man asked Sestamon.  &amp;quot;Why?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon considered a moment before answering.  &amp;quot;I need to make a journey and the only way to do so is with magic.  I&#039;ve received guidance that indicates no one on Quelmar can help me with this, so I must try on my own.&amp;quot;  He eyed the man, wondering how much of the truth to share.  &amp;quot;I have some skills gained via my faith, but I don&#039;t know the first thing about arcane spellcasting.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The older man gave him an appraising look for a few moments, then he spoke again in Draconic, &amp;quot;Do you feel capable of adapting to new ways of thinking?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Sestamon smirked as he replied in Draconic, &amp;quot;I&#039;ve found that I can learn many things if I apply myself.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The old man smiled back.  &amp;quot;Very well.  We can&#039;t accommodate you here, but the master&#039;s tower has facilities that should work.  I&#039;ll pen a message of introduction for you.  Make your way to the large tower in the center of the district, and good luck to you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The wizard returned to his tower, the guard following at a gesture.  A few minutes later the guard returned and handed a scroll tube to Sestamon.  Thanking him, the giant made his way into the center of the district, easily spotting the large tower within a few blocks.  As he neared he saw that the place took up two whole blocks and was surrounded on all sides by twenty foot tall walls.  Gates opened at three points on each of the four walls surrounding the compound.  Beyond, the main tower soared into the air twenty stories high.  Sestamon strode up to the closest gate and was surprised to see no guards immediately apparent.  Taking a moment to scan the area with his truesight and detecting for good and evil he saw nothing obvious.  Bolstered, he stepped to move through the gate, but was held back by an unseen force.  As he considered this, a voice sounded in his mind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your business?&amp;quot; the voice asked, its tenor and tone neither masculine nor feminine, resounding in perfect neutrality.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I wish to learn magic,&amp;quot; Sestamon thought back simply.&lt;br /&gt;
&lt;br /&gt;
There was a sensation of being observed, though Sestamon saw nothing.  After a few moments the voice spoke again.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Enter, and make your way to the tower.  Your request will be considered.&amp;quot;&lt;br /&gt;
[[File:Master tower.jpg|right|300x300px]]&lt;br /&gt;
Sestamon felt the resistance vanish and moved through the gateway.  Once through he was in a short tunnel about ten feet long which opened into the compound for the master&#039;s tower.  It was large and while there were some buildings here and there within the walls, the tower itself was the main structure herein.  He approached the tower, taking in the perfectly manicured lawn and shrubs, and the gleaming walls of the compound.  Surely there was magic at work here.  As he reached the single entrance to the immense tower, the door - sized for a typical human - grew and expanded and widened until it was large enough to easily allow him admittance. The door then swung inward, and without waiting for further invitation Sestamon walked inside, ready to begin his career in magic.&lt;br /&gt;
&lt;br /&gt;
He found he was a quick study - his years of training as a warrior had not required the same level of intellectual focus, but the discipline of repeatedly performing, failing, learning, and trying again was a great asset to him now.  Sestamon quickly advanced through the basics of wizardry, and within a short time was able to master spells powerful enough to be an effective spellcaster for a team.  With that in mind he began to seek out new companions, to both provide service to the community as well as challenge his abilities by taking up the mantle of adventurer.  He was able to find ready and willing partners since his inherent abilities were already a worthy inclusion in a group.  Adding his magical prowess made him formidable even in his first endeavors.  Soon he had a reputation as an able leader and fierce defender, able to take the fight to the enemy as well as bolster his allies.  Within a few years he founded his own adventuring company and started on his quest to finally find a path home.&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Master_tower-ai.jpg&amp;diff=20487</id>
		<title>File:Master tower-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Master_tower-ai.jpg&amp;diff=20487"/>
		<updated>2023-06-03T12:53:55Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;the master&#039;s tower where Sestamon learned wizardry&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Galik_-ai.jpg&amp;diff=20486</id>
		<title>File:Galik -ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Galik_-ai.jpg&amp;diff=20486"/>
		<updated>2023-06-03T12:52:21Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sestamon&#039;s first view of Galik&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Sestamon_Controlling_Weather-ai.jpg&amp;diff=20485</id>
		<title>File:Sestamon Controlling Weather-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Sestamon_Controlling_Weather-ai.jpg&amp;diff=20485"/>
		<updated>2023-06-03T12:51:00Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sestamon controlling the weather to aid the villagers&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Sestamon_Angel-ai.jpg&amp;diff=20484</id>
		<title>File:Sestamon Angel-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Sestamon_Angel-ai.jpg&amp;diff=20484"/>
		<updated>2023-06-03T12:49:08Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sestamon reveals himself to the villagers&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Giant_village_intro-ai.jpg&amp;diff=20483</id>
		<title>File:Giant village intro-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Giant_village_intro-ai.jpg&amp;diff=20483"/>
		<updated>2023-06-03T12:46:44Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sestamon meets the villagers&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Savannah_village-ai.jpg&amp;diff=20482</id>
		<title>File:Savannah village-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Savannah_village-ai.jpg&amp;diff=20482"/>
		<updated>2023-06-03T12:45:04Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;village on the savannah&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Jungle-ai.jpg&amp;diff=20481</id>
		<title>File:Jungle-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Jungle-ai.jpg&amp;diff=20481"/>
		<updated>2023-06-03T12:41:46Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sestamon arrived in a jungle&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Sestamon_battle_ptolus-ai.jpg&amp;diff=20480</id>
		<title>File:Sestamon battle ptolus-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Sestamon_battle_ptolus-ai.jpg&amp;diff=20480"/>
		<updated>2023-06-03T12:39:18Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sestamon in the final battle prior to arriving in Quelmar&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Dungeon_black_sphere-ai.jpg&amp;diff=20479</id>
		<title>File:Dungeon black sphere-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Dungeon_black_sphere-ai.jpg&amp;diff=20479"/>
		<updated>2023-06-03T12:37:06Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A black sphere hovering in the center of a round room&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20478</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20478"/>
		<updated>2023-06-03T12:28:22Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Added a link to his hidden background&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
[[File:Therrin potrait.jpg|left|thumb|300x300px|Therrin and Pexx]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  He was born in PR 874.  He has no information about his background prior to his appearance at the temple, but [[The Secret Origin Therrin Flare|there are others who do]].  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The aasimar warlock known as Therrin Flare is a foundling raised in the church of Pelor in Galik.  He arrived in a crate of produce shipped in from the farms of Ranis Sewell outside of the city, and an inquiry utilizing the highest levels of truth magic available to the church revealed neither the farmer nor any of his family or farmhands had any inkling of how the boy had appeared amongst the cabbages.&lt;br /&gt;
&lt;br /&gt;
Auguries showed primarily positive potential so the church assigned a grumpy retiree to watch the boy initially and see to his needs.  Father Jasper Thorn was a devoted servant of Pelor who had joined the most restrictive of Pelorian orders precisely to avoid raising children.  To be saddled with the duty in his golden years made him imagine the exarchs were all enjoying a hearty laugh at his expense.  But Father Thorn was a diligent man and despite his terse demeanor saw to the best of the boy&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Their first interaction was remarkable.  Upon being told of his assignment and being introduced to the as yet unnamed child, Father Thorn picked the boy up to give him a good look and as he did so a glow appeared in the infant&#039;s eyes which quickly grew until it exploded in a brilliant flare of colored light that momentarily blinded all in the room.  When they could see again they noticed that a small birthmark in the shape of a celestial rune had appeared on his left arm near the shoulder.  It spelled the word &amp;quot;therrin&amp;quot; which had no known meaning, so Father Thorn took it to be the child&#039;s name.  Therrin&#039;s brilliant introduction seemed an appropriate surname, and Therrin Flare was born.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s divine origins were obvious from the start, but divinations revealed frustratingly little.  Still, with his aasimar heritage he was naturally drawn to the healing arts, and after an unremarkably normal childhood Therrin started to show his affinity around 8 years old.  He spent much of his time in the infirmary helping to tend to patients, and his quiet demeanor and careful attention made him an apt student.  &lt;br /&gt;
&lt;br /&gt;
Therrin didn&#039;t discuss it with others but his childhood was filled with dreams which were visited by his divine ancestor.  He made a pact to work as an agent of Life in his mortal existence, and in return was granted the power to heal.  As he began to really contribute to the efficiency of the temple&#039;s healing prowess he also started to meet many people.  His unusual and mysterious origin and natural charm made him a bit of a local attraction, and people with minor injuries and extra time would make their way to Pelor&#039;s temple to be healed by the &amp;quot;angel boy&amp;quot;.  Therrin tolerated the attention with good humor and did his best to ensure the temple was always well represented with his actions.&lt;br /&gt;
&lt;br /&gt;
When he turned 16 he began to do shifts with some of the defenders of the city, going on patrols to provide active healing support.  There was almost always an opportunity to use his gifts during these outings and Therrin began to learn the city and make friends and acquaintances in many locations.&lt;br /&gt;
&lt;br /&gt;
Now at 18 Therrin is ready to begin venturing further afield.  He has no specific ambitions and is eager to meet more people and use his healing abilities to help as many as possible, to show the people that Pelor does indeed care about their welfare.  He has received hints in his dreams that he&#039;ll ultimately fulfill a greater purpose, but for now he&#039;s content to learn and do his part to keep people healthy.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Sacred Flame, Guiding Bolt, Dagger&lt;br /&gt;
&lt;br /&gt;
== Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== The Temple of Lolth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
We set out to explore south of the camp.  Paul wanted us to accompany him to do research on a ruin that had been noted not far off.  We made our way there, Paul, myself, Sabbatical, Yewvane, Reedy and Paris.  Pexx and Daq also accompanied us.  When we reached the location we took time to review the structure.  It was much older than we expected, and none of the barely discernable markings were identifiable by anyone in the party. Cautiously we approached the entrance and made our way inside.&lt;br /&gt;
&lt;br /&gt;
The first room was spacious but dark.  We began to move into it to get a better look when suddenly scurrying spiders emerged from various corners, and we were beset on all sides.  We stood mostly near the entrance to avoid them, using ranged attacks, though Yewvane and Sabbatical were willing to get in close.  The spiders were imposing to see, but ultimately not very tough and we fought through them with minor injuries.  Sabbatical took some damage but shook off my initial offer of healing.  We made our way through the room to an exit opposite the wall through which we entered.  We passed through the doorway and came into another decently sized room, and again were beset by spiders.  These were larger than the first group, each as big as a person, as compared to the first few which were more the size of Daq.  The party again engaged the spiders, but these weren&#039;t just unnaturally large - they were also possessed of a magical nature that allowed them to use their webs to blast us with magical energy.  &lt;br /&gt;
&lt;br /&gt;
We fought on and eventually defeated the creatures, although the damage we took was more significant.  When finished we noted the main feature of the room other than the spiders was a statue at the rear of the chamber.  It was of a woman who was beautiful but also had spider-like features.  It was a statue of Lolth, demon queen of spiders, whose trickery and deceit are renowned. She stood with a hand outstretched, palm up, as if waiting to be given a gift.  With nothing particularly obvious to try we moved on, out another door that lead to a hallway.  The hall was lined with what appeared to be large spider legs, though composed of ooze and not carapace.  They moved like spider legs though, and tried to strike any who came close.  But they were fixed in place and we were able to destroy them primarily with ranged attacks.  I&#039;ve never used my eldritch blast so much!&lt;br /&gt;
&lt;br /&gt;
We reached another simple room, one which had an air of being a preparatory chamber, and which had a significant door to our left as we entered.  We were again beset by oozy spider legs and a few spiders.  As we defeated these, Sabbatical indicated she&#039;d taken a decent amount of damage, so I used a cure wounds spell to heal her a bit.  Yewvane made his way to the main door and opened it, and behind it was a horror.  A spider-like creature, horse-sized, loomed over Yewvane.  It seemed to be the source of the ooze legs, and appeared to be half-ooze itself.  A tough  fight commenced, and several of us were affected by fear and took some tough injuries.  But ultimately the bit of healing I could do was helpful with others&#039; abilities and we managed to keep our feet and slay the foul beast.  We then searched its chamber, and Reedy&#039;s keen eyes found both an obviously magical cloak, as well as a large red gem that seemed just the right size for the palm of the Lolth statue we had previously seen.&lt;br /&gt;
&lt;br /&gt;
Heading back out of the temple we stopped at the statue and placed the gem in its hand.  Doing so revealed a secret door that opened in the wall behind the statue, and behind the door was a passageway that lead quickly to stairs heading downward.  We chose not to explore further, and left the red gem with Paul.   Reedy claimed the cloak, and the rest of us divided up a few gold coins we found.  Then we headed back to camp to coordinate with the rest of the expedition.  I don&#039;t think I&#039;ll want to explore the stairs any time soon, but if needed I&#039;ll definitely step up to the task.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Downed Airship ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
We were able to find the downed ship pretty easily.  Once there we spoke with the captain and he told us they were attacked.  One of his crew was already dead, so we moved to help them repair the ship to get out of there.  Unfortunately the enemies returned quickly.  There was probably a dozen or more, of all different sizes and shapes.  They looked sort of like zombies and sort of like trees, and they were covered in slimy moss and rotting fungi.  They were babbling something Sabbatical said was Abyssal, and they smelled.  Really bad.&lt;br /&gt;
&lt;br /&gt;
They surrounded us pretty quickly so we moved to defensive positions.  Kompi and I joined the captain on the ship, the rest of the party and crew moved to engage the enemies.  Lambda and Sabbatical were in their faces, Sabbatical tossing flames everywhere, Lambda just hammer them right in the face.  Paris jumped up onto the deck to better see the battlefield and began peppering the enemy with her decorative bolts, which exploded with flashes of glitter on impact.  Fashionable and deadly.&lt;br /&gt;
&lt;br /&gt;
The zombie tree things hit pretty hard, and they also had other weird effects on us.  They could induce fright, and some of them would explode spores when hit.  I think that&#039;s what eventually got me.  But before that, fairly early on, we seemed to be doing pretty ok.  Kompi conjured up Al, and that was a huge advantage for us.  Plus the enemies weren&#039;t too hard to hit.  Well, I mean, I missed more than I hit, but I did blast one of them to pieces!&lt;br /&gt;
&lt;br /&gt;
Three of these enemies were bigger and had large hammers they dragged around with them.  Weirdly they didn&#039;t use them, they just smashed at us with their fists.  The managed to surround Lambda and knock him down briefly, but I was able to send some healing his way to get him back on his feet.  As we fought on, we eventually winnowed their numbers down to four or five, when we finally took out one of the big hammer guys. That&#039;s when things got really bad.  The whole area shook like there was an earthquake, and suddenly up from the ground rises a giant zombie tree guy.  Twenty feet at least, and with four arms. Four. Arms.&lt;br /&gt;
&lt;br /&gt;
It was fondling a boulder in a way I found uncomfortable to watch, but much like the hammer guys it didn&#039;t seem to want to use it.  Kompi sicced Al on it immediately, but then made a tactical error.  Kompi should have moved away from it before acting, but instead sent magic missles at it that gave it a nasty sting.  That drew the thing&#039;s attention right to Kompi.  Before any of us could react, the thing lunged forward and snatched Kompi up.  It held one of Kompi&#039;s limbs in each of its fists, and drew him out like he was going to rip him apart.  It was horrifying!&lt;br /&gt;
&lt;br /&gt;
That thing hurt Kompi bad, and then Kompi was tossed aside like rag doll.  We were stunned, and also outraged.  We continued the fight, and Nestor aided the captain in finally making progress on ship repairs.  The rest of us focused our attacks on taking out the giants, while a few tended to the remaining enemies.  As we were finally able to take out the last enemy, the whole area was again shaken like with an earthquake, but much more violently.  I was terrified, and we all determined to leave.  With the ship fixed and our companions all gathered on board, we fled back here.  I don&#039;t know what horror we missed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20451</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20451"/>
		<updated>2023-05-31T11:53:56Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
[[File:Therrin potrait.jpg|left|thumb|300x300px|Therrin and Pexx]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  He was born in PR 874.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The aasimar warlock known as Therrin Flare is a foundling raised in the church of Pelor in Galik.  He arrived in a crate of produce shipped in from the farms of Ranis Sewell outside of the city, and an inquiry utilizing the highest levels of truth magic available to the church revealed neither the farmer nor any of his family or farmhands had any inkling of how the boy had appeared amongst the cabbages.&lt;br /&gt;
&lt;br /&gt;
Auguries showed primarily positive potential so the church assigned a grumpy retiree to watch the boy initially and see to his needs.  Father Jasper Thorn was a devoted servant of Pelor who had joined the most restrictive of Pelorian orders precisely to avoid raising children.  To be saddled with the duty in his golden years made him imagine the exarchs were all enjoying a hearty laugh at his expense.  But Father Thorn was a diligent man and despite his terse demeanor saw to the best of the boy&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Their first interaction was remarkable.  Upon being told of his assignment and being introduced to the as yet unnamed child, Father Thorn picked the boy up to give him a good look and as he did so a glow appeared in the infant&#039;s eyes which quickly grew until it exploded in a brilliant flare of colored light that momentarily blinded all in the room.  When they could see again they noticed that a small birthmark in the shape of a celestial rune had appeared on his left arm near the shoulder.  It spelled the word &amp;quot;therrin&amp;quot; which had no known meaning, so Father Thorn took it to be the child&#039;s name.  Therrin&#039;s brilliant introduction seemed an appropriate surname, and Therrin Flare was born.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s divine origins were obvious from the start, but divinations revealed frustratingly little.  Still, with his aasimar heritage he was naturally drawn to the healing arts, and after an unremarkably normal childhood Therrin started to show his affinity around 8 years old.  He spent much of his time in the infirmary helping to tend to patients, and his quiet demeanor and careful attention made him an apt student.  &lt;br /&gt;
&lt;br /&gt;
Therrin didn&#039;t discuss it with others but his childhood was filled with dreams which were visited by his divine ancestor.  He made a pact to work as an agent of Life in his mortal existence, and in return was granted the power to heal.  As he began to really contribute to the efficiency of the temple&#039;s healing prowess he also started to meet many people.  His unusual and mysterious origin and natural charm made him a bit of a local attraction, and people with minor injuries and extra time would make their way to Pelor&#039;s temple to be healed by the &amp;quot;angel boy&amp;quot;.  Therrin tolerated the attention with good humor and did his best to ensure the temple was always well represented with his actions.&lt;br /&gt;
&lt;br /&gt;
When he turned 16 he began to do shifts with some of the defenders of the city, going on patrols to provide active healing support.  There was almost always an opportunity to use his gifts during these outings and Therrin began to learn the city and make friends and acquaintances in many locations.&lt;br /&gt;
&lt;br /&gt;
Now at 18 Therrin is ready to begin venturing further afield.  He has no specific ambitions and is eager to meet more people and use his healing abilities to help as many as possible, to show the people that Pelor does indeed care about their welfare.  He has received hints in his dreams that he&#039;ll ultimately fulfill a greater purpose, but for now he&#039;s content to learn and do his part to keep people healthy.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Sacred Flame, Guiding Bolt, Dagger&lt;br /&gt;
&lt;br /&gt;
== Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== The Temple of Lolth ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
We set out to explore south of the camp.  Paul wanted us to accompany him to do research on a ruin that had been noted not far off.  We made our way there, Paul, myself, Sabbatical, Yewvane, Reedy and Paris.  Pexx and Daq also accompanied us.  When we reached the location we took time to review the structure.  It was much older than we expected, and none of the barely discernable markings were identifiable by anyone in the party. Cautiously we approached the entrance and made our way inside.&lt;br /&gt;
&lt;br /&gt;
The first room was spacious but dark.  We began to move into it to get a better look when suddenly scurrying spiders emerged from various corners, and we were beset on all sides.  We stood mostly near the entrance to avoid them, using ranged attacks, though Yewvane and Sabbatical were willing to get in close.  The spiders were imposing to see, but ultimately not very tough and we fought through them with minor injuries.  Sabbatical took some damage but shook off my initial offer of healing.  We made our way through the room to an exit opposite the wall through which we entered.  We passed through the doorway and came into another decently sized room, and again were beset by spiders.  These were larger than the first group, each as big as a person, as compared to the first few which were more the size of Daq.  The party again engaged the spiders, but these weren&#039;t just unnaturally large - they were also possessed of a magical nature that allowed them to use their webs to blast us with magical energy.  &lt;br /&gt;
&lt;br /&gt;
We fought on and eventually defeated the creatures, although the damage we took was more significant.  When finished we noted the main feature of the room other than the spiders was a statue at the rear of the chamber.  It was of a woman who was beautiful but also had spider-like features.  It was a statue of Lolth, demon queen of spiders, whose trickery and deceit are renowned. She stood with a hand outstretched, palm up, as if waiting to be given a gift.  With nothing particularly obvious to try we moved on, out another door that lead to a hallway.  The hall was lined with what appeared to be large spider legs, though composed of ooze and not carapace.  They moved like spider legs though, and tried to strike any who came close.  But they were fixed in place and we were able to destroy them primarily with ranged attacks.  I&#039;ve never used my eldritch blast so much!&lt;br /&gt;
&lt;br /&gt;
We reached another simple room, one which had an air of being a preparatory chamber, and which had a significant door to our left as we entered.  We were again beset by oozy spider legs and a few spiders.  As we defeated these, Sabbatical indicated she&#039;d taken a decent amount of damage, so I used a cure wounds spell to heal her a bit.  Yewvane made his way to the main door and opened it, and behind it was a horror.  A spider-like creature, horse-sized, loomed over Yewvane.  It seemed to be the source of the ooze legs, and appeared to be half-ooze itself.  A tough  fight commenced, and several of us were affected by fear and took some tough injuries.  But ultimately the bit of healing I could do was helpful with others&#039; abilities and we managed to keep our feet and slay the foul beast.  We then searched its chamber, and Reedy&#039;s keen eyes found both an obviously magical cloak, as well as a large red gem that seemed just the right size for the palm of the Lolth statue we had previously seen.&lt;br /&gt;
&lt;br /&gt;
Heading back out of the temple we stopped at the statue and placed the gem in its hand.  Doing so revealed a secret door that opened in the wall behind the statue, and behind the door was a passageway that lead quickly to stairs heading downward.  We chose not to explore further, and left the red gem with Paul.   Reedy claimed the cloak, and the rest of us divided up a few gold coins we found.  Then we headed back to camp to coordinate with the rest of the expedition.  I don&#039;t think I&#039;ll want to explore the stairs any time soon, but if needed I&#039;ll definitely step up to the task.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Downed Airship ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
We were able to find the downed ship pretty easily.  Once there we spoke with the captain and he told us they were attacked.  One of his crew was already dead, so we moved to help them repair the ship to get out of there.  Unfortunately the enemies returned quickly.  There was probably a dozen or more, of all different sizes and shapes.  They looked sort of like zombies and sort of like trees, and they were covered in slimy moss and rotting fungi.  They were babbling something Sabbatical said was Abyssal, and they smelled.  Really bad.&lt;br /&gt;
&lt;br /&gt;
They surrounded us pretty quickly so we moved to defensive positions.  Kompi and I joined the captain on the ship, the rest of the party and crew moved to engage the enemies.  Lambda and Sabbatical were in their faces, Sabbatical tossing flames everywhere, Lambda just hammer them right in the face.  Paris jumped up onto the deck to better see the battlefield and began peppering the enemy with her decorative bolts, which exploded with flashes of glitter on impact.  Fashionable and deadly.&lt;br /&gt;
&lt;br /&gt;
The zombie tree things hit pretty hard, and they also had other weird effects on us.  They could induce fright, and some of them would explode spores when hit.  I think that&#039;s what eventually got me.  But before that, fairly early on, we seemed to be doing pretty ok.  Kompi conjured up Al, and that was a huge advantage for us.  Plus the enemies weren&#039;t too hard to hit.  Well, I mean, I missed more than I hit, but I did blast one of them to pieces!&lt;br /&gt;
&lt;br /&gt;
Three of these enemies were bigger and had large hammers they dragged around with them.  Weirdly they didn&#039;t use them, they just smashed at us with their fists.  The managed to surround Lambda and knock him down briefly, but I was able to send some healing his way to get him back on his feet.  As we fought on, we eventually winnowed their numbers down to four or five, when we finally took out one of the big hammer guys. That&#039;s when things got really bad.  The whole area shook like there was an earthquake, and suddenly up from the ground rises a giant zombie tree guy.  Twenty feet at least, and with four arms. Four. Arms.&lt;br /&gt;
&lt;br /&gt;
It was fondling a boulder in a way I found uncomfortable to watch, but much like the hammer guys it didn&#039;t seem to want to use it.  Kompi sicced Al on it immediately, but then made a tactical error.  Kompi should have moved away from it before acting, but instead sent magic missles at it that gave it a nasty sting.  That drew the thing&#039;s attention right to Kompi.  Before any of us could react, the thing lunged forward and snatched Kompi up.  It held one of Kompi&#039;s limbs in each of its fists, and drew him out like he was going to rip him apart.  It was horrifying!&lt;br /&gt;
&lt;br /&gt;
That thing hurt Kompi bad, and then Kompi was tossed aside like rag doll.  We were stunned, and also outraged.  We continued the fight, and Nestor aided the captain in finally making progress on ship repairs.  The rest of us focused our attacks on taking out the giants, while a few tended to the remaining enemies.  As we were finally able to take out the last enemy, the whole area was again shaken like with an earthquake, but much more violently.  I was terrified, and we all determined to leave.  With the ship fixed and our companions all gathered on board, we fled back here.  I don&#039;t know what horror we missed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20443</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20443"/>
		<updated>2023-05-30T22:13:45Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
[[File:Therrin potrait.jpg|left|thumb|300x300px|Therrin and Pexx]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  He was born in PR 874.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The aasimar warlock known as Therrin Flare is a foundling raised in the church of Pelor in Galik.  He arrived in a crate of produce shipped in from the farms of Ranis Sewell outside of the city, and an inquiry utilizing the highest levels of truth magic available to the church revealed neither the farmer nor any of his family or farmhands had any inkling of how the boy had appeared amongst the cabbages.&lt;br /&gt;
&lt;br /&gt;
Auguries showed primarily positive potential so the church assigned a grumpy retiree to watch the boy initially and see to his needs.  Father Jasper Thorn was a devoted servant of Pelor who had joined the most restrictive of Pelorian orders precisely to avoid raising children.  To be saddled with the duty in his golden years made him imagine the exarchs were all enjoying a hearty laugh at his expense.  But Father Thorn was a diligent man and despite his terse demeanor saw to the best of the boy&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Their first interaction was remarkable.  Upon being told of his assignment and being introduced to the as yet unnamed child, Father Thorn picked the boy up to give him a good look and as he did so a glow appeared in the infant&#039;s eyes which quickly grew until it exploded in a brilliant flare of colored light that momentarily blinded all in the room.  When they could see again they noticed that a small birthmark in the shape of a celestial rune had appeared on his left arm near the shoulder.  It spelled the word &amp;quot;therrin&amp;quot; which had no known meaning, so Father Thorn took it to be the child&#039;s name.  Therrin&#039;s brilliant introduction seemed an appropriate surname, and Therrin Flare was born.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s divine origins were obvious from the start, but divinations revealed frustratingly little.  Still, with his aasimar heritage he was naturally drawn to the healing arts, and after an unremarkably normal childhood Therrin started to show his affinity around 8 years old.  He spent much of his time in the infirmary helping to tend to patients, and his quiet demeanor and careful attention made him an apt student.  &lt;br /&gt;
&lt;br /&gt;
Therrin didn&#039;t discuss it with others but his childhood was filled with dreams which were visited by his divine ancestor.  He made a pact to work as an agent of Life in his mortal existence, and in return was granted the power to heal.  As he began to really contribute to the efficiency of the temple&#039;s healing prowess he also started to meet many people.  His unusual and mysterious origin and natural charm made him a bit of a local attraction, and people with minor injuries and extra time would make their way to Pelor&#039;s temple to be healed by the &amp;quot;angel boy&amp;quot;.  Therrin tolerated the attention with good humor and did his best to ensure the temple was always well represented with his actions.&lt;br /&gt;
&lt;br /&gt;
When he turned 16 he began to do shifts with some of the defenders of the city, going on patrols to provide active healing support.  There was almost always an opportunity to use his gifts during these outings and Therrin began to learn the city and make friends and acquaintances in many locations.&lt;br /&gt;
&lt;br /&gt;
Now at 18 Therrin is ready to begin venturing further afield.  He has no specific ambitions and is eager to meet more people and use his healing abilities to help as many as possible, to show the people that Pelor does indeed care about their welfare.  He has received hints in his dreams that he&#039;ll ultimately fulfill a greater purpose, but for now he&#039;s content to learn and do his part to keep people healthy.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Sacred Flame, Guiding Bolt, Dagger&lt;br /&gt;
&lt;br /&gt;
== Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== The Temple of Lolth ===&lt;br /&gt;
Here is the description of my experience in the temple of Lolth&lt;br /&gt;
&lt;br /&gt;
=== The Downed Airship ===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
We were able to find the downed ship pretty easily.  Once there we spoke with the captain and he told us they were attacked.  One of his crew was already dead, so we moved to help them repair the ship to get out of there.  Unfortunately the enemies returned quickly.  There was probably a dozen or more, of all different sizes and shapes.  They looked sort of like zombies and sort of like trees, and they were covered in slimy moss and rotting fungi.  They were babbling something Sabbatical said was Abyssal, and they smelled.  Really bad.&lt;br /&gt;
&lt;br /&gt;
They surrounded us pretty quickly so we moved to defensive positions.  Kompi and I joined the captain on the ship, the rest of the party and crew moved to engage the enemies.  Lambda and Sabbatical were in their faces, Sabbatical tossing flames everywhere, Lambda just hammer them right in the face.  Paris jumped up onto the deck to better see the battlefield and began peppering the enemy with her decorative bolts, which exploded with flashes of glitter on impact.  Fashionable and deadly.&lt;br /&gt;
&lt;br /&gt;
The zombie tree things hit pretty hard, and they also had other weird effects on us.  They could induce fright, and some of them would explode spores when hit.  I think that&#039;s what eventually got me.  But before that, fairly early on, we seemed to be doing pretty ok.  Kompi conjured up Al, and that was a huge advantage for us.  Plus the enemies weren&#039;t too hard to hit.  Well, I mean, I missed more than I hit, but I did blast one of them to pieces!&lt;br /&gt;
&lt;br /&gt;
Three of these enemies were bigger and had large hammers they dragged around with them.  Weirdly they didn&#039;t use them, they just smashed at us with their fists.  The managed to surround Lambda and knock him down briefly, but I was able to send some healing his way to get him back on his feet.  As we fought on, we eventually winnowed their numbers down to four or five, when we finally took out one of the big hammer guys. That&#039;s when things got really bad.  The whole area shook like there was an earthquake, and suddenly up from the ground rises a giant zombie tree guy.  Twenty feet at least, and with four arms. Four. Arms.&lt;br /&gt;
&lt;br /&gt;
It was fondling a boulder in a way I found uncomfortable to watch, but much like the hammer guys it didn&#039;t seem to want to use it.  Kompi sicced Al on it immediately, but then made a tactical error.  Kompi should have moved away from it before acting, but instead sent magic missles at it that gave it a nasty sting.  That drew the thing&#039;s attention right to Kompi.  Before any of us could react, the thing lunged forward and snatched Kompi up.  It held one of Kompi&#039;s limbs in each of its fists, and drew him out like he was going to rip him apart.  It was horrifying!&lt;br /&gt;
&lt;br /&gt;
That thing hurt Kompi bad, and then Kompi was tossed aside like rag doll.  We were stunned, and also outraged.  We continued the fight, and Nestor aided the captain in finally making progress on ship repairs.  The rest of us focused our attacks on taking out the giants, while a few tended to the remaining enemies.  As we were finally able to take out the last enemy, the whole area was again shaken like with an earthquake, but much more violently.  I was terrified, and we all determined to leave.  With the ship fixed and our companions all gathered on board, we fled back here.  I don&#039;t know what horror we missed.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20442</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20442"/>
		<updated>2023-05-30T22:11:13Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
[[File:Therrin potrait.jpg|left|thumb|300x300px|Therrin and Pexx]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  He was born in PR 874.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The aasimar warlock known as Therrin Flare is a foundling raised in the church of Pelor in Galik.  He arrived in a crate of produce shipped in from the farms of Ranis Sewell outside of the city, and an inquiry utilizing the highest levels of truth magic available to the church revealed neither the farmer nor any of his family or farmhands had any inkling of how the boy had appeared amongst the cabbages.&lt;br /&gt;
&lt;br /&gt;
Auguries showed primarily positive potential so the church assigned a grumpy retiree to watch the boy initially and see to his needs.  Father Jasper Thorn was a devoted servant of Pelor who had joined the most restrictive of Pelorian orders precisely to avoid raising children.  To be saddled with the duty in his golden years made him imagine the exarchs were all enjoying a hearty laugh at his expense.  But Father Thorn was a diligent man and despite his terse demeanor saw to the best of the boy&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Their first interaction was remarkable.  Upon being told of his assignment and being introduced to the as yet unnamed child, Father Thorn picked the boy up to give him a good look and as he did so a glow appeared in the infant&#039;s eyes which quickly grew until it exploded in a brilliant flare of colored light that momentarily blinded all in the room.  When they could see again they noticed that a small birthmark in the shape of a celestial rune had appeared on his left arm near the shoulder.  It spelled the word &amp;quot;therrin&amp;quot; which had no known meaning, so Father Thorn took it to be the child&#039;s name.  Therrin&#039;s brilliant introduction seemed an appropriate surname, and Therrin Flare was born.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s divine origins were obvious from the start, but divinations revealed frustratingly little.  Still, with his aasimar heritage he was naturally drawn to the healing arts, and after an unremarkably normal childhood Therrin started to show his affinity around 8 years old.  He spent much of his time in the infirmary helping to tend to patients, and his quiet demeanor and careful attention made him an apt student.  &lt;br /&gt;
&lt;br /&gt;
Therrin didn&#039;t discuss it with others but his childhood was filled with dreams which were visited by his divine ancestor.  He made a pact to work as an agent of Life in his mortal existence, and in return was granted the power to heal.  As he began to really contribute to the efficiency of the temple&#039;s healing prowess he also started to meet many people.  His unusual and mysterious origin and natural charm made him a bit of a local attraction, and people with minor injuries and extra time would make their way to Pelor&#039;s temple to be healed by the &amp;quot;angel boy&amp;quot;.  Therrin tolerated the attention with good humor and did his best to ensure the temple was always well represented with his actions.&lt;br /&gt;
&lt;br /&gt;
When he turned 16 he began to do shifts with some of the defenders of the city, going on patrols to provide active healing support.  There was almost always an opportunity to use his gifts during these outings and Therrin began to learn the city and make friends and acquaintances in many locations.&lt;br /&gt;
&lt;br /&gt;
Now at 18 Therrin is ready to begin venturing further afield.  He has no specific ambitions and is eager to meet more people and use his healing abilities to help as many as possible, to show the people that Pelor does indeed care about their welfare.  He has received hints in his dreams that he&#039;ll ultimately fulfill a greater purpose, but for now he&#039;s content to learn and do his part to keep people healthy.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Sacred Flame, Guiding Bolt, Dagger&lt;br /&gt;
&lt;br /&gt;
== Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== The Temple of Lolth ===&lt;br /&gt;
Here is the description of my experience in the temple of Lolth&lt;br /&gt;
&lt;br /&gt;
=== The Downed Airship ===&lt;br /&gt;
{{Collapsible|We were able to find the downed ship pretty easily.  Once there we spoke with the captain and he told us they were attacked.  One of his crew was already dead, so we moved to help them repair the ship to get out of there.  Unfortunately the enemies returned quickly.  There was probably a dozen or more, of all different sizes and shapes.  They looked sort of like zombies and sort of like trees, and they were covered in slimy moss and rotting fungi.  They were babbling something Sabbatical said was Abyssal, and they smelled.  Really bad.&lt;br /&gt;
&lt;br /&gt;
They surrounded us pretty quickly so we moved to defensive positions.  Kompi and I joined the captain on the ship, the rest of the party and crew moved to engage the enemies.  Lambda and Sabbatical were in their faces, Sabbatical tossing flames everywhere, Lambda just hammer them right in the face.  Paris jumped up onto the deck to better see the battlefield and began peppering the enemy with her decorative bolts, which exploded with flashes of glitter on impact.  Fashionable and deadly.&lt;br /&gt;
&lt;br /&gt;
The zombie tree things hit pretty hard, and they also had other weird effects on us.  They could induce fright, and some of them would explode spores when hit.  I think that&#039;s what eventually got me.  But before that, fairly early on, we seemed to be doing pretty ok.  Kompi conjured up Al, and that was a huge advantage for us.  Plus the enemies weren&#039;t too hard to hit.  Well, I mean, I missed more than I hit, but I did blast one of them to pieces!&lt;br /&gt;
&lt;br /&gt;
Three of these enemies were bigger and had large hammers they dragged around with them.  Weirdly they didn&#039;t use them, they just smashed at us with their fists.  The managed to surround Lambda and knock him down briefly, but I was able to send some healing his way to get him back on his feet.  As we fought on, we eventually winnowed their numbers down to four or five, when we finally took out one of the big hammer guys. That&#039;s when things got really bad.  The whole area shook like there was an earthquake, and suddenly up from the ground rises a giant zombie tree guy.  Twenty feet at least, and with four arms. Four. Arms.&lt;br /&gt;
&lt;br /&gt;
It was fondling a boulder in a way I found uncomfortable to watch, but much like the hammer guys it didn&#039;t seem to want to use it.  Kompi sicced Al on it immediately, but then made a tactical error.  Kompi should have moved away from it before acting, but instead sent magic missles at it that gave it a nasty sting.  That drew the thing&#039;s attention right to Kompi.  Before any of us could react, the thing lunged forward and snatched Kompi up.  It held one of Kompi&#039;s limbs in each of its fists, and drew him out like he was going to rip him apart.  It was horrifying!&lt;br /&gt;
&lt;br /&gt;
That thing hurt Kompi bad, and then Kompi was tossed aside like rag doll.  We were stunned, and also outraged.  We continued the fight, and Nestor aided the captain in finally making progress on ship repairs.  The rest of us focused our attacks on taking out the giants, while a few tended to the remaining enemies.  As we were finally able to take out the last enemy, the whole area was again shaken like with an earthquake, but much more violently.  I was terrified, and we all determined to leave.  With the ship fixed and our companions all gathered on board, we fled back here.  I don&#039;t know what horror we missed.}}&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20441</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20441"/>
		<updated>2023-05-30T22:04:51Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Added a reporting section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
[[File:Therrin potrait.jpg|left|thumb|300x300px|Therrin and Pexx]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  He was born in PR 874.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The aasimar warlock known as Therrin Flare is a foundling raised in the church of Pelor in Galik.  He arrived in a crate of produce shipped in from the farms of Ranis Sewell outside of the city, and an inquiry utilizing the highest levels of truth magic available to the church revealed neither the farmer nor any of his family or farmhands had any inkling of how the boy had appeared amongst the cabbages.&lt;br /&gt;
&lt;br /&gt;
Auguries showed primarily positive potential so the church assigned a grumpy retiree to watch the boy initially and see to his needs.  Father Jasper Thorn was a devoted servant of Pelor who had joined the most restrictive of Pelorian orders precisely to avoid raising children.  To be saddled with the duty in his golden years made him imagine the exarchs were all enjoying a hearty laugh at his expense.  But Father Thorn was a diligent man and despite his terse demeanor saw to the best of the boy&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Their first interaction was remarkable.  Upon being told of his assignment and being introduced to the as yet unnamed child, Father Thorn picked the boy up to give him a good look and as he did so a glow appeared in the infant&#039;s eyes which quickly grew until it exploded in a brilliant flare of colored light that momentarily blinded all in the room.  When they could see again they noticed that a small birthmark in the shape of a celestial rune had appeared on his left arm near the shoulder.  It spelled the word &amp;quot;therrin&amp;quot; which had no known meaning, so Father Thorn took it to be the child&#039;s name.  Therrin&#039;s brilliant introduction seemed an appropriate surname, and Therrin Flare was born.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s divine origins were obvious from the start, but divinations revealed frustratingly little.  Still, with his aasimar heritage he was naturally drawn to the healing arts, and after an unremarkably normal childhood Therrin started to show his affinity around 8 years old.  He spent much of his time in the infirmary helping to tend to patients, and his quiet demeanor and careful attention made him an apt student.  &lt;br /&gt;
&lt;br /&gt;
Therrin didn&#039;t discuss it with others but his childhood was filled with dreams which were visited by his divine ancestor.  He made a pact to work as an agent of Life in his mortal existence, and in return was granted the power to heal.  As he began to really contribute to the efficiency of the temple&#039;s healing prowess he also started to meet many people.  His unusual and mysterious origin and natural charm made him a bit of a local attraction, and people with minor injuries and extra time would make their way to Pelor&#039;s temple to be healed by the &amp;quot;angel boy&amp;quot;.  Therrin tolerated the attention with good humor and did his best to ensure the temple was always well represented with his actions.&lt;br /&gt;
&lt;br /&gt;
When he turned 16 he began to do shifts with some of the defenders of the city, going on patrols to provide active healing support.  There was almost always an opportunity to use his gifts during these outings and Therrin began to learn the city and make friends and acquaintances in many locations.&lt;br /&gt;
&lt;br /&gt;
Now at 18 Therrin is ready to begin venturing further afield.  He has no specific ambitions and is eager to meet more people and use his healing abilities to help as many as possible, to show the people that Pelor does indeed care about their welfare.  He has received hints in his dreams that he&#039;ll ultimately fulfill a greater purpose, but for now he&#039;s content to learn and do his part to keep people healthy.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Sacred Flame, Guiding Bolt, Dagger&lt;br /&gt;
&lt;br /&gt;
== Expeditions ==&lt;br /&gt;
&lt;br /&gt;
=== The Temple of Lolth ===&lt;br /&gt;
Here is the description of my experience in the temple of Lolth&lt;br /&gt;
&lt;br /&gt;
=== The Downed Airship ===&lt;br /&gt;
We were able to find the downed ship pretty easily.  Once there we spoke with the captain and he told us they were attacked.  One of his crew was already dead, so we moved to help them repair the ship to get out of there.  Unfortunately the enemies returned quickly.  There was probably a dozen or more, of all different sizes and shapes.  They looked sort of like zombies and sort of like trees, and they were covered in slimy moss and rotting fungi.  They were babbling something Sabbatical said was Abyssal, and they smelled.  Really bad.&lt;br /&gt;
&lt;br /&gt;
They surrounded us pretty quickly so we moved to defensive positions.  Kompi and I joined the captain on the ship, the rest of the party and crew moved to engage the enemies.  Lambda and Sabbatical were in their faces, Sabbatical tossing flames everywhere, Lambda just hammer them right in the face.  Paris jumped up onto the deck to better see the battlefield and began peppering the enemy with her decorative bolts, which exploded with flashes of glitter on impact.  Fashionable and deadly.&lt;br /&gt;
&lt;br /&gt;
The zombie tree things hit pretty hard, and they also had other weird effects on us.  They could induce fright, and some of them would explode spores when hit.  I think that&#039;s what eventually got me.  But before that, fairly early on, we seemed to be doing pretty ok.  Kompi conjured up Al, and that was a huge advantage for us.  Plus the enemies weren&#039;t too hard to hit.  Well, I mean, I missed more than I hit, but I did blast one of them to pieces!&lt;br /&gt;
&lt;br /&gt;
Three of these enemies were bigger and had large hammers they dragged around with them.  Weirdly they didn&#039;t use them, they just smashed at us with their fists.  The managed to surround Lambda and knock him down briefly, but I was able to send some healing his way to get him back on his feet.  As we fought on, we eventually winnowed their numbers down to four or five, when we finally took out one of the big hammer guys. That&#039;s when things got really bad.  The whole area shook like there was an earthquake, and suddenly up from the ground rises a giant zombie tree guy.  Twenty feet at least, and with four arms. Four. Arms.&lt;br /&gt;
&lt;br /&gt;
It was fondling a boulder in a way I found uncomfortable to watch, but much like the hammer guys it didn&#039;t seem to want to use it.  Kompi sicced Al on it immediately, but then made a tactical error.  Kompi should have moved away from it before acting, but instead sent magic missles at it that gave it a nasty sting.  That drew the thing&#039;s attention right to Kompi.  Before any of us could react, the thing lunged forward and snatched Kompi up.  It held one of Kompi&#039;s limbs in each of its fists, and drew him out like he was going to rip him apart.  It was horrifying!&lt;br /&gt;
&lt;br /&gt;
That thing hurt Kompi bad, and then Kompi was tossed aside like rag doll.  We were stunned, and also outraged.  We continued the fight, and Nestor aided the captain in finally making progress on ship repairs.  The rest of us focused our attacks on taking out the giants, while a few tended to the remaining enemies.  As we were finally able to take out the last enemy, the whole area was again shaken like with an earthquake, but much more violently.  I was terrified, and we all determined to leave.  With the ship fixed and our companions all gathered on board, we fled back here.  I don&#039;t know what horror we missed.&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20384</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=20384"/>
		<updated>2023-05-27T09:45:48Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: added portrait&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
[[File:Therrin potrait.jpg|left|thumb|300x300px|Therrin and Pexx]]&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  He was born in PR 874.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The aasimar warlock known as Therrin Flare is a foundling raised in the church of Pelor in Galik.  He arrived in a crate of produce shipped in from the farms of Ranis Sewell outside of the city, and an inquiry utilizing the highest levels of truth magic available to the church revealed neither the farmer nor any of his family or farmhands had any inkling of how the boy had appeared amongst the cabbages.&lt;br /&gt;
&lt;br /&gt;
Auguries showed primarily positive potential so the church assigned a grumpy retiree to watch the boy initially and see to his needs.  Father Jasper Thorn was a devoted servant of Pelor who had joined the most restrictive of Pelorian orders precisely to avoid raising children.  To be saddled with the duty in his golden years made him imagine the exarchs were all enjoying a hearty laugh at his expense.  But Father Thorn was a diligent man and despite his terse demeanor saw to the best of the boy&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Their first interaction was remarkable.  Upon being told of his assignment and being introduced to the as yet unnamed child, Father Thorn picked the boy up to give him a good look and as he did so a glow appeared in the infant&#039;s eyes which quickly grew until it exploded in a brilliant flare of colored light that momentarily blinded all in the room.  When they could see again they noticed that a small birthmark in the shape of a celestial rune had appeared on his left arm near the shoulder.  It spelled the word &amp;quot;therrin&amp;quot; which had no known meaning, so Father Thorn took it to be the child&#039;s name.  Therrin&#039;s brilliant introduction seemed an appropriate surname, and Therrin Flare was born.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s divine origins were obvious from the start, but divinations revealed frustratingly little.  Still, with his aasimar heritage he was naturally drawn to the healing arts, and after an unremarkably normal childhood Therrin started to show his affinity around 8 years old.  He spent much of his time in the infirmary helping to tend to patients, and his quiet demeanor and careful attention made him an apt student.  &lt;br /&gt;
&lt;br /&gt;
Therrin didn&#039;t discuss it with others but his childhood was filled with dreams which were visited by his divine ancestor.  He made a pact to work as an agent of Life in his mortal existence, and in return was granted the power to heal.  As he began to really contribute to the efficiency of the temple&#039;s healing prowess he also started to meet many people.  His unusual and mysterious origin and natural charm made him a bit of a local attraction, and people with minor injuries and extra time would make their way to Pelor&#039;s temple to be healed by the &amp;quot;angel boy&amp;quot;.  Therrin tolerated the attention with good humor and did his best to ensure the temple was always well represented with his actions.&lt;br /&gt;
&lt;br /&gt;
When he turned 16 he began to do shifts with some of the defenders of the city, going on patrols to provide active healing support.  There was almost always an opportunity to use his gifts during these outings and Therrin began to learn the city and make friends and acquaintances in many locations.&lt;br /&gt;
&lt;br /&gt;
Now at 18 Therrin is ready to begin venturing further afield.  He has no specific ambitions and is eager to meet more people and use his healing abilities to help as many as possible, to show the people that Pelor does indeed care about their welfare.  He has received hints in his dreams that he&#039;ll ultimately fulfill a greater purpose, but for now he&#039;s content to learn and do his part to keep people healthy.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Sacred Flame, Guiding Bolt, Dagger&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Therrin_potrait-ai.jpg&amp;diff=20383</id>
		<title>File:Therrin potrait-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Therrin_potrait-ai.jpg&amp;diff=20383"/>
		<updated>2023-05-27T09:44:25Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Therrin and Pexx, ai generated art&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=20165</id>
		<title>The Exhalted Temple</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=20165"/>
		<updated>2023-05-15T23:40:15Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Changed initial image to an exterior shot&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Temple|location = Galik|Government = Church Hierarchy|inhabiting Race = Human}}&lt;br /&gt;
[[File:The Exhalted Template of Pelor in Galik.jpg|alt=|left|thumb|300x300px|The Exhalted Temple in Galik]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The temple ls located in the heart of [[Galik]], with the intent of being accessible to all of Galik&#039;s citizens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the early days of Galik, the temple was a local force for good by 400 BR.  Typical early worshippers included anyone in need of healing, farmers, and soldiers, and Pelor&#039;s clerics were a common sight among the streets of Galik and in its surrounding communities.  For many centuries this continued, until [[the Holy War]] resulted in Pelor&#039;s sundering and loss.  The resultant mortal impact was that the temple was &amp;quot;remembered&amp;quot; as having always been a place of joint worship between [[Lathander]] and [[Helm]].  For several years this persisted until [[Eve]] managed to restore Pelor, at which point the temple returned to its previous routine.  &lt;br /&gt;
&lt;br /&gt;
Today the temple serves as a place of worship and gathering, and is host to an active and engaged community.  Eve&#039;s influence on Pelor has led to greater social engagement within the community and beyond daily prayer services and healing skills, various social gatherings are held in the open areas of the temple&#039;s gardens or in the gathering rooms in the utility buildings.  In addition to the acolytes and clerics, the infirmary hosts locals on a lottery basis who are interested in learning the basics of healing in non-magical ways.  Many members of the [[Free Defenders (Galik)|Free Defenders]] and the River Watch take part in that activity.&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&lt;br /&gt;
==== Chapel ====&lt;br /&gt;
[[File:Chapel.jpg|left|thumb|300x300px|Chapel in the Exhalted Temple of Pelor]]&lt;br /&gt;
&lt;br /&gt;
The chapel is the main gathering area for prayer services for the worshippers of Pelor.  Large clear windows facing east allow the glory of the sun to greet the people each sunrise - if it isn&#039;t a cloudy day.  But rain or shine there are at least a few worshippers each dawn, and the place is usually full once or twice each tenday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  Receiving ====&lt;br /&gt;
[[File:Receiving.jpg|left|thumb|300x300px|Receiving area]]&lt;br /&gt;
&lt;br /&gt;
The receiving area is the main area of the temple primarily open to the public.  People queue up for access to the infirmary or to make appointments to see the prelate (currently Bofred the Just).  Several times a week social groups gather in some of the meeting areas to plan or carry out events.  Occasionally musicians will perform in this area, and the shows draw many onlookers in from the streets of Galik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  Infirmary ====&lt;br /&gt;
[[File:Infirmary.jpg|left|thumb|300x300px|Infirmary]]&lt;br /&gt;
&lt;br /&gt;
The infirmary is one of the main places of activity in the temple.  From minor wounds easily treated with a simple cure wounds to longer term care for active illness, the infirmary is a place mainly focused on aiding those in most immediate need.  Rarely are patients resident on the premises for more than a couple of days - severe cases requiring longer term care are generally referred to the White Blotter.&lt;br /&gt;
&lt;br /&gt;
The adventurer [[Therrin Flare]] has worked in the infirmary since about 882 PR, since he first displayed the healing abilities that are part of his heritage.  His presence was quite the novelty for some time, and an occasional visitor stops by just to see him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:The_Exhalted_Template_of_Pelor_in_Galik-ai.jpg&amp;diff=20164</id>
		<title>File:The Exhalted Template of Pelor in Galik-ai.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:The_Exhalted_Template_of_Pelor_in_Galik-ai.jpg&amp;diff=20164"/>
		<updated>2023-05-15T23:38:50Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Exhalted Template of Pelor in Galik&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Far_Realm&amp;diff=20163</id>
		<title>Far Realm</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Far_Realm&amp;diff=20163"/>
		<updated>2023-05-15T22:31:38Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Added a couple of images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = ?????|location = Everywhere and nowhere|inhabiting Race = Unknown entities of unfathomable power}}The void beyond madness.  Ultimate negation.  The Far Realm.  Descriptions used by scholars and wizards which, in truth, mean nothing, because nothing is what they know.  The state of unreality called the Far Realm surrounds all that which exists, unseen, and fortunately for existence, unseeing.&lt;br /&gt;
[[File:Far realm 1.jpg|left|thumb|An artist&#039;s rendition of the Far Realms]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The Far Realm was the term used to describe the state of non-existence first discovered through horrible experiments conducted in the depths of an ancient temple deep in the heart of the Geyser Greenwood.  No one knows to what insane god this temple was supposedly dedicated, nor which people performed their obscene rituals, but a surviving scrap of a diary described how a rift in reality was torn, and what lay beyond was a sickening, starry void filled with twisting tentacular entities, miles-long limbs covered in eyes and mouths, screaming in a silent cacophony of madness.  The barely decipherable scrawling about the incident was clearly written by someone who had lost their mind.  But a spark of logic survived enough for the phrase &amp;quot;the far realm&amp;quot; to be clear.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown how this document made it out of the temple and into civilized lands.  But at some point after the first [[The Infernal Emergence|Infernal Emergence]] stories of the lost temple and its evil legacy began to spread.  More than one expedition sent to find the temple was lost without trace, and eventually the topic fell into obscurity, known only to those whose desire for esoteric knowledge exceeded their wisdom.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Unknown and unknowable.&lt;br /&gt;
[[File:Far realms 2.jpg|frame|Madness is the end for all who come too close to the Far Realms]]&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
There are no &amp;quot;places&amp;quot; in the Far Realm.&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 Nothing exists, and in fact everything unexists.&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Far_realms_2.jpg&amp;diff=20162</id>
		<title>File:Far realms 2.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Far_realms_2.jpg&amp;diff=20162"/>
		<updated>2023-05-15T22:30:12Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Another rendition of the void&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Far_realm_1.jpg&amp;diff=20161</id>
		<title>File:Far realm 1.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Far_realm_1.jpg&amp;diff=20161"/>
		<updated>2023-05-15T22:28:02Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;An artist&#039;s rendering of the Far Realms&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Far_Realm&amp;diff=20143</id>
		<title>Far Realm</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Far_Realm&amp;diff=20143"/>
		<updated>2023-05-15T00:24:14Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Added some content after creation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = ?????|location = Everywhere and nowhere|inhabiting Race = Unknown entities of unfathomable power}}The void beyond madness.  Ultimate negation.  The Far Realm.  Descriptions used by scholars and wizards which, in truth, mean nothing, because nothing is what they know.  The state of unreality called the Far Realm surrounds all that which exists, unseen, and fortunately for existence, unseeing.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The Far Realm was the term used to describe the state of non-existence first discovered through horrible experiments conducted in the depths of an ancient temple deep in the heart of the Geyser Greenwood.  No one knows to what insane god this temple was supposedly dedicated, nor which people performed their obscene rituals, but a surviving scrap of a diary described how a rift in reality was torn, and what lay beyond was a sickening, starry void filled with twisting tentacular entities, miles-long limbs covered in eyes and mouths, screaming in a silent cacophony of madness.  The barely decipherable scrawling about the incident was clearly written by someone who had lost their mind.  But a spark of logic survived enough for the phrase &amp;quot;the far realm&amp;quot; to be clear.&lt;br /&gt;
&lt;br /&gt;
It&#039;s unknown how this document made it out of the temple and into civilized lands.  But at some point after the first [[The Infernal Emergence|Infernal Emergence]] stories of the lost temple and its evil legacy began to spread.  More than one expedition sent to find the temple was lost without trace, and eventually the topic fell into obscurity, known only to those who desire for esoteric knowledge exceeded their wisdom.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Unknown and unknowable.&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
There are no &amp;quot;places&amp;quot; in the Far Realm.&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 Nothing exists, and in fact everything unexists.&lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Far_Realm&amp;diff=20141</id>
		<title>Far Realm</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Far_Realm&amp;diff=20141"/>
		<updated>2023-05-15T00:04:24Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Is it a town? Is it a bar? A castle?|location = Where is located? What continent? City?|Government = Oligarchy? Monarchy? Democracy?|inhabiting Race = What is the major race of this location?}}The void beyond madness.  Ultimate negation.  The Far Realm.  Descriptions used by scholars and wizards which, in truth, mean nothing, because nothing is what they know.  The state of unreality called the Far Realm surrounds all that which exists, unseen, and fortunately for existence, unseeing.&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=19968</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=19968"/>
		<updated>2023-05-07T00:12:00Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Updated history with greater detail&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  He was born in PR 874.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The aasimar warlock known as Therrin Flare is a foundling raised in the church of Pelor in Galik.  He arrived in a crate of produce shipped in from the farms of Ranis Sewell outside of the city, and an inquiry utilizing the highest levels of truth magic available to the church revealed neither the farmer nor any of his family or farmhands had any inkling of how the boy had appeared amongst the cabbages.&lt;br /&gt;
&lt;br /&gt;
Auguries showed primarily positive potential so the church assigned a grumpy retiree to watch the boy initially and see to his needs.  Father Jasper Thorn was a devoted servant of Pelor who had joined the most restrictive of Pelorian orders precisely to avoid raising children.  To be saddled with the duty in his golden years made him imagine the exarchs were all enjoying a hearty laugh at his expense.  But Father Thorn was a diligent man and despite his terse demeanor saw to the best of the boy&#039;s needs.&lt;br /&gt;
&lt;br /&gt;
Their first interaction was remarkable.  Upon being told of his assignment and being introduced to the as yet unnamed child, Father Thorn picked the boy up to give him a good look and as he did so a glow appeared in the infant&#039;s eyes which quickly grew until it exploded in a brilliant flare of colored light that momentarily blinded all in the room.  When they could see again they noticed that a small birthmark in the shape of a celestial rune had appeared on his left arm near the shoulder.  It spelled the word &amp;quot;therrin&amp;quot; which had no known meaning, so Father Thorn took it to be the child&#039;s name.  Therrin&#039;s brilliant introduction seemed an appropriate surname, and Therrin Flare was born.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s divine origins were obvious from the start, but divinations revealed frustratingly little.  Still, with his aasimar heritage he was naturally drawn to the healing arts, and after an unremarkably normal childhood Therrin started to show his affinity around 8 years old.  He spent much of his time in the infirmary helping to tend to patients, and his quiet demeanor and careful attention made him an apt student.  &lt;br /&gt;
&lt;br /&gt;
Therrin didn&#039;t discuss it with others but his childhood was filled with dreams which were visited by his divine ancestor.  He made a pact to work as an agent of Life in his mortal existence, and in return was granted the power to heal.  As he began to really contribute to the efficiency of the temple&#039;s healing prowess he also started to meet many people.  His unusual and mysterious origin and natural charm made him a bit of a local attraction, and people with minor injuries and extra time would make their way to Pelor&#039;s temple to be healed by the &amp;quot;angel boy&amp;quot;.  Therrin tolerated the attention with good humor and did his best to ensure the temple was always well represented with his actions.&lt;br /&gt;
&lt;br /&gt;
When he turned 16 he began to do shifts with some of the defenders of the city, going on patrols to provide active healing support.  There was almost always an opportunity to use his gifts during these outings and Therrin began to learn the city and make friends and acquaintances in many locations.&lt;br /&gt;
&lt;br /&gt;
Now at 18 Therrin is ready to begin venturing further afield.  He has no specific ambitions and is eager to meet more people and use his healing abilities to help as many as possible, to show the people that Pelor does indeed care about their welfare.  He has received hints in his dreams that he&#039;ll ultimately fulfill a greater purpose, but for now he&#039;s content to learn and do his part to keep people healthy.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Sacred Flame, Guiding Bolt, Dagger&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=19673</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=19673"/>
		<updated>2023-04-28T14:50:16Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: /* Attacks and Weapons  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Discovered in a shipment of cabbages from a local farm, Therrin has spent his entire life at the Exhalted Temple of Pelor first as a ward, then as an acolyte.  His early affinity for healing became apparent when his inherent ability to heal manifested during a schoolyard incident.  A classmate fell and skinned a knee, and before anyone could react Therrin reached forward and clasped the wound.  Healing energy flowed, the classmate was healed, and a path was forged.  After the incident the young acolyte-in-training was given duties in the infirmary and his natural talent bloomed.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s abilities and mysterious background gave him a bit of local notoriety, and some people would stop by the temple&#039;s infirmary for routine healing to check out the &amp;quot;angel boy&amp;quot;.  When he turned 16 he started going out on patrols with the Free Defenders and the River Watch to provide on the spot healing.  Now at 18 he&#039;s venturing out to learn more about his abilities and expand his experience with healing.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Sacred Flame, Guiding Bolt, Dagger&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=19335</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=19335"/>
		<updated>2023-04-14T15:51:15Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Updated summary block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=Church of Pelor|name={{PAGENAME}}|relatives=Unknown|languages=Common, Celestial, Draconic, Dwarvish|birthPlace=Unknown|species=Aasimar|gender=Male|height=5&#039; 6&amp;quot;|eyes=pale blue}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Discovered in a shipment of cabbages from a local farm, Therrin has spent his entire life at the Exhalted Temple of Pelor first as a ward, then as an acolyte.  His early affinity for healing became apparent when his inherent ability to heal manifested during a schoolyard incident.  A classmate fell and skinned a knee, and before anyone could react Therrin reached forward and clasped the wound.  Healing energy flowed, the classmate was healed, and a path was forged.  After the incident the young acolyte-in-training was given duties in the infirmary and his natural talent bloomed.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s abilities and mysterious background gave him a bit of local notoriety, and some people would stop by the temple&#039;s infirmary for routine healing to check out the &amp;quot;angel boy&amp;quot;.  When he turned 16 he started going out on patrols with the Free Defenders and the River Watch to provide on the spot healing.  Now at 18 he&#039;s venturing out to learn more about his abilities and expand his experience with healing.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Dagger&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19330</id>
		<title>The Exhalted Temple</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19330"/>
		<updated>2023-04-14T10:35:26Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: /* Receiving */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Temple|location = Galik|Government = Church Hierarchy|inhabiting Race = Human}}&lt;br /&gt;
[[File:Exhalted_Temple_of_Pelor_Altar.jpg|alt=The main altar area in the Exhalted Temple|left|thumb|300x300px]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The temple ls located in the heart of [[Galik]], with the intent of being accessible to all of Galik&#039;s citizens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the early days of Galik, the temple was a local force for good by 400 BR.  Typical early worshippers included anyone in need of healing, farmers, and soldiers, and Pelor&#039;s clerics were a common sight among the streets of Galik and in its surrounding communities.  For many centuries this continued, until [[the Holy War]] resulted in Pelor&#039;s sundering and loss.  The resultant mortal impact was that the temple was &amp;quot;remembered&amp;quot; as having always been a place of joint worship between [[Lathander]] and [[Helm]].  For several years this persisted until [[Eve]] managed to restore Pelor, at which point the temple returned to its previous routine.  &lt;br /&gt;
&lt;br /&gt;
Today the temple serves as a place of worship and gathering, and is host to an active and engaged community.  Eve&#039;s influence on Pelor has led to greater social engagement within the community and beyond daily prayer services and healing skills, various social gatherings are held in the open areas of the temple&#039;s gardens or in the gathering rooms in the utility buildings.  In addition to the acolytes and clerics, the infirmary hosts locals on a lottery basis who are interested in learning the basics of healing in non-magical ways.  Many members of the [[Free Defenders (Galik)|Free Defenders]] and the River Watch take part in that activity.&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&lt;br /&gt;
==== Chapel ====&lt;br /&gt;
[[File:Chapel.jpg|left|thumb|300x300px|Chapel in the Exhalted Temple of Pelor]]&lt;br /&gt;
&lt;br /&gt;
The chapel is the main gathering area for prayer services for the worshippers of Pelor.  Large clear windows facing east allow the glory of the sun to greet the people each sunrise - if it isn&#039;t a cloudy day.  But rain or shine there are at least a few worshippers each dawn, and the place is usually full once or twice each tenday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  Receiving ====&lt;br /&gt;
[[File:Receiving.jpg|left|thumb|300x300px|Receiving area]]&lt;br /&gt;
&lt;br /&gt;
The receiving area is the main area of the temple primarily open to the public.  People queue up for access to the infirmary or to make appointments to see the prelate (currently Bofred the Just).  Several times a week social groups gather in some of the meeting areas to plan or carry out events.  Occasionally musicians will perform in this area, and the shows draw many onlookers in from the streets of Galik.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  Infirmary ====&lt;br /&gt;
[[File:Infirmary.jpg|left|thumb|300x300px|Infirmary]]&lt;br /&gt;
&lt;br /&gt;
The infirmary is one of the main places of activity in the temple.  From minor wounds easily treated with a simple cure wounds to longer term care for active illness, the infirmary is a place mainly focused on aiding those in most immediate need.  Rarely are patients resident on the premises for more than a couple of days - severe cases requiring longer term care are generally referred to the White Blotter.&lt;br /&gt;
&lt;br /&gt;
The adventurer [[Therrin Flare]] has worked in the infirmary since about 882 PR, since he first displayed the healing abilities that are part of his heritage.  His presence was quite the novelty for some time, and an occasional visitor stops by just to see him.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=19329</id>
		<title>Therrin Flare</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Therrin_Flare&amp;diff=19329"/>
		<updated>2023-04-14T10:25:27Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Added page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox_character|affilliation=affiliation|name={{PAGENAME}}|caption=caption|relatives=relatives|languages=languages|alias=alias|marital=marital status|birthPlace=birthplace|deathDate=deathdate|deathPlace=deathplace|species=species|gender=gender|height=height|weight=weight|eyes=eyes}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;{{PAGENAME}} &#039;&#039;&#039;is an aasimar warlock who was anonymously delivered to the Exhalted Temple of Pelor as an infant.  &lt;br /&gt;
&lt;br /&gt;
==Physical Appearance==&lt;br /&gt;
A human male of about 5&#039;6&amp;quot; in height with silver hair, pale blue eyes and extremely light skin is how Therrin appears, with his coloration doing the most to give away his celestial origins.  Therrin is clean shaven and has no distinguishing marks or tattoos.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
Kind, courteous and helpful are the characteristics most obvious about Therrin.  He can be a bit naive in his efforts to be helpful, and is always accepting of those who are worshippers of Pelor (or those who are convincing).  Healing is his calling, and he&#039;s not been forced to use his abilities in a harmful way to date. &lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Discovered in a shipment of cabbages from a local farm, Therrin has spent his entire life at the Exhalted Temple of Pelor first as a ward, then as an acolyte.  His early affinity for healing became apparent when his inherent ability to heal manifested during a schoolyard incident.  A classmate fell and skinned a knee, and before anyone could react Therrin reached forward and clasped the wound.  Healing energy flowed, the classmate was healed, and a path was forged.  After the incident the young acolyte-in-training was given duties in the infirmary and his natural talent bloomed.&lt;br /&gt;
&lt;br /&gt;
Therrin&#039;s abilities and mysterious background gave him a bit of local notoriety, and some people would stop by the temple&#039;s infirmary for routine healing to check out the &amp;quot;angel boy&amp;quot;.  When he turned 16 he started going out on patrols with the Free Defenders and the River Watch to provide on the spot healing.  Now at 18 he&#039;s venturing out to learn more about his abilities and expand his experience with healing.&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
Common, Celestial, Draconic, Dwarvish&lt;br /&gt;
&lt;br /&gt;
==Powers and Abilities==&lt;br /&gt;
Cure Wounds, Hold Person, Lesser Restoration,  Prestidigitation and Misty Visions (Silent Image) used for mostly non-combat purposes.&lt;br /&gt;
&lt;br /&gt;
==Attacks and Weapons ==&lt;br /&gt;
Eldritch Blast, Dagger&lt;br /&gt;
&lt;br /&gt;
[[Category:Player Characters]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19316</id>
		<title>The Exhalted Temple</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19316"/>
		<updated>2023-04-14T01:28:28Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Temple|location = Galik|Government = Church Hierarchy|inhabiting Race = Human}}&lt;br /&gt;
[[File:Exhalted_Temple_of_Pelor_Altar.jpg|alt=The main altar area in the Exhalted Temple|left|thumb|300x300px]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The temple ls located in the heart of [[Galik]], with the intent of being accessible to all of Galik&#039;s citizens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the early days of Galik, the temple was a local force for good by 400 BR.  Typical early worshippers included anyone in need of healing, farmers, and soldiers, and Pelor&#039;s clerics were a common sight among the streets of Galik and in its surrounding communities.  For many centuries this continued, until [[the Holy War]] resulted in Pelor&#039;s sundering and loss.  The resultant mortal impact was that the temple was &amp;quot;remembered&amp;quot; as having always been a place of joint worship between [[Lathander]] and [[Helm]].  For several years this persisted until [[Eve]] managed to restore Pelor, at which point the temple returned to its previous routine.  &lt;br /&gt;
&lt;br /&gt;
Today the temple serves as a place of worship and gathering, and is host to an active and engaged community.  Eve&#039;s influence on Pelor has led to greater social engagement within the community and beyond daily prayer services and healing skills, various social gatherings are held in the open areas of the temple&#039;s gardens or in the gathering rooms in the utility buildings.  In addition to the acolytes and clerics, the infirmary hosts locals on a lottery basis who are interested in learning the basics of healing in non-magical ways.  Many members of the [[Free Defenders (Galik)|Free Defenders]] and the River Watch take part in that activity.&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&lt;br /&gt;
==== Chapel ====&lt;br /&gt;
[[File:Chapel.jpg|left|thumb|300x300px|Chapel in the Exhalted Temple of Pelor]]&lt;br /&gt;
&lt;br /&gt;
The chapel is the main gathering area for prayer services for the worshippers of Pelor.  Large clear windows facing east allow the glory of the sun to greet the people each sunrise - if it isn&#039;t a cloudy day.  But rain or shine there are at least a few worshippers each dawn, and the place is usually full once or twice each tenday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  Receiving ====&lt;br /&gt;
[[File:Receiving.jpg|left|thumb|300x300px|Receiving area]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  Infirmary ====&lt;br /&gt;
[[File:Infirmary.jpg|left|thumb|300x300px|Infirmary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19315</id>
		<title>The Exhalted Temple</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19315"/>
		<updated>2023-04-14T01:24:30Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: added a bit of chapel text&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Temple|location = Galik|Government = Church Hierarchy|inhabiting Race = Human}}&lt;br /&gt;
[[File:Exhalted_Temple_of_Pelor_Altar.jpg|alt=The main altar area in the Exhalted Temple|left|thumb|300x300px]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The temple ls located in the heart of [[Galik]], with the intent of being accessible to all of Galik&#039;s citizens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the early days of Galik, the temple was a local force for good by 400 BR.  Typical early worshippers included anyone in need of healing, farmers, and soldiers, and Pelor&#039;s clerics were a common site among the streets of Galik and in its surrounding communities.  For many centuries this continued, until [[the Holy War]] resulted in Pelor&#039;s sundering and loss.  The resultant mortal impact was that the temple was &amp;quot;remembered&amp;quot; as having always been a place of joint worship between [[Lathander]] and [[Helm]].  For several years this persisted until [[Eve]] managed to restore Pelor, at which point the temple returned to its previous routine.  &lt;br /&gt;
&lt;br /&gt;
Today the temple serves as a place of worship and gathering, and is host to an active and engaged community.  Eve&#039;s influence on Pelor has led to greater social engagement within the community and beyond daily prayer services and healing skills, various social gatherings are held in the open areas of the temple&#039;s gardens or in the gathering rooms in the utility buildings.  In addition to the acolytes and clerics, the infirmary hosts locals on a lottery basis who are interested in learning the basics of healing in non-magical ways.  Many members of the [[Free Defenders (Galik)|Free Defenders]] and the River Watch take part in that activity.&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&lt;br /&gt;
==== Chapel ====&lt;br /&gt;
[[File:Chapel.jpg|left|thumb|300x300px|Chapel in the Exhalted Temple of Pelor]]&lt;br /&gt;
&lt;br /&gt;
The chapel is the main gathering area for prayer services for the worshippers of Pelor.  Large clear windows facing east allow the glory of the sun to greet the people each sunrise - if it isn&#039;t a cloudy day.  But rain or shine there are at least a few worshippers each dawn, and the place is usually full once or twice each tenday.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  Receiving ====&lt;br /&gt;
[[File:Receiving.jpg|left|thumb|300x300px|Receiving area]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====  Infirmary ====&lt;br /&gt;
[[File:Infirmary.jpg|left|thumb|300x300px|Infirmary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19314</id>
		<title>The Exhalted Temple</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19314"/>
		<updated>2023-04-14T01:13:56Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: /* History */  updated&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Temple|location = Galik|Government = Church Hierarchy|inhabiting Race = Human}}&lt;br /&gt;
[[File:Exhalted_Temple_of_Pelor_Altar.jpg|alt=The main altar area in the Exhalted Temple|left|thumb|300x300px]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The temple ls located in the heart of [[Galik]], with the intent of being accessible to all of Galik&#039;s citizens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
Established in the early days of Galik, the temple was a local force for good by 400 BR.  Typical early worshippers included anyone in need of healing, farmers, and soldiers, and Pelor&#039;s clerics were a common site among the streets of Galik and in its surrounding communities.  For many centuries this continued, until [[the Holy War]] resulted in Pelor&#039;s sundering and loss.  The resultant mortal impact was that the temple was &amp;quot;remembered&amp;quot; as having always been a place of joint worship between [[Lathander]] and [[Helm]].  For several years this persisted until [[Eve]] managed to restore Pelor, at which point the temple returned to its previous routine.  &lt;br /&gt;
&lt;br /&gt;
Today the temple serves as a place of worship and gathering, and is host to an active and engaged community.  Eve&#039;s influence on Pelor has led to greater social engagement within the community and beyond daily prayer services and healing skills, various social gatherings are held in the open areas of the temple&#039;s gardens or in the gathering rooms in the utility buildings.  In addition to the acolytes and clerics, the infirmary hosts locals on a lottery basis who are interested in learning the basics of healing in non-magical ways.  Many members of the [[Free Defenders (Galik)|Free Defenders]] and the River Watch take part in that activity.&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
Chapel&lt;br /&gt;
[[File:Chapel.jpg|left|thumb|300x300px|Chapel in the Exhalted Temple of Pelor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Receiving&lt;br /&gt;
[[File:Receiving.jpg|left|thumb|300x300px|Receiving area]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infirmary&lt;br /&gt;
[[File:Infirmary.jpg|left|thumb|300x300px|Infirmary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19311</id>
		<title>The Exhalted Temple</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19311"/>
		<updated>2023-04-13T23:01:18Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Added images and basic structure outline for places in the temple&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Temple|location = Galik|Government = Church Hierarchy|inhabiting Race = Human}}&lt;br /&gt;
[[File:Exhalted_Temple_of_Pelor_Altar.jpg|alt=The main altar area in the Exhalted Temple|left|thumb|300x300px]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The temple ls located in the heart of Galik, with the intent of being accessible to all of Galik&#039;s citizens&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
Chapel&lt;br /&gt;
[[File:Chapel.jpg|left|thumb|300x300px|Chapel in the Exhalted Temple of Pelor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Receiving&lt;br /&gt;
[[File:Receiving.jpg|left|thumb|300x300px|Receiving area]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Infirmary&lt;br /&gt;
[[File:Infirmary.jpg|left|thumb|300x300px|Infirmary]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Infirmary.jpg&amp;diff=19310</id>
		<title>File:Infirmary.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Infirmary.jpg&amp;diff=19310"/>
		<updated>2023-04-13T23:00:13Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Infirmary&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Receiving.jpg&amp;diff=19309</id>
		<title>File:Receiving.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Receiving.jpg&amp;diff=19309"/>
		<updated>2023-04-13T22:58:52Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Receiving area in the temple where visitors are met by acolytes&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Chapel.jpg&amp;diff=19308</id>
		<title>File:Chapel.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Chapel.jpg&amp;diff=19308"/>
		<updated>2023-04-13T22:56:30Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Chapel of the temple of Pelor&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19306</id>
		<title>The Exhalted Temple</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=The_Exhalted_Temple&amp;diff=19306"/>
		<updated>2023-04-13T18:30:58Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: Created Page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Infobox location|title = {{PAGENAME}}|type = Is it a town? Is it a bar? A castle?|location = Where is located? What continent? City?|Government = Oligarchy? Monarchy? Democracy?|inhabiting Race = What is the major race of this location?}}&lt;br /&gt;
[[File:Exhalted Temple of Pelor Altar.jpg|alt=The main altar area in the Exhalted Temple|thumb|Main Altar]]&lt;br /&gt;
&lt;br /&gt;
==About==&lt;br /&gt;
The temple ls located in the heart of Galik, with the intent of being accessible to all of Galik&#039;s citizens&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
==Notable Places==&lt;br /&gt;
&lt;br /&gt;
==Notable Events==&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
[[Category:Location]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=File:Exhalted_Temple_of_Pelor_Altar.jpg&amp;diff=19305</id>
		<title>File:Exhalted Temple of Pelor Altar.jpg</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=File:Exhalted_Temple_of_Pelor_Altar.jpg&amp;diff=19305"/>
		<updated>2023-04-13T18:18:10Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main altar in the temple, showing the chairs used by the celebrants&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
	</entry>
	<entry>
		<id>https://quelmarwiki.com/wiki/index.php?title=Galik&amp;diff=19304</id>
		<title>Galik</title>
		<link rel="alternate" type="text/html" href="https://quelmarwiki.com/wiki/index.php?title=Galik&amp;diff=19304"/>
		<updated>2023-04-13T18:05:54Z</updated>

		<summary type="html">&lt;p&gt;SolitonMan: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;This article is about the metropolis in Amusa, for the domain where the city is located, see [[Galik (Domain)]]&#039;&#039;&amp;lt;blockquote&amp;gt;&amp;quot;Welcome to Galik, the jewel city of Quelmar, also known as &amp;quot;The Entertainer&#039;s Paradise&amp;quot;. An urban monument, Galik is so massive it could take you a week to walk from one end to the other. It is the epicenter of strange activity and the headquarters of more than a thousand guilds. Galik is indeed the city that never sleeps. As we approach, you&#039;ll see up ahead the brilliant lights of the many magical, scholarly, and defensive towers that dot the metropolis, like stars in the night.&amp;quot; - Typical monologue given to approaching tourists in carts.&amp;lt;/blockquote&amp;gt;{{Infobox location|title = Galik|image = Galikcity.jpg|imagecaption = Monolithic structures tower over fields of houses and shops.|type = Massive City|Government = Council|location = [[Amusa]]|inhabiting Race = All}}&#039;&#039;&#039;Galik&#039;&#039;&#039;, also known as &#039;&#039;&#039;Entertainer&#039;s Paradise&#039;&#039;&#039;, is the largest city in [[Amusa]], and home to a massively assorted set of citizens. The city also gives name to the domain it is located in, also called [[Galik (Domain)|Galik]]&lt;br /&gt;
&lt;br /&gt;
Galik was founded some time before 364 [[BR]].&lt;br /&gt;
&lt;br /&gt;
== About ==&lt;br /&gt;
Galik was home to its own form of cant, known as [[Galik Street Slang]]. &lt;br /&gt;
&lt;br /&gt;
Thanks to the great city watch of Galik, people who cause havoc or chaos can be easily influenced to get out of the city as places close their doors or raise their prices or stop providing services (free or otherwise). They become nobodies and the city passes them by, making them effectively become as notable or useful as the beggars. It is a stigma nobody risks, as as such, Galik is safe place to be during the day. &lt;br /&gt;
&lt;br /&gt;
However, at night, when faces can be hidden or concealed in the shadows, the good humor of the city paves way for danger and subterfuge. &lt;br /&gt;
&lt;br /&gt;
Etiquette is important in Galik, and if you aren&#039;t local, and aren&#039;t particularly popular or social, it&#039;s likely you will be avoiding the high circles and the social partying. The Burghesses of Galik don&#039;t tend to fraternize with the countless adventurers and oath-wielders who patrol the streets looking for adventure. Ultimately though, passing adventurers are still tourists, and to the locals, they won&#039;t attract the love and attention they might hope for, outside of a tavern of drunks. &lt;br /&gt;
&lt;br /&gt;
Everyone in Galik has a place, and doing their job right lets them enjoy the fruits of everyone else&#039;s job. That&#039;s how a working city gets by. &lt;br /&gt;
[[File:Galikcolormap.png|thumb|A Rough Map of Galik&#039;s districts, indicated by color]]&lt;br /&gt;
&lt;br /&gt;
== City Information ==&lt;br /&gt;
&lt;br /&gt;
=== Government ===&lt;br /&gt;
Galik is run by an Oligarchy of Leaders, called the &#039;&#039;&#039;Galik Council of Burghers&#039;&#039;&#039; led by a High Burgher or Burghess. The Council contains the following members:&lt;br /&gt;
&lt;br /&gt;
* The High Burgher&lt;br /&gt;
* Maestro of the Arts&lt;br /&gt;
* Burgher of the Distillery&lt;br /&gt;
* Keeper of the City of the Dead&lt;br /&gt;
* Commisioner of the Docks&lt;br /&gt;
* Magistrate of the Great Speakers&lt;br /&gt;
* Head of Crafts&lt;br /&gt;
* Arch-herbalist of the Alchemical&lt;br /&gt;
* Keeper of the Bars&lt;br /&gt;
* Wrangler of the Stables&lt;br /&gt;
* Lord of Stoneworkers&lt;br /&gt;
* Lord of Woodworkers&lt;br /&gt;
* Lord of Metallurgists&lt;br /&gt;
* Archmage of the Wizards Guild&lt;br /&gt;
* Head Librarian of the Scribes&lt;br /&gt;
* Commander of the Lyregurad&lt;br /&gt;
* Madame of the Merciful Touch&lt;br /&gt;
* Lord Commander of the Free Defenders&lt;br /&gt;
* High Admiral of the Riverwatch&lt;br /&gt;
* The High Sheriff&lt;br /&gt;
The 13th High Burgher of Galik was [[James Tyler|James Tyler.]]&lt;br /&gt;
&lt;br /&gt;
=== Notable Laws ===&lt;br /&gt;
* Only leather armor can be worn in public by non-militia&lt;br /&gt;
* Only one one-handed weapon can be visibly carried, and should be sheathed unless used in self defense. All other weapons must be wrapped and stowed, and polearms are not allowed at all. &lt;br /&gt;
* Outdoor spell casting is outlawed without a permit, spellcasting is allowed inside at the owner&#039;s discretion. &lt;br /&gt;
* Merchants always use &amp;quot;detect magic&amp;quot; potions when negotiating prices, to eliminate magical thievery or manipulation. &lt;br /&gt;
[[File:Northwardmap.png|thumb|A close up map of the North Ward, taken around the time of a city-wide blackout in 465 [[PR]]]]&lt;br /&gt;
&lt;br /&gt;
=== Guilds ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Scribes and Librarians Guild&#039;&#039;&#039;&lt;br /&gt;
** Mostly [[Illumian (Player Race)|Illumian]], these libraries run [[the ArchCrystal Tower]]. The guild was founded in the 300s [[BR]] making it one of the oldest in the city. Duties include the detection of forgeries and transcription of legal procedures across the city and the realm. There is an oath of secrecy that scribes can never reveal that which is demeed a secret, and this is enforced by a number of geas spells cast by a member of the Wizards Guild.&lt;br /&gt;
** Also operate teams of seers and soothsayers.&lt;br /&gt;
*&#039;&#039;&#039;The Bard&#039;s College of Galik&#039;&#039;&#039; -  founded by &#039;&#039;&#039;Maestro Publius Teretinus&#039;&#039;&#039;, who also had a seat on the Council of Burghers.&lt;br /&gt;
** Publius&#039; famous quote: &amp;quot;&#039;&#039;I am a human, but in this great city nothing is more alien to me than humans&#039;&#039;&amp;quot;&lt;br /&gt;
** The college itself is mostly hands off, more of a quality control network of the other various individuals and groups in the city that offer bardic lessons. They certify schools, but don&#039;t try to run them. They get the most involved when politics and theatrics intertwine, both for good and bad reasons.&lt;br /&gt;
* &#039;&#039;&#039;The Beggar&#039;s Guild&#039;&#039;&#039;&lt;br /&gt;
** A mostly secret organization for beggars who use their position to give information and spy for those who can pay. They go on the streets mostly unnoticed but have eyes and ears on lots of things.&lt;br /&gt;
** Not all beggars are members of the guild, about 2 in 3 are just homeless citizens.&lt;br /&gt;
** Guild members pay 1 cp per week plus a percentage of their begging income. In return they are given a fairly substantial fortune in food, beverages, and other other goods hidden in various caches around the city. &lt;br /&gt;
* &#039;&#039;&#039;Brewers Guild -&#039;&#039;&#039; The three big brewers (Lute Stout, High Note Red Ale, and Tenker&#039;s tap) are all members of the guild, and form an organization that approves or shuts down other various startups, while keeping the competition stifled...and also monopolize tavern drinks.&lt;br /&gt;
* &#039;&#039;&#039;Innkeepers Association&#039;&#039;&#039; - Anyone who runs an Inn or Tavern in Galik &#039;&#039;must&#039;&#039; join the Innkeepers guild, and pay a small percentage of the inn&#039;s yearly income.  &lt;br /&gt;
** However, many know that inns and taverns are terrible at accurately accounting all income, and so payments are impossible to gauge accurately. The most important part of the guild is that they loan out money to members who need repairs or other loans, but charge a steep 15% interest. Occasionally the guild has also been known to organize sabotage of taverns that don&#039;t follow guild rules or risk revealing damaging activity or shady business. The guild knows taverns are shady fronts a lot of the times, but they merely want to manage the public facing side. Do NOT mess with this balance.&lt;br /&gt;
*&#039;&#039;&#039;Stoneworkers Guild&#039;&#039;&#039;&lt;br /&gt;
** Includes stonemasons, bricklayers&lt;br /&gt;
** The most incorruptible group, prompt, timely, and professional.&lt;br /&gt;
** Also includes the Underbuilders union which is a lot of dwarves and gnomes who do work under the city.&lt;br /&gt;
*Woodworkers Guild&lt;br /&gt;
**Including Wheelwrights&lt;br /&gt;
*&#039;&#039;&#039;Docks Guild&#039;&#039;&#039;&lt;br /&gt;
** Shipworkers and cargomen&lt;br /&gt;
** Rivermen and water folk&lt;br /&gt;
** Shipwrights&lt;br /&gt;
* &#039;&#039;&#039;Breeders Guild&#039;&#039;&#039;&lt;br /&gt;
** Stables, horses, animals&lt;br /&gt;
* &#039;&#039;&#039;Harlots Guild&#039;&#039;&#039;&lt;br /&gt;
** Called the &#039;&#039;Sisters of the Merciful Touch&#039;&#039;, but despite the name, there are also many men in their ranks as well.&lt;br /&gt;
** Main goal is to keep guildmembers safe.&lt;br /&gt;
* &#039;&#039;&#039;Fraternal Brotherhood of Lawyers&#039;&#039;&#039;&lt;br /&gt;
** Barristers, who do the intercourt work and set up all the judicial things&lt;br /&gt;
** Solicitors, who work with the clients&lt;br /&gt;
** These are all freelance, none of them are public defenders and if they become judges or public workers they must relinquish membership in the guild.&lt;br /&gt;
* &#039;&#039;&#039;The Dominion of the Arcane (Wizards Guild)&#039;&#039;&#039;&lt;br /&gt;
** Aloof from the political&lt;br /&gt;
** A number of towers across the city, towers come in three types: apprentice towers, adept towers, and a maximum of 1 mastery tower per district.&lt;br /&gt;
** Limited positions, and positions only open up with a member dies or resigns.&lt;br /&gt;
&lt;br /&gt;
=== Societies ===&lt;br /&gt;
These societies are distinct from the Guilds of Galik as they do not recognize themselves as city-wide political unions, and fall under different laws and rules than formal guilds.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Farseekers of Twilight&#039;&#039;&#039;&lt;br /&gt;
** Anti-Human, Anti-Industrial, concerned with the safety of natural lands&lt;br /&gt;
* &#039;&#039;&#039;Order of the Protectors&#039;&#039;&#039;&lt;br /&gt;
** Non-city endorsed group of battle clerics who are [[Helm]] enthusiasts and hope to make names for themselves as healers and protectors.&lt;br /&gt;
* &#039;&#039;&#039;Orphans of War&#039;&#039;&#039;&lt;br /&gt;
** A group of those who seek to recognize and honor those lost in [[the Holy War]], the [[Realm War I|Realm War]], and more.&lt;br /&gt;
* &#039;&#039;&#039;LongHunters&#039;&#039;&#039;&lt;br /&gt;
** Ranger enthusiasts&lt;br /&gt;
* &#039;&#039;&#039;Steelhelm Doorbargers&#039;&#039;&#039;&lt;br /&gt;
** Dwarves who used to own and operate in the land formerly known as Galik who fight and lobby for Dwarven recognition, a Dwarfen district, and maybe even a rename of the city to Steelhelm City. They also outside of political movements gather to celebrate Dwarven ubiquity and party and sing the old songs and speak in dwarven codes.  Affectionally known as &amp;quot;The damn dwarf society&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;The Guild of The Scale Skinners&#039;&#039;&#039;&lt;br /&gt;
** A group that trains itself on the most effective ways to fight dragons in case they ever come back. A lot of conspiracists.&lt;br /&gt;
&lt;br /&gt;
=== Secret Societies and Criminal Organizations ===&lt;br /&gt;
Much like the societies, except these groups don&#039;t operate under ANY rules or laws of the city, typically operating illegally in the shadows or out of the oversight of the city&#039;s councils...or purposefully outside of city council jurisdiction.&lt;br /&gt;
&lt;br /&gt;
*Cults of [[Vecna]], [[Bane]], [[Tiamat]], [[Orcus]], [[the Raven Queen]], and other evil entities.&lt;br /&gt;
*&#039;&#039;&#039;[[ShadowGuild]]&#039;&#039;&#039; - a Thieves&#039; Guild that operates directly under the city in the sewer system. Mostly local scum, participating in smuggling of goods in and out of the city, including human and drug trafficking. &lt;br /&gt;
*[[Red Blades|The Red Blades]] - Assassins Guild&lt;br /&gt;
*&#039;&#039;&#039;Slavers&#039; Guild&#039;&#039;&#039;&lt;br /&gt;
** Work with the ShadowGuild and the ShadowMasks Brotherhood. The Slaver&#039;s guild has secret connections in a handful of temples of [[Sharess]]&lt;br /&gt;
** Founded by Half-Elf Wizard &#039;&#039;&#039;Makeesh.&#039;&#039;&#039; They Run &#039;&#039;&#039;The Exotic Gourmet Club&#039;&#039;&#039;, an eatery with meats you would not believe.&lt;br /&gt;
** The founder of the [[Shinardi]] (Deng Lo) worked with them to export slaves across the eastern ocean to Troverth.&lt;br /&gt;
** Works in sporadic ways, avoiding all patterns and has escaping notice.&lt;br /&gt;
*The Black Brotherhood&lt;br /&gt;
*The Shadow Masks&lt;br /&gt;
*The Boltward Syndicate &lt;br /&gt;
**A loose confederation of Games Fixers and Bookies running both legitimate and corrupted games of chance and sports books.  Accomplished at small scale money-laundering and active in loan-sharking.   &lt;br /&gt;
* Grey Deacons&lt;br /&gt;
*&#039;&#039;&#039;Throne of Arms&#039;&#039;&#039;&lt;br /&gt;
** Control of weapons, seizing and selling and trading of all sorts of weaponry and armors. Several vendors keep stock if you know the right way to ask.&lt;br /&gt;
* &#039;&#039;&#039;Knights of ScaleMail&#039;&#039;&#039;&lt;br /&gt;
** A group of secret members from within various trades, nobilities, and shops, participate in sharing secrets and having drinks. Pass information up to friends that could be viable in their side of the city, but otherwise keep a low profile. Natural citizens of Galik only. &lt;br /&gt;
&lt;br /&gt;
=== Publications/News ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;[[The Galik Gazette]]&#039;&#039;&#039; was a publication run by &#039;&#039;Squagly the Story Squire&#039;&#039;, a kobold with numerous city connections. The Gazette was a bit of a tabloid, running with rumors and stories that other publications would not run without proper investigation. The Gazette was not widely read, but the small base of readers it did have devoured each and every weekly issue ravenously. &lt;br /&gt;
&lt;br /&gt;
=== Performance Venues ===&lt;br /&gt;
* The House of Balthazar Impresario, the first Opera House in the realm&lt;br /&gt;
&lt;br /&gt;
=== Religion ===&lt;br /&gt;
[[File:GalikGodsBR.PNG|thumb|242x242px|Galik&#039;s Most Worshiped Deities (BR Era)]]&lt;br /&gt;
&lt;br /&gt;
* The biggest church in the city is the &amp;quot;&#039;&#039;Auditorium of the Silver Harp&#039;&#039;&amp;quot; lead by Jared Strann and his priests, which doubles as a performance hall. The church worships [[Corellon]] and [[Oghma]].&lt;br /&gt;
* The market district is known to be one of the only economic centers in the realm with a prominent church on the grounds, the &#039;&#039;&#039;&amp;quot;&#039;&#039;&#039;&#039;&#039;Favored Coin Temple&#039;&#039;&amp;quot; is a place for merchants to make prayers to [[Waukeen]] the goddess of prosperity and merchandise.&lt;br /&gt;
*&#039;&#039;&amp;quot;The Ossuarium of [[Nerull]]&amp;quot;&#039;&#039; is a simple subterranean worship center for the god of death. When not partaking in religious ceremonies, the crypt offers luxury funerary services for those who can afford them. In later years the Ossuarium would primarily serve [[Raven Queen|The Raven Queen]].[[File:GalikGodsPR.PNG|thumb|239x239px|Galik&#039;s Most Worshiped Deities (PR Era)]]&lt;br /&gt;
*&#039;&#039;&amp;quot;Temple of Skilled Hands&amp;quot;&#039;&#039;, lead by Liserion, worships Tharmekhûl and [[Moradin]], gods of smelting and smithing.&lt;br /&gt;
*&#039;&#039;&amp;quot;House of the Ever Vigilant Guard&amp;quot;&#039;&#039; lead by Elissa Perinor, worships [[Helm]] the god of guards.&lt;br /&gt;
*&#039;&#039;&amp;quot;The High Sanctum of the Scroll&amp;quot;&#039;&#039;, a church originally built for Vecna worship but over time followed [[Ioun]], [[Ye&#039;Cind]], and [[Hat]].&lt;br /&gt;
*&#039;&#039;&amp;quot;[[The Exhalted Temple]] of [[Pelor]]&amp;quot;&#039;&#039;, lead by Bofred the Just&lt;br /&gt;
*&#039;&#039;&amp;quot;The Shrine of the Uplifted Sword&amp;quot;&#039;&#039;, lead by Barahil the Faitful and worshiping of the dragon god [[Bahamut]].&lt;br /&gt;
* Followers of the old god [[Bane]] were known to have frequented Galik in secret, especially around the era of his son [[Iyachtu]] in the late 400s [[PR]].&lt;br /&gt;
* Notable absent are places of worship to [[Mielikki]] or [[Obad-Hai]], Quelmar&#039;s largest nature deities. Though separated by many dogmas, worshipers of both religious believe thoroughly the heart of the realm&#039;s largest city in no place for nature&#039;s praise.[[File:Golik.jpg|thumb|463x463px|left]]&lt;br /&gt;
&lt;br /&gt;
=== Inns, Quarters, Pubs, Bars, Taverns ===&lt;br /&gt;
If you&#039;re looking for information on Galik Taverns, it&#039;s first important to know the &#039;&#039;staple&#039;&#039; Galik drinks. These [[List of Alcoholic Beverages|drinks]] are served nearly anywhere (that can afford to serve them), more info on them can be found on the drinks page: &#039;&#039;&#039;Lute Stout, High Note Red Ale, Tenker&#039;s Tap, Hospitaler&#039;s Mead, Lusty Mermaid Ale, Sell Sword Pale Ale,&#039;&#039;&#039; and &#039;&#039;&#039;Utter Moron.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Felled Ogre, run by Durst Hammerhand&lt;br /&gt;
&lt;br /&gt;
* The Bloody Board&lt;br /&gt;
* The Aleman&#039;s Guild (it&#039;s not a guild at all)&lt;br /&gt;
* The Hidden Lady (also an underground brothel rink)&lt;br /&gt;
* The Inn of the Twelve Candles, an inn for rich merchants and pampered adventurers&lt;br /&gt;
* The Wizard&#039;s Familiar, specializes in serving wizards and mages&lt;br /&gt;
* The Black Viper, known for its discretion and private booths.&lt;br /&gt;
* [[The Cloak and Stagger]], appropriately shady.&lt;br /&gt;
* The Pillar and Post, known for being a &amp;quot;child-friendly&amp;quot; bar.&lt;br /&gt;
*The Edesian, a second location opened modeled after the first Edesian in [[Nestle]].&lt;br /&gt;
&lt;br /&gt;
=== Other Notable Locations ===&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;The White Blotter&#039;&#039;&#039;, Galik&#039;s largest hospital, employing nearly 90 clerics of various faiths, as well as over 200 doctors and medical experts.&lt;br /&gt;
*&#039;&#039;&#039;The Office of Commerce and Trade&#039;&#039;&#039; provides licenses. &lt;br /&gt;
*The City&#039;s Mint is called&#039;&#039;&#039;  The Keep&#039;&#039;&#039; and is by far the most secured building in the city. &lt;br /&gt;
*Galik Polytechnical Institute - A center of for non-Arcane study made from the merger of four previous smaller Institutes&lt;br /&gt;
**The Center for the Study of Amuran Culture &lt;br /&gt;
**The Galik Geophysical Institute &lt;br /&gt;
**Amuran Botanical and Zoological Institute &lt;br /&gt;
**Pregosian School of Military and Civil Engineering &lt;br /&gt;
&lt;br /&gt;
== Military and Protections ==&lt;br /&gt;
&#039;&#039;&#039;Sheriff Centers&#039;&#039;&#039; dotted in each district contain a handful of brig cells for temporary housing and interrogation. Watchtowers are found all along the city&#039;s walls, and are managed and maintained by a group known as &#039;&#039;&#039;Bymeran&#039;s Walls&#039;&#039;&#039;, a large contracted group who also hires out wall watchers and towerguards to patrol the city borders.&lt;br /&gt;
&lt;br /&gt;
=== Crisis Imperatives ===&lt;br /&gt;
When major events in the city or realm impact the day-to-day life of Galik, the Lyreguard (see below) enact an imperative, which changes the laws of the city. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;&#039;&#039;Galik Minor Crisis Imperative&#039;&#039;&#039;&#039;&#039; ====&lt;br /&gt;
 &#039;&#039;In the event of a minor crisis in this district, the following actions have been taken by the LyreGuard, in cooperation with local forces and volunteer Defenders.  Your participation in the following laws, employed during high-risk situations, is appreciated.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;1. Light armor may be worn publicly, but no heavier protections may be employed lest you be assessed a risk against the city.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;2. Similarly, weapons should be wrapped, and stowed with the exception of (1) sheathed primary item.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;3. Spellcasting, as well as use of magical items, is forbidden outside or in public-use spaces, including taverns, brothels, shops, and forums.&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
 &#039;&#039;Citizens found breaking Minor Crisis restrictions may be held by force until the crisis is resolved.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===[[Lyreguard]]===&lt;br /&gt;
The Lyreguard are the elite leaders of the Galik Military&lt;br /&gt;
&lt;br /&gt;
===[[Free Defenders (Galik)|The &#039;&#039;Free Defenders&#039;&#039;]]===&lt;br /&gt;
The Free Defenders are made up of volunteers, and typically had a membership of over 4000 defenders at any given time. They are less trained but far more numerous, as the number of benefits that comes with enrolling (including able to carry more weapons and heavier armor) makes them an enticing side-hustle. Many wanna-be adventurers and young adrenaline junkies join the ranks to get their foot in the door of adventure. The Free Defenders all report to a Lord Commander. &lt;br /&gt;
&lt;br /&gt;
There are 300 free defenders at any given time at the city&#039;s citadel, and another 400 defenders at the city keep. The rest of the defenders are on patrol around the city, typically going about their own lives, only going into &amp;quot;Defender&amp;quot; mode if they witness a crime.  &lt;br /&gt;
&lt;br /&gt;
Free Defenders are also given free housing at barracks located over the cities, and meals in the mornings and evenings at communal meal bunkers. &lt;br /&gt;
&lt;br /&gt;
=== River Watch ===&lt;br /&gt;
There are 600+ members of the Galik River Watch (GRW) who sail 40+ ships in and around the Galik harbor and naval yard. They keep all eyes out on the water to see any incoming fleets, and to ensure passage of trading and passenger vessels.  They all report to the High Admiral.&lt;br /&gt;
&lt;br /&gt;
=== Sheriffs ===&lt;br /&gt;
Sheriffs are a very specific type of soldier in Galik who has been trained in the city&#039;s extensive laws and can formally arrest and charge criminals. Often times a Free Defender will do a &amp;quot;Citzen&#039;s Arrest&amp;quot; by keeping a criminal in place until a Sheriff can arrive to evaluate the damages and formally arrest the criminal. Sheriffs have spent years of their lives in courts and law schools, and live in Sheriff Centers found in every district. A number of sheriffs can also be found at important buildings such as the city citadel. Sheriffs have silver badges in the shape of Harps, and ultimately all follow the lead of the High Sheriff (and the UnderSheriff). &lt;br /&gt;
&lt;br /&gt;
Sheriffs also work as Investigators, and sometimes go by the title Investigator or Detective when working ongoing cases in the streets. &lt;br /&gt;
&lt;br /&gt;
=== Constables ===&lt;br /&gt;
Sometimes called &#039;&#039;&#039;Port Authorities,&#039;&#039;&#039; Constables in Galik work under the Chief of Constables (who in turn reports to the High Sheriff) and deal mostly with licenses, warrants, and other small time crimes. They tend to be quick to escalate things to Sheriffs.&lt;br /&gt;
&lt;br /&gt;
== Shops and Economy ==&lt;br /&gt;
Galik has its own local type of currency where Gold Pieces were &#039;&#039;&#039;Harps&#039;&#039;&#039;, Silver was &#039;&#039;&#039;Bards&#039;&#039;&#039;, and Copper was &#039;&#039;&#039;Horns&#039;&#039;&#039;. While the prices of things in the city were largely consistent, the actual price compared to the global economy was reflected in the exchange rate of GP-&amp;gt;Harps.&lt;br /&gt;
&lt;br /&gt;
=== Shops ===&lt;br /&gt;
* Bartholomew&#039;s Wand Pond, a magical shop watched over by a giant psionic owl and owned by the magical mystic Bart, who is one of the realms experts when it comes to synthesizing [[Quelmar Spells|new spells]]. &lt;br /&gt;
*The Torn Page, a magical service shop offering potions, sometimes including potions of unusual spells (such as a potion of Teleport)&lt;br /&gt;
*Azureine&#039;s Rare Pages, a shop specializing in rare books, manuscripts and maps.  Proprietors Otto and Martasa Azureine are 4th generation Dragonborn owners/proprietors and well known for hosting Poetry Readings, Literary Salons and finding rare materials.  (Their grandson, [[Rhienhold Azurine]] is a member of the Tempest Company)&lt;br /&gt;
&lt;br /&gt;
=== Prices ===&lt;br /&gt;
Spellcasting prices were typically fixed to a similar rate across the city thanks to most spellcasters being involved with the Wizards Guild of Galik (WGG). Typically the guild calculated prices based on an old mathmatical system of: &#039;&#039;&#039;(&#039;&#039;Spell Level Squared) times (Fifty) Plus (Consumed Material Costs Thrice) Plus one tenth cost of stuff not-consumed. Then Round up &#039;till the first two price digits are found in the sequence of Primes.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Using the formula, some spell costs included Cure Wounds at 53 Harps, Magic Mouth at 230 Harps, and Glyph of Warding at 1150 harps. Lazy or unintelligent shopkeeps would, however, defer to the lists below. &lt;br /&gt;
&lt;br /&gt;
* Level 1: 100 Harps&lt;br /&gt;
* Level 2: 1.000 Harps&lt;br /&gt;
* Level 3: 3.000 Harps&lt;br /&gt;
* Level 4: 9.000 Harps&lt;br /&gt;
* Level 5: 100.000 Harps&lt;br /&gt;
* Level 6: 200.000 Harps&lt;br /&gt;
* Level 7: 500.000 Harps&lt;br /&gt;
* Level 8: 1.000.000 Harps&lt;br /&gt;
* Level 9: 10.000.000 Harps&lt;br /&gt;
&lt;br /&gt;
== Persons of Interest ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Artists&#039;&#039;&#039; ===&lt;br /&gt;
[[File:DRegioletteSigil.png|thumb|&amp;quot;The Crown and Mule&amp;quot;, sigil of the D&#039;Regiolette house]]&lt;br /&gt;
&lt;br /&gt;
==== D&#039;Regiolette ====&lt;br /&gt;
The &#039;&#039;&#039;D&#039;Regiolettes&#039;&#039;&#039; were a noble family of song writers, who produced operas, arias, and cantors for innumerous singers of Galik. The D&#039;Regiolettes owned &#039;&#039;&#039;Rue Delour&#039;&#039;&#039;, a block of Galik which included a villa where they lived, as well as stables, and a set of housings for other artists which they sponsored at any given time. Rue Delour was the first structure to be nearly razed to the ground in the [[Galik Blackout of 465]], at which time it housed the artist [[The Crown of Empyrosis#A Flame|Radonis Calfenris]] (the latest heir to the [[Crown of Empyrosis]]) and another artist named [[Ancients Alive/NPCs|Brontalo]]. Both artists became the first (of many) casualties in the Crown&#039;s rampage, setting off the blackout and other events that culminated in [[The Arctic Autumn]].&lt;br /&gt;
&lt;br /&gt;
====[[Core]]====&lt;br /&gt;
The Core (pronounced &amp;quot;Core-Ay&amp;quot;) family was a famous bloodline of musicians and performers that landed in Galik early in the [[PR]] era &lt;br /&gt;
&lt;br /&gt;
== City Underbelly ==&lt;br /&gt;
Besides being dense with trade and commerce, Galik is equally populated by illicit operations on all levels of treachery. Underground socities and guilds lurk in every district, and black markets in shadowy corners can ensure that &#039;&#039;ANYTHING&#039;&#039; is available in Galik if you know where to look.&lt;br /&gt;
&lt;br /&gt;
* [[ShadowGuild]] was one of Galik&#039;s largest and notorious criminal organizations.&amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
&lt;br /&gt;
=== Realm War I ===&lt;br /&gt;
[[File:GalikmapYear10.png|thumb|247x247px|A Map of the Galik Wards that were at least partially open again in the year 11 [[PR]]]]&lt;br /&gt;
During [[Realm War I]], Galik was still in reconstruction. As a major hot battleground during the [[Holy War]], much of Galik was still ashes and ruin going into the [[PR]] era. As seen in the map to the right, after the first decade of the era, many of Galik&#039;s wards were up and running again (primarily the port and trade adjacent areas) but by the second decade, Galik had reopened all of its districts and wards, finally repaired after the many wars.&lt;br /&gt;
&lt;br /&gt;
=== [[Arctic Autumn|The Arctic Autumn]] ===&lt;br /&gt;
The long chain of events that led to the realm-wide Arctic Autumn in 466 [[PR]] started with a magical blackout in the city the year prior. In late 465 [[PR]], a dwarf named [[Ancients Alive/NPCs#Thriskarn|Thriskarn]] living in the villa of &#039;&#039;&#039;Rue Delour&#039;&#039;&#039; got their hands on [[The Crown of Empyrosis]], which was revealed to have been lurking in Galik for possibly centuries. The Crown stole the city&#039;s fire, leading to a city-wide blackout. &lt;br /&gt;
&lt;br /&gt;
As the lamplighters of the massive city set about their work. Lighting the torches, sconces, and lamps of the streets, they were surprised to find their tinderboxes failing. All around them, the torches began to extinguish. Attempts to strike the flint back again led to sparks but nothing more. Inside countless taverns, the roar of the fire was silenced, and as the sun finally set, the city was plunged into an unfamiliar darkness and icy chill. Immediately, the panic had set in, folks rushing out into the pitch-black would trample each other in invisible riots that crushed creatures, destroyed storefronts, and toppled trees. The scheming thieves and assassin of the city had stumbled upon their perfect night, preying now on a city engulfed in dark madness.&lt;br /&gt;
&lt;br /&gt;
It was a merciless night no one would forget.&lt;br /&gt;
&lt;br /&gt;
Then in the sudden calmness of sunrise, the city began to make sense of what had happened. As an attempt to control the city on this second night, the elite Lyreguard and volunteer Free Defenders have gone on their highest alert. Posters around the city went up yesterday, declaring a state of &amp;quot;Crisis&amp;quot;, complete with several new rules to protect the masses.&lt;br /&gt;
&lt;br /&gt;
The following night, most people stayed indoors. Mages, legally allowed to illuminate their own houses with fire-less light, provided a light in the darkness to those looking for safety. But unfortunately heat was still a concern. Fire of all kinds continued to extinguish itself. Most refused to go out into the windy night, bundling for warmth with friends and family. This in turn led to a mostly peaceful night---But everyone in the district could still hear the occasional rumble or flash of magic in the darkness, hints that mysterious events may still be happening in the city.&lt;br /&gt;
&lt;br /&gt;
On the third night, the city guard had pieced together their intel, putting up Wanted&amp;quot; posters for an old looking Dwarf named &#039;&#039;&#039;Thriskarn&#039;&#039;&#039;. Thriskarn would go on to [[The Empyrosis of the Aegerian Temple|blow up the temples of Istishia and Aegir in the city]], and ultimately set off [[Ancients Alive|a chain of events]] that led to the whole realm freezing over for several months in the Arctic Autumn.&lt;br /&gt;
&lt;br /&gt;
=== Wicked Wilds Setting ===&lt;br /&gt;
In 827PR Tolmè Pendergras introduced Isonhound and eventually the greater world of Quelmar to the amazing technology of air ships. &lt;br /&gt;
&lt;br /&gt;
The development of this technology, driven by the need to support the war effort against Tiamat, quickly spread to the other continents at his behest. Cities and organizations undertook the arduous tasks of establishing their own airship construction. Resources, knowledge and manpower were all focused on supply and transport to the war front on Kiston. &lt;br /&gt;
&lt;br /&gt;
The construction processes were streamlined, designs and safety were improved as many more craftsmen rose to the challenge. Eventually as time went on, the need for the war effort was satisfied and maintained. Cities and companies, seeing great opportunity, began to turn their attention to the use of these ships for civilian use. &lt;br /&gt;
&lt;br /&gt;
In Galik in particular, the largest city on the continent of Amusa and all of Quelmar, being able to traverse the city’s length by air was adopted very quickly by the Lyreguard as a compliment to their Griffon riders. Air Skiffs (smaller airships) could carry a full complement of troops as well as prisoners and resources. They would also offer respite for an injured Griffon in an emergency.&lt;br /&gt;
&lt;br /&gt;
Soon after government officials and private ferrying companies formed and adopted air skiffs for moving people and resources quickly around the city.&lt;br /&gt;
&lt;br /&gt;
As the technology and innovation improved, older models were discarded and often sold off. A used ship business developed that made airship ownership available to those that were not very wealthy or government subsidized. &lt;br /&gt;
&lt;br /&gt;
Today, 15 years after their introduction for public use, in 892 PR, airships are a common presence in the skies over Galik. Large freighters come and go between ports all over Quelmar. Air docks were constructed over the water docks and a brisk import/export business on both air and water flows through the city. &lt;br /&gt;
&lt;br /&gt;
Smaller skiffs bearing cargo, people or a combination of both, zip over the rooftops of the city with the Lyreguard patrolling their flight lanes and keeping traffic orderly. The pattern of travel mirrors the roads below.  Landing ports throughout the city on both street level and rooftops allow for embarking.&lt;br /&gt;
&lt;br /&gt;
Larger ships, with a few notable exceptions, are restricted from travel over the city and are diverted around the perimeter. This rule gave rise to air ship ports being constructed encircling the city at various locations. &lt;br /&gt;
&lt;br /&gt;
The Tempest Brothers Expeditionary Company resides in one of the smaller private shipyards. Two aged ships sit on moorings, older propeller engines off. A worn and rusty but serviceable two story hangar building, that can just fit either of the two ships in its single bay, stands on the street side of the yard. The freshly painted maroon and gold sign bearing the name of the company hanging over the front doorway.&lt;br /&gt;
&lt;br /&gt;
=== [[New Galik]] ===&lt;br /&gt;
Shortly after the [[Cyber Renaissance]], the rebuilding of Galik was underway. This highly modern, reconstructed version of Galik would be deemed &#039;&#039;New Galik&#039;&#039; and build on the remains of what was left of the city. For more information on the city&#039;s history after this point, see [[New Galik]]. &lt;br /&gt;
&lt;br /&gt;
== Behind the Screen ==&lt;br /&gt;
&lt;br /&gt;
* Though Galik&#039;s maps and districts resemble [https://forgottenrealms.fandom.com/wiki/Waterdeep Waterdeep], sources for Galik&#039;s lore and history pull mostly from [https://www.montecookgames.com/welcome-to-ptolus/ Ptolus] and [https://www.froggodgames.com/product/the-lost-lands-bards-gate/ Bard&#039;s Gate]&lt;br /&gt;
&lt;br /&gt;
[[Category:Amusa]]&lt;br /&gt;
[[Category:Ancients Alive]]&lt;br /&gt;
[[Category:Wicked Wilds]]&lt;/div&gt;</summary>
		<author><name>SolitonMan</name></author>
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