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		<id>http://joesworld.thtree.com/index.php?title=Willow_(Zalene_Nubaii)&amp;diff=2291</id>
		<title>Willow (Zalene Nubaii)</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow_(Zalene_Nubaii)&amp;diff=2291"/>
		<updated>2012-01-21T09:28:40Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  Her name, and that of her twin sister, were chosen by the twins after the deaths of their parents and grandparents.  Her actual name, is Zalene Nubaii, and her twin, Errevin.  What makes the twins even more unique is their half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Zalene was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, Errevin.  Traders and entertainers, her family wandered from place to place earning their living.  Her father, Markham, was a Bard, while her mother, Alyss, was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother, Duannsa, was a Spirit Shaman and her grandfather, Jerrin, a Blacksmith.  Willow is the younger of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and both girls knew about their fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Zalene was learning the basics of the Bardic trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Zalene&#039;s life.  While the family was plying their trade, one of the local human youths decided that Errevin was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Errevin was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Errevin, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape her.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group was summarily banished from the village, and Zalene&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Zalene and Errevin&#039;s parents and grandparents, even as they fought.  They found and dragged the twins before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their Fey heritage surged with the death of their loved ones.  For Zalene, the Fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the Fey.  Breaking free of her captors, Zalene turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a green haze filled her vision.  When her vision cleared, not much remained of the murderous youths but broken and mutilated bodies.  Of her sister Errevin, no trace was found and she searched as best she could.  Errevin had simply disappeared.  Heartbroken, Zalene salvaged what she could from the damaged wagons.  She covered her parents and grandparents with some of the fabric from their wagons, intending on leaving them for the forest to claim.  Before her family&#039;s covered bodies, Zalene took the name Willow, for the sorrowing tree that covered the banks of the rivers that they loved to camp by on their journeys.  Then without a backward glance, she took the horses and traveled onward.  &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their Fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister.  It would not be until several more years had passed, that Willow and Errevin would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-Fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-Fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother Duannsa, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her Fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).  &lt;br /&gt;
&lt;br /&gt;
Continuing with their quest, the group discovered a horrific plot by an ancient illithid deity, to break free of it&#039;s bindings and return to terrorize the world.  As the group sought to find the location of the seal, they were attacked, and Trona was killed in the battle.  Again calling upon her Spirit Shaman powers (and a little Fey chaos) Willow reincarnated Trona.  However, due to her faith in the goddess, Ehlonna, Trona was reincarnated into a female Treant further within the winding labyrinth.  &lt;br /&gt;
&lt;br /&gt;
In the centre of the labyrinth, Willow and her friends encountered a mindflayer (illithid) mage who commandeered a tribe of kobolds to help it break one of seven seals which imprisoned the illithid deity.  The creature was entrapped in a time-spelled chamber, along with the remainin g kobolds and the last few elven and half-elven defenders of the waterfall cavern.  Willow and the groups other spellcasters, empowered the fighters, and they battled the mindfalyer and it&#039;s minions.  As the battle progressed, the time-spell shattered, enabling the mindflayer to grab the seal and start to run away with it (possibly to shatter it in a more secure location).  Willow and some of the group gave chase, even as others gave aid to the embattled defenders of the waterfall cavern.  It was at this point that a reincarnated Trona (now calling herself Blue Wood) prevented the escaping mindflayer from being able to leave.  Blue Wood&#039;s unique abilities as a Treant, prevented the mindflayer from using it&#039;s powers on her, and the rest of the group were able to catch up and slay the foul thing.  Recovering the unbroken seal, the group returned to the seal&#039;s chamber and gave the slightly worn seal to the guardians. The return of the seal in it&#039;s proper place and activating it&#039;s magic, destroyed the dark worm-tendrils which were infecting the Fey, and closed the portal from whence they came.   &lt;br /&gt;
&lt;br /&gt;
After some healing and recovery, the group held council with the guardians, and discovered many disturbing concerns about the seals and the rest of the world.  With their new-found knowledge, Willow and the group left the waterfall cavern with the mission of investigating the remaining sites of each seal, and if possible, repair them.  The first place they traveled to was the fortified town of Muq&#039;Al.  There, an entirely unexpected situation arose.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Bash%27yrr_Nin%27Deni&amp;diff=2284</id>
		<title>Bash&#039;yrr Nin&#039;Deni</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Bash%27yrr_Nin%27Deni&amp;diff=2284"/>
		<updated>2011-10-10T11:18:27Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Willow]]&#039;s Cohort&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr Nin&#039;Deni is a Dwarven Cleric of [[Tharmekul]] (Dwarven God of the Forge...Assistant to [[Moradin]]).&lt;br /&gt;
Bash&#039;yrr&#039;s chosen Domains are War and Destruction.  Even though he is Willow&#039;s Cohort, they actually have a common past...he is [[Willow]] and [[Ash]]&#039;s &amp;quot;Uncle&amp;quot;.  Bash&#039;yrr is an old friend of the family, and searched for the twins after the slaughter of their family.  He found Willow first, then Ash, caring for them until they went their separate ways.  Bash&#039;yrr actually remained with Ash to help her, then continued his own travels until he again met Willow.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr has a colourful past, starting with growing up in the Delves of Valgal.  The Dwarven Clan Nin&#039;Deni, is an old one, hearkening back to the founding of the Delves.  They enjoy a close relationship with the other Noble Clans, especially since Nin&#039;Deni seem to produce many military leaders, warriors and war-related magic-users (ie: Clerics, Warmages, Battle Sorcerers, etc.).  Bash&#039;yrr is the fourth son of a family that has six children (he has three brothers and two sisters).  His father, Gadhiir, is one of the Councillors of the Delves of Valgal, while his mother, Shierrin, is a priestess of Clangeddin.  The rest of Bash&#039;yrr&#039;s relatives, from uncles to cousins, are warriors, Runemages and so on, working for the benefit of the Delves.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr wasn&#039;t always a lawful youth, and many times he got into trouble alongside his friends.  After one too many moments, his parents sent him to the temple district, in hopes that one of the Dwarven religions would help instill a level of discipline and respect for order in the rambunctious youth.  Many a time had the various Dwarven priests of the Delves almost given up on settling the wild Bash&#039;yrr, but a chance encounter in one of the many caverns of the Delves, would help shape his fate.&lt;br /&gt;
&lt;br /&gt;
During one of the patrols that all Dwarves of the Delve do as part of their society, Bash&#039;yrr and his patrol encountered a mated pair of purple worms that some wizard had left in the winding passages of the Delve.  The ensuing battle pitted the Dwarves against the monstrous creatures, and at one point, Bash`yrr and two of his friends found themselves separated and beleagured by one of the worms.  Fighting for their lives, the three Dwarves fought with their weapons, but the injuries they received in return, was starting to tell.  When his two companions fell to their injuries, Bash`yrr`s heart and mind suddenly grew calm with the certainty of death.  With a last defiant act, Bahs`yrr cried out Tharmekul`s name as a battle cry and gave himself over to the Forgewarden completely.  The god answered with a towering column of brilliant blue and white flame descending from the cavern roof and immolating the purple worm.  In it`s death throes, Bash`yrr was struck and hurled against one of the cavern walls, and lost consciousness.  &lt;br /&gt;
&lt;br /&gt;
Three days later, Bash`yrr woke up alongside his friends, in the Delves`infirmary.  The purple worms were killed, and the entire patrol only lost two of the fifteen that went out that fateful day.  Meanwhile, within Bash`yrr, a new fire burned in his heart and soul.  Taking one of the purple worms fangs, Bash`yrr had it carved into his holy symbol of Tharmekul, and he has been a devout follower of the god ever since.&lt;br /&gt;
&lt;br /&gt;
After much study and training, the young Dwarf decided to explore the world beyond the Delves of Valgal.  It was during one of his many exploits, that Bash`yrr met and befriended a traveling family of Whisper Gnomes, the Nubaiis.  He stayed with them as they traveled and entertained across the civilized lands, and was present when the family welcomed twin girls to the world.  Bash`yrr was given the honour of becoming the girls godfather, and was eventually called &amp;quot;Uncle&amp;quot; Bash`yrr by the twins.  Following a few more adventures with the Nubaiis, Bash&#039;yrr eventually parted ways with them, often meeting again at different places as the whim took them.  &lt;br /&gt;
&lt;br /&gt;
During one of his exploits with the adventuring company, The Iron Drakes, Bash&#039;yrr found his wondrous warhammer, Bandhari, and also his most heartbreaking news.  It was at this time, that the Nubaiis were attacked and slaughtered, and the twins&#039; half-fey birthright manifested.  One of the Nubaiis Fey kin searched for Bash&#039;yrr, hoping he could arrive in time to save them...unfortunately it was not to be.  Instead, Bash&#039;yrr discovered the remains of the traveling wagons and the elder Nubaiis.  Of the human youths who murdered them, he found only bits and pieces.  Saddened by the loss of such close friends, Bash&#039;yrr built a pyre and burned the Nubaiis, scattering their ashes around a grove of oaks a distance from the murder site.  He then traveled to the village where the youths came from, with the youths&#039; remains and the story of what happened.  Horrified, the villagers helped Bash&#039;yrr search for Zalene and Evelin Nubaii, but neither were found.  &lt;br /&gt;
&lt;br /&gt;
It took Bash&#039;yrr several years to find Zalene first, as she began making a name for herself as a successful thief and Warlock.  Together, Zalene (now calling herself Willow) and Bash&#039;yrr searched for Errevin, and found her after several more years.  Whereas Willow&#039;s journeys were along happy-go-lucky, random roads, Errevin&#039;s (now calling herself Ash) traveled a darker road.  Bash&#039;yrr stayed with the twins for many years, helping them and training them himself in the martial path.  When the time felt right, Willow parted amicably with Bash&#039;yrr and Ash, while the other two continued traveling together.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow_(Zalene_Nubaii)&amp;diff=2283</id>
		<title>Willow (Zalene Nubaii)</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow_(Zalene_Nubaii)&amp;diff=2283"/>
		<updated>2011-10-10T11:15:27Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  Her name, and that of her twin sister, were chosen by the twins after the deaths of their parents and grandparents.  Her actual name, is Zalene Nubaii, and her twin, Errevin.  What makes the twins even more unique is their half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Zalene was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, Errevin.  Traders and entertainers, her family wandered from place to place earning their living.  Her father, Markham, was a Bard, while her mother, Alyss, was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother, Duannsa, was a Spirit Shaman and her grandfather, Jerrin, a Blacksmith.  Willow is the younger of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and both girls knew about their fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Zalene was learning the basics of the Bardic trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Zalene&#039;s life.  While the family was plying their trade, one of the local human youths decided that Errevin was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Errevin was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Errevin, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape her.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group was summarily banished from the village, and Zalene&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Zalene and Errevin&#039;s parents and grandparents, even as they fought.  They found and dragged the twins before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their Fey heritage surged with the death of their loved ones.  For Zalene, the Fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the Fey.  Breaking free of her captors, Zalene turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a grren haze filled her vision.  When her vision cleared, not much remained of the murderous youths but broken and mutilated bodies.  Of her sister Errevin, no trace was found and she searched as best she could.  Errevin had simply disappeared.  Heartbroken, Zalene salvaged what she could from the damaged wagons.  She covered her parents and grandparents with some of the fabric from their wagons, intending on leaving them for the forest to claim.  Before her family&#039;s covered bodies, Zalene took the name Willow, for the sorrowing tree that covered the banks of the rivers that they loved to camp by on their journeys.  Then without a backward glance, she took the horses and traveled onward.  &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their Fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister.  It would not be until several more years had passed, that Willow and Errevin would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-Fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-Fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother Duannsa, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her Fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).  &lt;br /&gt;
&lt;br /&gt;
Continuing with their quest, the group discovered a horrific plot by an ancient illithid deity, to break free of it&#039;s bindings and return to terrorize the world.  As the group sought to find the location of the seal, they were attacked, and Trona was killed in the battle.  Again calling upon her Spirit Shaman powers (and a little Fey chaos) Willow reincarnated Trona.  However, due to her faith in the goddess, Ehlonna, Trona was reincarnated into a female Treant further within the winding labyrinth.  &lt;br /&gt;
&lt;br /&gt;
In the centre of the labyrinth, Willow and her friends encountered a mindflayer (illithid) mage who commandeered a tribe of kobolds to help it break one of seven seals which imprisoned the illithid deity.  The creature was entrapped in a time-spelled chamber, along with the remainin g kobolds and the last few elven and half-elven defenders of the waterfall cavern.  Willow and the groups other spellcasters, empowered the fighters, and they battled the mindfalyer and it&#039;s minions.  As the battle progressed, the time-spell shattered, enabling the mindflayer to grab the seal and start to run away with it (possibly to shatter it in a more secure location).  Willow and some of the group gave chase, even as others gave aid to the embattled defenders of the waterfall cavern.  It was at this point that a reincarnated Trona (now calling herself Blue Wood) prevented the escaping mindflayer from being able to leave.  Blue Wood&#039;s unique abilities as a Treant, prevented the mindflayer from using it&#039;s powers on her, and the rest of the group were able to catch up and slay the foul thing.  Recovering the unbroken seal, the group returned to the seal&#039;s chamber and gave the slightly worn seal to the guardians. The return of the seal in it&#039;s proper place and activating it&#039;s magic, destryed the dark worm-tendrils which were infecting the Fey, and closed the portal from whence they came.   &lt;br /&gt;
&lt;br /&gt;
After some healing and recovery, the group held council with the guardians, and discovered many disturbing concerns about the seals and the rest of the world.  With their new-found knowledge, Willow and the group left the waterfall cavern with the mission of investigating the remaining sites of each seal, and if possible, repair them.  The first place they traveled to was the fortified town of Muq&#039;Al.  There, an entirely unexpected situation arose.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow_(Zalene_Nubaii)&amp;diff=2282</id>
		<title>Willow (Zalene Nubaii)</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow_(Zalene_Nubaii)&amp;diff=2282"/>
		<updated>2011-09-11T08:57:30Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  Her name, and that of her twin sister, were chosen by the twins after the deaths of their parents and grandparents.  Her actual name, is Zalene Nubaii, and her twin, Errevin.  What makes the twins even more unique is their half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Zalene was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, Errevin.  Traders and entertainers, her family wandered from place to place earning their living.  Her father, Markham, was a Bard, while her mother, Alyss, was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother, Duannsa, was a Spirit Shaman and her grandfather, Jerrin, a Blacksmith.  Willow is the younger of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and both girls knew about their fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Zalene was learning the basics of the Bardic trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Zalene&#039;s life.  While the family was plying their trade, one of the local human youths decided that Errevin was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Errevin was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Errevin, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape her.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group was summarily banished from the village, and Zalene&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Zalene and errevin&#039;s parents and grandparents, even as they fought.  They found and dragged the twins before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Zalene, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Zalene turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a grren haze filled her vision.  When her vision cleared, not much remained of the murderous youths but broken and mutilated bodies.  Of her sister Errevin, no trace was found and she searched as best she could.  Errevin had simply disappeared.  Heartbroken, Zalene salvaged what she could from the damaged wagons.  She covered her parents and grandparents with some of the fabric from their wagons, intending on leaving them for the forest to claim.  Before her family&#039;s covered bodies, Zalene took the name Willow, for the sorrowing tree that covered the banks of the rivers that they loved to camp by on their journeys.  Then without a backward glance, she took the horses and traveled onward.  &lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister.  It would not be until several more years had passed, that Willow and Errevin would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).  &lt;br /&gt;
&lt;br /&gt;
Continuing with their quest, the group discovered a horrific plot by an ancient illithid deity, to break free of it&#039;s bindings and return to terrorize the world.  As the group sought to find the location of the seal, they were attacked, and Trona was killed in the battle.  Again calling upon her Spirit Shaman powers (and a little Fey chaos) Willow reincarnated Trona.  However, due to her faith in the goddess, Ehlonna, Trona was reincarnated into a female Treant further within the winding labyrinth.  &lt;br /&gt;
&lt;br /&gt;
In the centre of the labyrinth, Willow and her friends encountered a mindflayer (illithid) mage who commandeered a tribe of kobolds to help it break one of seven seals which imprisoned the illithid deity.  The creature was entrapped in a time-spelled chamber, along with the remainin g kobolds and the last few elven and half-elven defenders of the waterfall cavern.  Willow and the groups other spellcasters, empowered the fighters, and they battled the mindfalyer and it&#039;s minions.  As the battle progressed, the time-spell shattered, enabling the mindflayer to grab the seal and start to run away with it (possibly to shatter it in a more secure location).  Willow and some of the group gave chase, even as others gave aid to the embattled defenders of the waterfall cavern.  It was at this point that a reincarnated Trona (now calling herself Blue Wood) prevented the escaping mindflayer from being able to leave.  Blue Wood&#039;s unique abilities as a Treant, prevented the mindflayer from using it&#039;s powers on her, and the rest of the group were able to catch up and slay the foul thing.  Recovering the unbroken seal, the group returned to the seal&#039;s chamber and gave the slightly worn seal to the guardians. The return of the seal in it&#039;s proper place and activating it&#039;s magic, destryed the dark worm-tendrils which were infecting the Fey, and closed the portal from whence they came.   &lt;br /&gt;
&lt;br /&gt;
After some healing and recovery, the group held council with the guardians, and discovered many disturbing concerns about the seals and the rest of the world.  With their new-found knowledge, Willow and the group left the waterfall cavern with the mission of investigating the remaining sites of each seal, and if possible, repair them.  The first place they traveled to was the fortified town of Muq&#039;Al.  There, an entirely unexpected situation arose.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Bash%27yrr_Nin%27Deni&amp;diff=2281</id>
		<title>Bash&#039;yrr Nin&#039;Deni</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Bash%27yrr_Nin%27Deni&amp;diff=2281"/>
		<updated>2011-09-11T08:47:40Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Willow]]&#039;s Cohort&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr Nin&#039;Deni is a Dwarven Cleric of [[Tharmekul]] (Dwarven God of the Forge...Assistant to [[Moradin]]).&lt;br /&gt;
Bash&#039;yrr&#039;s chosen Domains are War and Destruction.  Even though he is Willow&#039;s Cohort, they actually have a common past...he is [[Willow]] and [[Ash]]&#039;s &amp;quot;Uncle&amp;quot;.  Bash&#039;yrr is an old friend of the family, and searched for the twins after the slaughter of their family.  He found Willow first, then Ash, caring for them until they went their separate ways.  Bash&#039;yrr actually remained with Ash to help her, then continued his own travels until he again met Willow.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr has a colourful past, starting with growing up in the Delves of Valgal.  The Dwarven Clan Nin&#039;Deni, is an old one, hearkening back to the founding of the Delves.  They enjoy a close relationship with the other Noble Clans, especially since Nin&#039;Deni seem to produce many military leaders, warriors and war-related magic-users (ie: Clerics, Warmages, Battle Sorcerers, etc.).  Bash&#039;yrr is the fourth son of a family that has six children (he has three brothers and two sisters).  His father, Gadhiir, is one of the Councillors of the Delves of Valgal, while his mother, Shierrin, is a priestess of Clangeddin.  The rest of Bash&#039;yrr&#039;s relatives, from uncles to cousins, are warriors, Runemages and so on, working for the benefit of the Delves.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr wasn&#039;t always a lawful youth, and many times he got into trouble alongside his friends.  After one too many moments, his parents sent him to the temple district, in hopes that one of the Dwarven religions would help instill a level of discipline and respect for order in the rambunctious youth.  Many a time had the various Dwarven priests of the Delves almost given up on settling the wild Bash&#039;yrr, but a chance encounter in one of the many caverns of the Delves, would help shape his fate.&lt;br /&gt;
&lt;br /&gt;
During one of the patrols that all Dwarves of the Delve do as part of their society, Bash&#039;yrr and his patrol encountered a mated pair of purple worms that some wizard had left in the winding passages of the Delve.  The ensuing battle pitted the Dwarves against the monstrous creatures, and at one point, Bash`yrr and two of his friends found themselves separated and beleagured by one of the worms.  Fighting for their lives, the three Dwarves fought with their weapons, but the injuries they received in return, was starting to tell.  When his two companions fell to their injuries, Bash`yrr`s heart and mind suddenly grew calm with the certainty of death.  With a last defiant act, Bahs`yrr cried out Tharmekul`s name as a battle cry and gave himself over to the Forgewarden completely.  The god answered with a towering column of brilliant blue and white flame descending from the cavern roof and immolating the purple worm.  In it`s death throes, Bash`yrr was struck and hurled against one of the cavern walls, and lost consciousness.  &lt;br /&gt;
&lt;br /&gt;
Three days later, Bash`yrr woke up alongside his friends, in the Delves`infirmary.  The purple worms were killed, and the entire patrol only lost two of the fifteen that went out that fateful day.  Meanwhile, within Bash`yrr, a new fire burned in his heart and soul.  Taking one of the purple worms fangs, Bash`yrr had it carved into his holy symbol of Tharmekul, and he has been a devout follower of the god ever since.&lt;br /&gt;
&lt;br /&gt;
After much study and training, the young Dwarf decided to explore the world beyond the Delves of Valgal.  It was during one of his many exploits, that Bash`yrr met and befriended a traveling family of Whisper Gnomes, the Nubaiis.  He stayed with them as they traveled and entertained across the civilized lands, and was present when the family welcomed twin girls to the world.  Bash`yrr was given the honour of becoming the girls godfather, and was eventually called &amp;quot;Uncle&amp;quot; Bash`yrr by the twins.  Following a few more adventures with the Nubaiis, Bash&#039;yrr eventually parted ways with them, often meeting again at different places as the whim took them.  &lt;br /&gt;
&lt;br /&gt;
During one of his exploits with the adventuring company, The Iron Drakes, Bash&#039;yrr found his wondrous warhammer, Bandhari, and also his most heartbreaking news.  It was at this time, that the Nubaiis were attacked and slaughtered, and the twins&#039; half-fey birthright manifested.  One of the Nubaiis Fey kin searched for Bash&#039;yrr, hoping he could arrive in time to save them...unfortunately it was not to be.  Instead, Bash&#039;yrr discovered the remains of the traveling wagons and the elder Nubaiis.  Of the human youths who murdered them, he found only bits and pieces.  Saddened by the loss of such close friends, Bash&#039;yrr built a pyre and burned the Nubaiis, scattering their ashes around a grove of oaks a distance from the murder site.  He then traveled to the village where the youths came from, with the youths&#039; remains and the story of what happened.  Horrified, the villagers helped Bash&#039;yrr search for Zalene and Evelin Nubaii, but neither were found.  &lt;br /&gt;
&lt;br /&gt;
It took Bash&#039;yrr several years to find Zalene first, as she began making a name for herself as a successful thief and Warlock.  Together, Zalene (now calling herself Willow) and Bash&#039;yrr searched for Evelin, and found her after several more years.  Whereas Willow&#039;s journeys were along happy-go-lucky, random roads, Errevin&#039;s (now calling herself Ash) traveled a darker road.  Bash&#039;yrr stayed with the twins for many years, helping them and training them himself in the martial path.  When the time felt right, willow parted amicably with Bash&#039;yrr and Ash, while the other two continued traveling together.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Bash%27yrr_Nin%27Deni&amp;diff=2280</id>
		<title>Bash&#039;yrr Nin&#039;Deni</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Bash%27yrr_Nin%27Deni&amp;diff=2280"/>
		<updated>2011-09-11T08:44:04Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Willow]]&#039;s Cohort&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr Nin&#039;Deni is a Dwarven Cleric of [[Tharmekul]] (Dwarven God of the Forge...Assistant to [[Moradin]]).&lt;br /&gt;
Bash&#039;yrr&#039;s chosen Domains are War and Destruction.  Even though he is Willow&#039;s Cohort, they actually have a common past...he is [[Willow]] and [[Ash]]&#039;s &amp;quot;Uncle&amp;quot;.  Bash&#039;yrr is an old friend of the family, searched for the twins, after the slaughter of their family.  He found Willow first, then Ash, caring for them until they went their separate ways.  Bash&#039;yrr actually remained with Ash to help her, then continued his own travels until he again met Willow.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr has a colourful past, starting with growing up in the Delves of Valgal.  The Dwarven Clan Nin&#039;Deni, is an old one, hearkening back to the founding of the Delves.  They enjoy a close relationship with the other Noble Clans, especially since Nin&#039;Deni seem to produce many military leaders, warriors and war-related magic-users (ie: Clerics, Warmages, Battle Sorcerers, etc.).  Bash&#039;yrr is the fourth son of a family that has six children (he has three brothers and two sisters).  His father, Gadhiir, is one of the Councillors of the Delves of Valgal, while his mother, Shierrin, is a priestess of Clangeddin.  The rest of Bash&#039;yrr&#039;s relatives, from uncles to cousins, are warriors, Runemages and so on, working for the benefit of the Delves.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr wasn&#039;t always a lawful youth, and many times he got into trouble alongside his friends.  After one too many moments, his parents sent him to the temple district, in hopes that one of the Dwarven religions would help instill a level of discipline and respect for order in the rambunctious youth.  Many a time had the various Dwarven priests of the Delves almost given up on settling the wild Bash&#039;yrr, but a chance encounter in one of the many caverns of the Delves, would help shape his fate.&lt;br /&gt;
&lt;br /&gt;
During one of the patrols that all Dwarves of the Delve do as part of their society, Bash&#039;yrr and his patrol encountered a mated pair of purple worms that some wizard had left in the winding passages of the Delve.  The ensuing battle pitted the Dwarves against the monstrous creatures, and at one point, Bash`yrr and two of his friends found themselves separated and beleagured by one of the worms.  Fighting for their lives, the three Dwarves fought with their weapons, but the injuries they received in return, was starting to tell.  When his two companions fell to their injuries, Bash`yrr`s heart and mind suddenly grew calm with the certainty of death.  With a last defiant act, Bahs`yrr cried out Tharmekul`s name as a battle cry and gave himself over to the Forgewarden completely.  The god answered with a towering column of brilliant blue and white flame descending from the cavern roof and immolating the purple worm.  In it`s death throes, Bash`yrr was struck and hurled against one of the cavern walls, and lost consciousness.  &lt;br /&gt;
&lt;br /&gt;
Three days later, Bash`yrr woke up alongside his friends, in the Delves`infirmary.  The purple worms were killed, and the entire patrol only lost two of the fifteen that went out that fateful day.  Meanwhile, within Bash`yrr, a new fire burned in his heart and soul.  Taking one of the purple worms fangs, Bash`yrr had it carved into his holy symbol of Tharmekul, and he has been a devout follower of the god ever since.&lt;br /&gt;
&lt;br /&gt;
After much study and training, the young Dwarf decided to explore the world beyond the Delves of Valgal.  It was during one of his many exploits, that Bash`yrr met and befriended a traveling family of Whisper Gnomes, the Nubaiis.  He stayed with them as they traveled and entertained across the civilized lands, and was present when the family welcomed twin girls to the world.  Bash`yrr was given the honour of becoming the girls godfather, and was eventually called &amp;quot;Uncle&amp;quot; Bash`yrr by the twins.  Following a few more adventures with the Nubaiis, Bash&#039;yrr eventually parted ways with them, often meeting again at different places as the whim took them.  &lt;br /&gt;
&lt;br /&gt;
During one of his exploits with the adventuring company, The Iron Drakes, Bash&#039;yrr found his wondrous warhammer, Bandhari, and also his most heartbreaking news.  It was at this time, that the Nubaiis were attacked and slaughtered, and the twins&#039; half-fey birthright manifested.  One of the Nubaiis Fey kin searched for Bash&#039;yrr, hoping he could arrive in time to save them...unfortunately it was not to be.  Instead, Bash&#039;yrr discovered the remains of the traveling wagons and the elder Nubaiis.  Of the human youths who murdered them, he found only bits and pieces.  Saddened by the loss of such close friends, Bash&#039;yrr built a pyre and burned the Nubaiis, scattering their ashes around a grove of oaks a distance from the murder site.  He then traveled to the village where the youths came from, with the remains and the story of what happened.  Horrified, the villagers helped Bash&#039;yrr search for Zalene and Evelin Nubaii, but neither were found.  &lt;br /&gt;
&lt;br /&gt;
It took Bash&#039;yrr several years to find Zalene first, as she began making a name for herself as a successful thief and Warlock.  Together, Zalene (now calling herself Willow) and Bash&#039;yrr searched for Evelin, and found her after several more years.  Whereas Willow&#039;s journeys were along happy-go-lucky, random raods, Evelin&#039;s (now calling herself Ash) traveled a darker road.  Bash&#039;yrr stayed with the twins for many years, helping them and training them himself in the martial path.  When the time felt right, willow parted amicably with Bash&#039;yrr and Ash, while the other two continued traveling together.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow_(Zalene_Nubaii)&amp;diff=2279</id>
		<title>Willow (Zalene Nubaii)</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow_(Zalene_Nubaii)&amp;diff=2279"/>
		<updated>2011-09-11T08:43:07Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  Her name, and that of her twin sister, were chosen by the twins after the deaths of their parents and grandparents.  Her actual name, is Zalene Nubaii, and her twin, Evelin.  What makes the twins even more unique is their half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, [[Ash]].  Traders and entertainers, her family wandered from place to place earning their living.  Her father, Markham, was a Bard, while her mother, Alyss, was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother, Duannsa, was a Spirit Shaman and her grandfather, Jerrin, a Blacksmith.  Willow is the younger of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and both girls knew about their fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group was summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.  It would not be until three more years had passed, that Willow and Ash would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).  &lt;br /&gt;
&lt;br /&gt;
Continuing with their quest, the group discovered a horrific plot by an ancient illithid deity, to break free of it&#039;s bindings and return to terrorize the world.  As the group sought to find the location of the seal, they were attacked, and Trona was killed in the battle.  Again calling upon her Spirit Shaman powers (and a little Fey chaos) Willow reincarnated Trona.  However, due to her faith in the goddess, Ehlonna, Trona was reincarnated into a female Treant further within the winding labyrinth.  &lt;br /&gt;
&lt;br /&gt;
In the centre of the labyrinth, Willow and her friends encountered a mindflayer (illithid) mage who commandeered a tribe of kobolds to help it break one of seven seals which imprisoned the illithid deity.  The creature was entrapped in a time-spelled chamber, along with the remainin g kobolds and the last few elven and half-elven defenders of the waterfall cavern.  Willow and the groups other spellcasters, empowered the fighters, and they battled the mindfalyer and it&#039;s minions.  As the battle progressed, the time-spell shattered, enabling the mindflayer to grab the seal and start to run away with it (possibly to shatter it in a more secure location).  Willow and some of the group gave chase, even as others gave aid to the embattled defenders of the waterfall cavern.  It was at this point that a reincarnated Trona (now calling herself Blue Wood) prevented the escaping mindflayer from being able to leave.  Blue Wood&#039;s unique abilities as a Treant, prevented the mindflayer from using it&#039;s powers on her, and the rest of the group were able to catch up and slay the foul thing.  Recovering the unbroken seal, the group returned to the seal&#039;s chamber and gave the slightly worn seal to the guardians. The return of the seal in it&#039;s proper place and activating it&#039;s magic, destryed the dark worm-tendrils which were infecting the Fey, and closed the portal from whence they came.   &lt;br /&gt;
&lt;br /&gt;
After some healing and recovery, the group held council with the guardians, and discovered many disturbing concerns about the seals and the rest of the world.  With their new-found knowledge, Willow and the group left the waterfall cavern with the mission of investigating the remaining sites of each seal, and if possible, repair them.  The first place they traveled to was the fortified town of Muq&#039;Al.  There, an entirely unexpected situation arose.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Other_Players&amp;diff=2278</id>
		<title>Other Players</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Other_Players&amp;diff=2278"/>
		<updated>2011-09-07T11:51:31Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Deceased/Vanished Players&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aethereon]] - [[Millain]]&#039;s brother/relative&amp;lt;br&amp;gt;&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cobb]] - most short-lived character ever. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Colg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Daryanna]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grey]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Remin]] - A strange Frankesteinish Alchemist that is now believed dead while sealing the tear in the fabric of space to some Chaotic domain.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Render]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Roscoe Underbough]] - Renamed himself to [[Topaz]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Topaz]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vlast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yusef]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kern]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Nikolai]] - died bravely in horde of Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faran]] - popped off to another reality&amp;lt;br&amp;gt;&lt;br /&gt;
[[Izura Ur&#039;Zurasdanii]] - sadly lost during the horde of Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
[[Masoud Ur&#039;Shadrii]] - a T&#039;kel Dragonfire Adept who left the group to return to his tribe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players playing only part time or promoted to NPCs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tarvin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loche]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ku-Halan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alfdis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gerin]] - a Wagoneer we met in deep Fershaw.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Janosh]] - One of Galens characters that became our Innkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jane]] -  A cleric played by Lisa.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Der(a)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ivan]] - last seen in the Orclands, likely still lurking somewhere there..&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last seen when we returned from the battle in the Basin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Claw]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[]] - .&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Other_Players&amp;diff=2277</id>
		<title>Other Players</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Other_Players&amp;diff=2277"/>
		<updated>2011-09-07T11:51:02Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Deceased/Vanished Players&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aethereon]] - [[Millain]]&#039;s brother/relative&amp;lt;br&amp;gt;&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cobb]] - most short-lived character ever. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Colg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Daryanna]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grey]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Remin]] - A strange Frankesteinish Alchemist that is now believed dead while sealing the tear in the fabric of space to some Chaotic domain.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Render]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Roscoe Underbough]] - Renamed himself to [[Topaz]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Topaz]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vlast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yusef]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kern]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Nikolai]] - died bravely in horde of Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faran]] - popped off to another reality&amp;lt;br&amp;gt;&lt;br /&gt;
[[Izura Ur&#039;Zurasdanii]] - sadly lost during the horde of Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
[[Masoud Ur&#039;Shadrii]] - a T&#039;kel Draginfire Adept who left the group to return to his tribe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players playing only part time or promoted to NPCs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tarvin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loche]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ku-Halan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alfdis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gerin]] - a Wagoneer we met in deep Fershaw.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Janosh]] - One of Galens characters that became our Innkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jane]] -  A cleric played by Lisa.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Der(a)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ivan]] - last seen in the Orclands, likely still lurking somewhere there..&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last seen when we returned from the battle in the Basin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Claw]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[]] - .&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Other_Players&amp;diff=2276</id>
		<title>Other Players</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Other_Players&amp;diff=2276"/>
		<updated>2011-09-07T11:50:32Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Deceased/Vanished Players&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Aethereon]] - [[Millain]]&#039;s brother/relative&amp;lt;br&amp;gt;&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cobb]] - most short-lived character ever. &amp;lt;br&amp;gt;&lt;br /&gt;
[[Colg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Daryanna]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Grey]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ray]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Remin]] - A strange Frankesteinish Alchemist that is now believed dead while sealing the tear in the fabric of space to some Chaotic domain.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Render]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Roscoe Underbough]] - Renamed himself to [[Topaz]].&amp;lt;br&amp;gt;&lt;br /&gt;
[[Topaz]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vlast]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Yusef]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Kern]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Nikolai]] - died bravely in horde of Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faran]] - popped off to another reality&amp;lt;br&amp;gt;&lt;br /&gt;
[[Izura Ur&#039;Zurasdanii]] - sadly lost during the horde of Orcs&amp;lt;br&amp;gt;&lt;br /&gt;
Masoud Ur&#039;Shadrii - a T&#039;kel Draginfire Adept who left the group to return to his tribe&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Players playing only part time or promoted to NPCs&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tarvin]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Loche]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ku-Halan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Alfdis]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gerin]] - a Wagoneer we met in deep Fershaw.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Janosh]] - One of Galens characters that became our Innkeeper.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Jane]] -  A cleric played by Lisa.&amp;lt;br&amp;gt;&lt;br /&gt;
[[Der(a)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ivan]] - last seen in the Orclands, likely still lurking somewhere there..&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Last seen when we returned from the battle in the Basin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Claw]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[]] - .&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=2275</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=2275"/>
		<updated>2011-09-07T11:47:51Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: /* The Current Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome To The World of Joe!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Schedule==&lt;br /&gt;
&#039;&#039;&#039;Prev Game Sept 20,2008 &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Prev Game Oct  18,2009 &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;big&amp;gt;&#039;&#039;&#039;Next Game ????, 2011&#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[House Rules]] section added &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyone have a image/logo we can use?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wiki Status and editing notes==&lt;br /&gt;
Hi Folks. &amp;lt;p&amp;gt;As a further note, this is the same software used for Wikipedia, ie. Mediawiki at http://www.mediawiki.org/, so any tutorials you find for that, should apply here..&amp;lt;/p&amp;gt; If you&#039;re at a loss for how to help out, just go to http://joesworld.thtree.com/index.php?title=Special:Wantedpages and click on a red link you think you know something about... and enter that something in... at worst it will be corrected, or updated... but then that&#039;s what a wiki is for...&amp;lt;G&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If you try to build a link with apostophes in it, if there is only one apostrophe, it will fail...&lt;br /&gt;
ie. you can&#039;t make a link to New Ballim&#039;s Rise, but you can make a link to [[New Ballims Rise]]&lt;br /&gt;
&lt;br /&gt;
== The Adventure Begins ==&lt;br /&gt;
We started out at [[The Keep]] and thus began [[The Start]] of [[The Journey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Players are currently in the 10 to 12th lvl range&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Last adventure was: [[Troubled Fey]]&amp;lt;br&amp;gt;&lt;br /&gt;
Current adventure is: [[Which Quest is Best]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: The Chaos of Peace (levels 2 through 6)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2: The Long Shadow of War (levels 6 through 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 3: Fomenting the Firmament (levels 10 through ??)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 4: ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
Gee.. how do you adequately describe such a large object... ie. Joe&#039;s Brain, supplemented by Galen&#039;s Brain&amp;lt;G&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Kingdom of Asgrim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Principalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
The [[Orclands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Places]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Other Realities]]&lt;br /&gt;
&lt;br /&gt;
== The Current Players ==&lt;br /&gt;
&lt;br /&gt;
[[Nasar]] and his trusty cohort [[Gweara]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Conner]] (alternate name for [[Nasar]]) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cugdish]](Craig&#039;s character)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Trona]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Blue Wood]] (alternate name for Trona)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sentinel]] (very intelligent holy sword of Trona) &amp;lt;br&amp;gt;&lt;br /&gt;
[[Golradir Helyanwe]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Willow (Zalene Nubaii)]] and her trusty cohort [[Bash&#039;yrr Nin&#039;Deni]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Other Players]] (ie. dead/vanished/left etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Group Assets or Objects ==&lt;br /&gt;
[[The HearthStone Inn]] - The Inn that a number of members have contributed to &amp;lt;br&amp;gt;&lt;br /&gt;
[[TableCloth]] - The equivalent of a very large bag of holding...&lt;br /&gt;
&lt;br /&gt;
== Important People ie. [[Major NPCs]] ==&lt;br /&gt;
[[Minor NPCs]]&lt;br /&gt;
&lt;br /&gt;
== The Eberron Adventure ==&lt;br /&gt;
&lt;br /&gt;
As a side game, we&#039;ve started up another adventure in the Eberron Campaign Setting, and information for that game will be available at http://eberron.thtree.com .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
 type=create&lt;br /&gt;
 &amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Bash%27yrr&amp;diff=2274</id>
		<title>Bash&#039;yrr</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Bash%27yrr&amp;diff=2274"/>
		<updated>2011-09-07T11:47:01Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Willow]]&#039;s Cohort&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr Nin&#039;Deni is a Dwarven Cleric of [[Tharmekul]] (Dwarven God of the Forge...Assistant to [[Moradin]]).&lt;br /&gt;
Bash&#039;yrr&#039;s chosen Domains are War and Destruction.  Even though he is Willow&#039;s Cohort, they actually have a common past...he is [[Willow]] and [[Ash]]&#039;s &amp;quot;Uncle&amp;quot;.  Bash&#039;yrr is an old friend of the family, searched for the twins, after the slaughter of their family.  He found Willow first, then Ash, caring for them until they went their separate ways.  Bash&#039;yrr actually remained with Ash to help her, then continued his own travels until he again met Willow.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr has a colourful past, starting with growing up in the Delves of Valgal.  The Dwarven Clan Nin&#039;Deni, is an old one, hearkening back to the founding of the Delves.  They enjoy a close relationship with the other Noble Clans, especially since Nin&#039;Deni seem to produce many military leaders, warriors and war-related magic-users (ie: Clerics, Warmages, Battle Sorcerers, etc.).  Bash&#039;yrr is the fourth son of a family that has six children (he has three brothers and two sisters).  His father, Gadhiir, is one of the Councillors of the Delves of Valgal, while his mother, Shierrin, is a priestess of Clangeddin.  The rest of Bash&#039;yrr&#039;s relatives, from uncles to cousins, are warriors, Runemages and so on, working for the benefit of the Delves.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr wasn&#039;t always a lawful youth, and many times he got into trouble alongside his friends.  After one too many moments, his parents sent him to the temple district, in hopes that one of the Dwarven religions would help instill a level of discipline and respect for order in the rambunctious youth.  Many a time had the various Dwarven priests of the Delves almost given up on settling the wild Bash&#039;yrr, but a chance encounter in one of the many caverns of the Delves, would help shape his fate.&lt;br /&gt;
&lt;br /&gt;
During one of the patrols that all Dwarves of the Delve do as part of their society, Bash&#039;yrr and his patrol encountered a mated pair of purple worms that some wizard had left in the winding passages of the Delve.  The ensuing battle pitted the Dwarves against the monstrous creatures, and at one point, Bash`yrr and two of his friends found themselves separated and beleagured by one of the worms.  Fighting for their lives, the three Dwarves fought with their weapons, but the injuries they received in return, was starting to tell.  When his two companions fell to their injuries, Bash`yrr`s heart and mind suddenly grew calm with the certainty of death.  With a last defiant act, Bahs`yrr cried out Tharmekul`s name as a battle cry and gave himself over to the Forgewarden completely.  The god answered with a towering column of brilliant blue and white flame descending from the cavern roof and immolating the purple worm.  In it`s death throes, Bash`yrr was struck and hurled against one of the cavern walls, and lost consciousness.  &lt;br /&gt;
&lt;br /&gt;
Three days later, Bash`yrr woke up alongside his friends, in the Delves`infirmary.  The purple worms were killed, and the entire patrol only lost two of the fifteen that went out that fateful day.  Meanwhile, within Bash`yrr, a new fire burned in his heart and soul.  Taking one of the purple worms fangs, Bash`yrr had it carved into his holy symbol of Tharmekul, and he has been a devout follower of the god ever since.&lt;br /&gt;
&lt;br /&gt;
After much study and training, the young Dwarf decided to explore the world beyond the Delves of Valgal.  It was during one of his many exploits, that Bash`yrr met and befriended a traveling family of Whisper Gnomes, the Nubaiis.  He stayed with them as they traveled and entertained across the civilized lands, and was present when the family welcomed twin girls to the world.  Bash`yrr was given the honour of becoming the girls godfather, and was eventually called &amp;quot;Uncle&amp;quot; Bash`yrr by the twins.  Following a few more adventures with the Nubaiis, Bash&#039;yrr eventually parted ways with them, often meeting again at different places as the whim took them.  &lt;br /&gt;
&lt;br /&gt;
During one of his exploits with the adventuring company, The Iron Drakes, Bash&#039;yrr found his wondrous warhammer, Bandhari, and also his most heartbreaking news.  It was at this time, that the Nubaiis were attacked and slaughtered, and the twins&#039; half-fey birthright manifested.  One of the Nubaiis Fey kin searched for Bash&#039;yrr, hoping he could arrive in time to save them...unfortunately it was not to be.  Instead, Bash&#039;yrr discovered the remains of the traveling wagons and the elder Nubaiis.  Of the human youths who murdered them, he found only bits and pieces.  Saddened by the loss of such close friends, Bash&#039;yrr built a pyre and burned the Nubaiis, scattering their ashes around a grove of oaks a distance from the murder site.  He then traveled to the village where the youths came from, with the remains and the story of what happened.  Horrified, the villagers helped Bash&#039;yrr search for Zalene and Evelin Nubaii, but neither were found.  &lt;br /&gt;
&lt;br /&gt;
It took Bash&#039;yrr several years to find Zalene first, as she began making a name for herself as a successful thief and Warlock.  Together, Zalene (now calling herself Willow) and Bash&#039;yrr searched for Evelin, and found her after several more years.  Whereas Willow&#039;s journeys were along happy-go-lucky, random raods, Evelin&#039;s (now calling herself Ash) traveled a darker road.  Bash&#039;yrr stayed with the twins for many years, helping them and training them himself in the martial path.  When the time felt right, willow parted amicably with Bash&#039;yrr and Ash, while the other two continued traveling together.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2273</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2273"/>
		<updated>2011-09-07T11:29:43Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  Her name, and that of her twin sister, were chosen by the twins after the deaths of their parents and grandparents.  Her actual name, is Zalene Nubaii, and her twin, Evelin.  What makes the twins even more unique is their half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, [[Ash]].  Traders and entertainers, her family wandered from place to place earning their living.  Her father, Markham, was a Bard, while her mother, Alyss, was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother, Duannsa, was a Spirit Shaman and her grandfather, Jerrin, a Blacksmith.  Willow is the younger of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and both girls knew about their fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group was summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.  It would not be until three more years had passed, that Willow and Ash would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).  &lt;br /&gt;
&lt;br /&gt;
Continuing with their quest, the group discovered a horrific plot by an ancient illithid deity, to break free of it&#039;s bindings and return to terrorize the world.  As the group sought to find the location of the seal, they were attacked, and Trona was killed in the battle.  Again calling upon her Spirit Shaman powers (and a little Fey chaos) Willow reincarnated Trona.  However, due to her faith in the goddess, Ehlonna, Trona was reincarnated into a female Treant further within the winding labyrinth.  &lt;br /&gt;
&lt;br /&gt;
In the centre of the labyrinth, Willow and her friends encountered a mindflayer (illithid) mage who commandeered a tribe of kobolds to help it break one of seven seals which imprisoned the illithid deity.  The creature was entrapped in a time-spelled chamber, along with the remainin g kobolds and the last few elven and half-elven defenders of the waterfall cavern.  Willow and the groups other spellcasters, empowered the fighters, and they battled the mindfalyer and it&#039;s minions.  As the battle progressed, the time-spell shattered, enabling the mindflayer to grab the seal and start to run away with it (possibly to shatter it in a more secure location).  Willow and some of the group gave chase, even as others gave aid to the embattled defenders of the waterfall cavern.  It was at this point that a reincarnated Trona (now calling herself Blue Wood) prevented the escaping mindflayer from being able to leave.  Blue Wood&#039;s unique abilities as a Treant, prevented the mindflayer from using it&#039;s powers on her, and the rest of the group were able to catch up and slay the foul thing.  Recovering the unbroken seal, the group returned to the seal&#039;s chamber and gave the slightly worn seal to the guardians. The return of the seal in it&#039;s proper place and activating it&#039;s magic, destryed the dark worm-tendrils which were infecting the Fey, and closed the portal from whence they came.   &lt;br /&gt;
&lt;br /&gt;
After some healing and recovery, the group held council with the guardians, and discovered many disturbing concerns about the seals and the rest of the world.  With their new-found knowledge, Willow and the group left the waterfall cavern with the mission of investigating the remaining sites of each seal, and if possible, repair them.  The first place they traveled to was the fortified town of Muq&#039;Al.  There, an entirely unexpected situation arose.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Bash%27yrr&amp;diff=2272</id>
		<title>Bash&#039;yrr</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Bash%27yrr&amp;diff=2272"/>
		<updated>2011-09-07T11:26:15Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Willow]]&#039;s Cohort&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr Nin&#039;Deni is a Dwarven Cleric of [[Tharmekul]] (Dwarven God of the Forge...Assistant to [[Moradin]]).&lt;br /&gt;
Bash&#039;yrr&#039;s chosen Domains are War and Destruction.  Even though he is Willow&#039;s Cohort, they actually have a common past...he is [[Willow]] and [[Ash]]&#039;s &amp;quot;Uncle&amp;quot;.  Bash&#039;yrr is an old friend of the family, searched for the twins, after the slaughter of their family.  He found Willow first, then Ash, caring for them until they went their separate ways.  Bash&#039;yrr actually remained with Ash to help her, then continued his own travels until he again met Willow.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr has a colourful past, starting with growing up in the Delves of Valgal.  The Dwarven Clan Nin&#039;Deni, is an old one, hearkening back to the founding of the Delves.  They enjoy a close relationship with the other Noble Clans, especially since Nin&#039;Deni seem to produce many military leaders, warriors and war-related magic-users (ie: Clerics, Warmages, Battle Sorcerers, etc.).  Bash&#039;yrr is the fourth son of a family that has six children (he has three brothers and two sisters).  His father, Gadhiir, is one of the Councillors of the Delves of Valgal, while his mother, Shierrin, is a priestess of Clangeddin.  The rest of Bash&#039;yrr&#039;s relatives, from uncles to cousins, are warriors, Runemages and so on, working for the benefit of the Delves.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr wasn&#039;t always a lawful youth, and many times he got into trouble alongside his friends.  After one too many moments, his parents sent him to the temple district, in hopes that one of the Dwarven religions would help instill a level of discipline and respect for order in the rambunctious youth.  Many a time had the various Dwarven priests of the Delves almost given up on settling the wild Bash&#039;yrr, but a chance encounter in one of the many caverns of the Delves, would help shape his fate.&lt;br /&gt;
&lt;br /&gt;
During one of the patrols that all Dwarves of the Delve do as part of their society, Bash&#039;yrr and his patrol encountered a mated pair of purple worms that some wizard had left in the winding passages of the Delve.  The ensuing battle pitted the Dwarves against the monstrous creatures, and at one point, Bash`yrr and two of his friends found themselves separated and beleagured by one of the worms.  Fighting for their lives, the three Dwarves fought with their weapons, but the injuries they received in return, was starting to tell.  When his two companions fell to their injuries, Bash`yrr`s heart and mind suddenly grew calm with the certainty of death.  With a last defiant act, Bahs`yrr cried out Tharmekul`s name as a battle cry and gave himself over to the Forgewarden completely.  The god answered with a towering column of brilliant blue and white flame descending from the cavern roof and immolating the purple worm.  In it`s death throes, Bash`yrr was struck and hurled against one of the cavern walls, and lost consciousness.  &lt;br /&gt;
&lt;br /&gt;
Three days later, Bash`yrr woke up alongside his friends, in the Delves`infirmary.  The purple worms were killed, and the entire patrol only lost two of the fifteen that went out that fateful day.  Meanwhile, within Bash`yrr, a new fire burned in his heart and soul.  Taking one of the purple worms fangs, Bash`yrr had it carved into his holy symbol of Tharmekul, and he has been a devout follower of the god ever since.&lt;br /&gt;
&lt;br /&gt;
After much study and training, the young Dwarf decided to explore the world beyond the Delves of Valgal.  It was during one of his many exploits, that Bash`yrr met and befriended a traveling family of Whisper Gnomes.  He stayed with them as they traveled and entertained across the civilized lands, and was present when the family welcomed twin girls to the world.  Bash`yrr was given the honour of becoming the girls godfather, and was eventually called Ùncle`Bash`yrr by the twins.  Following a few more adventures with the&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2271</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2271"/>
		<updated>2011-09-07T11:02:37Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  Her name, and that of her twin sister, were chosen by the twins after the deaths of their parents and grandparents.  What makes the twins even more unique is their half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, [[Ash]].  Traders and entertainers, her family wandered from place to place earning their living.  Her father was a Bard, while her mother was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother was a Spirit Shaman and her grandfather a Blacksmith.  Willow is the younger of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and both girls knew about their fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group was summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.  It would not be until three more years had passed, that Willow and Ash would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).  &lt;br /&gt;
&lt;br /&gt;
Continuing with their quest, the group discovered a horrific plot by an ancient illithid deity, to break free of it&#039;s bindings and return to terrorize the world.  As the group sought to find the location of the seal, they were attacked, and Trona was killed in the battle.  Again calling upon her Spirit Shaman powers (and a little Fey chaos) Willow reincarnated Trona.  However, due to her faith in the goddess, Ehlonna, Trona was reincarnated into a female Treant further within the winding labyrinth.  &lt;br /&gt;
&lt;br /&gt;
In the centre of the labyrinth, Willow and her friends encountered a mindflayer (illithid) mage who commandeered a tribe of kobolds to help it break one of seven seals which imprisoned the illithid deity.  The creature was entrapped in a time-spelled chamber, along with the remainin g kobolds and the last few elven and half-elven defenders of the waterfall cavern.  Willow and the groups other spellcasters, empowered the fighters, and they battled the mindfalyer and it&#039;s minions.  As the battle progressed, the time-spell shattered, enabling the mindflayer to grab the seal and start to run away with it (possibly to shatter it in a more secure location).  Willow and some of the group gave chase, even as others gave aid to the embattled defenders of the waterfall cavern.  It was at this point that a reincarnated Trona (now calling herself Blue Wood) prevented the escaping mindflayer from being able to leave.  Blue Wood&#039;s unique abilities as a Treant, prevented the mindflayer from using it&#039;s powers on her, and the rest of the group were able to catch up and slay the foul thing.  Recovering the unbroken seal, the group returned to the seal&#039;s chamber and gave the slightly worn seal to the guardians. The return of the seal in it&#039;s proper place and activating it&#039;s magic, destryed the dark worm-tendrils which were infecting the Fey, and closed the portal from whence they came.   &lt;br /&gt;
&lt;br /&gt;
After some healing and recovery, the group held council with the guardians, and discovered many disturbing concerns about the seals and the rest of the world.  With their new-found knowledge, Willow and the group left the waterfall cavern with the mission of investigating the remaining sites of each seal, and if possible, repair them.  The first place they traveled to was the fortified town of Muq&#039;Al.  There, an entirely unexpected situation arose.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2270</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2270"/>
		<updated>2011-09-07T11:01:54Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  Her name, and that of her twin sister, were chosen by the twins after the deaths of their parents and grandparents.  What makes the twins even more unique is their half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, [[Ash]].  Traders and entertainers, her family wandered from place to place earning their living.  Her father was a Bard, while her mother was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother was a Spirit Shaman and her grandfather a Blacksmith.  Willow is the younger of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and both girls knew about their fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group was summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.  It would not be until three more years had passed, that Willow and Ash would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).  &lt;br /&gt;
&lt;br /&gt;
Continuing with their quest, the group discovered a horrific plot by an ancient illithid deity, to break free of it&#039;s bindings and return to terrorize the world.  As the group sought to find the location of the seal, they were attacked, and Trona was killed in the battle.  Again calling upon her Spirit Shaman powers (and a little Fey chaos) Willow reincarnated Trona.  However, due to her faith in the goddess, Ehlonna, Trona was reincarnated into a female Treant further within the winding labyrinth.  &lt;br /&gt;
&lt;br /&gt;
In the centre of the labyrinth, Willow and her friends encountered a mindflayer (illithid) mage who commandeered a tribe of kobolds to help it break one of seven seals which imprisoned the illithid deity.  The creature was entrapped in a time-spelled chamber, along with the remainin g kobolds and the last few elven and half-elven defenders of the waterfall cavern.  Willow and the groups other spellcasters, empowered the fighters, and they battled the mindfalyer and it&#039;s minions.  As the battle progressed, the time-spell shattered, enabling the mindflayer to grab the seal and start to run away with it (possibly to shatter it in a more secure location).  Willow and some of the group gave chase, even as others gave aid to the embattled defenders of the waterfall cavern.  It was at this point that a reincarnated Trona (now calling herself Blue Wood) prevented the escaping mindflayer from being able to leave.  Blue Wood&#039;s unique abilities as a Treant, prevented the mindflayer from using it&#039;s powers on her, and the rest of the group were able to catch up and slay the foul thing.  Recovering the unbroken seal, the group returned to the seal&#039;s chamber and gave the slightly worn seal to the guardians. The return of the seal in it&#039;s proper place and activating it&#039;s magic, destryed the dark worm-tendrils which were infecting the Fey, and closed the portal from whence they came.   &lt;br /&gt;
&lt;br /&gt;
After some healing and recovery, the group held council with the guardians, and discovered many disturbing concerns about the seals and the rest of the world.  With their new-found knowledge, Willow and the group left the waterfall cavern with the mission of investigating the remaining sites of each seal, and if possible, repair them.  The first place they traveled to was the fortified town of Muqual.  There, an entirely unexpected situation arose.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2269</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2269"/>
		<updated>2011-09-06T09:32:27Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  Her name, and that of her twin sister, are chosen were chosen by the twins after the deaths of their parents and grandparents.  What makes her even more unique is her half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, [[Ash]].  Traders and entertainers, her family wandered from place to place earning their living.  Her father was a Bard, while her mother was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother was a Spirit Shaman and her grandfather a Blacksmith.  Willow is the younger of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and both girls knew about their fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group was summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.  It would not be until three more years had passed, that Willow and Ash would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=2268</id>
		<title>Masoud Ur&#039;Kha-Sidim</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=2268"/>
		<updated>2011-09-06T09:28:17Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Bash%27yrr&amp;diff=2262</id>
		<title>Bash&#039;yrr</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Bash%27yrr&amp;diff=2262"/>
		<updated>2011-08-28T10:24:37Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Willow]]&#039;s Cohort&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr Nin&#039;Deni is a Dwarven Cleric of [[Tharmekul]] (Dwarven God of the Forge...Assistant to [[Moradin]]).&lt;br /&gt;
Bash&#039;yrr&#039;s chosen Domains are War and Destruction.  Even though he is Willow&#039;s Cohort, they actually know each other before...he  is [[Willow]] and [[Ash]]&#039;s &amp;quot;Uncle&amp;quot;, after the slaughter of their family.  Bash&#039;yrr is an old friend of their father and mother.  He searched for them after the deaths, and found Willow first, then Ash.  After parting ways, Bash&#039;yrr actually stayed with Ash to help her (Ash is the older of the twins, by an hour and a half).&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr has a colourful past, starting with growing up in the Delves of Valgal.  The Dwarven Clan Nin&#039;Deni, is an old one, hearkening back to the founding of the Delves.  They enjoy a close relationship with the other Noble Clans, especially since Nin&#039;Deni seem to produce many military leaders, warriors and war-related magic-users (ie: Clerics, Warmages, Battle Sorcerers, etc.).  Bash&#039;yrr is the fourth son of a family that has six children (he has three brothers and two sisters).  His father, Gadrin Nin&#039;Deni, is one of the Councillors of the Delves of Valgal, while his mother, Shierrin, is a priestess of Clangeddin.  The rest of Bash&#039;yrr&#039;s relatives, from Uncles to cousins, are warriors, Runemages and so on, working for the benefit of the Delves.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr wasn&#039;t always a lawful youth, and many times he got into trouble alongside his friends.  After one too many such moments, his parents sent him to the temple district, in hopes that one of the Dwarven religions would help instill a level of discipline and respect for order in the rambunctious youth.  Many a time had the various Dwarven priests of the Delves almost given up on settling the wild Bash&#039;yrr, but a chance encounter in one of the many caverns of the Delves, would help shape his fate.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Bash%27yrr&amp;diff=2261</id>
		<title>Bash&#039;yrr</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Bash%27yrr&amp;diff=2261"/>
		<updated>2011-08-28T10:23:37Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Willow]]&#039;s Cohort&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr Nin&#039;Deni is a Dwarven Cleric of [[Tharmekul]] (Dwarven God of the Forge...Assistant to [[Moradin]]).&lt;br /&gt;
&amp;lt;br&amp;gt; Bash&#039;yrr&#039;s chosen Domains are War and&lt;br /&gt;
Destruction.  Even though he is Willow&#039;s Cohort, they actually know each&lt;br /&gt;
other before...he  is [[Willow]] and [[Ash]]&#039;s &amp;quot;Uncle&amp;quot;, after the slaughter of&lt;br /&gt;
their family.  Bash&#039;yrr is an old friend of their father and mother.  He&lt;br /&gt;
searched for them after the deaths, and found Willow first, then Ash.&lt;br /&gt;
After parting ways, Bash&#039;yrr actually stayed with Ash to help her (Ash&lt;br /&gt;
is the older of the twins, by an hour and a half).&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr has a colourful past, starting with growing up in the Delves of Valgal.  The Dwarven Clan Nin&#039;Deni, is an old one, hearkening back to the founding of the Delves.  They enjoy a close relationship with the other Noble Clans, especially since Nin&#039;Deni seem to produce many military leaders, warriors and war-related magic-users (ie: Clerics, Warmages, Battle Sorcerers, etc.).  Bash&#039;yrr is the fourth son of a family that has six children (he has three brothers and two sisters).  His father, Gadrin Nin&#039;Deni, is one of the Councillors of the Delves of Valgal, while his mother, Shierrin, is a priestess of Clangeddin.  The rest of Bash&#039;yrr&#039;s relatives, from Uncles to cousins, are warriors, Runemages and so on, working for the benefit of the Delves.&lt;br /&gt;
&lt;br /&gt;
Bash&#039;yrr wasn&#039;t always a lawful youth, and many times he got into trouble alongside his friends.  After one too many such moments, his parents sent him to the temple district, in hopes that one of the Dwarven religions would help instill a level of discipline and respect for order in the rambunctious youth.  Many a time had the various Dwarven priests of the Delves almost given up on settling the wild Bash&#039;yrr, but a chance encounter in one of the many caverns of the Delves, would help shape his fate.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2260</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2260"/>
		<updated>2011-08-28T10:09:29Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  What makes her even more unique is her half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, [[Ash]].  Traders and entertainers, her family wandered from place to place earning their living.  Her father was a Bard, while her mother was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother was a Spirit Shaman and her grandfather a Blacksmith.  Willow is the younger of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and both girls knew about their fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group was summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.  It would not be until three more years had passed, that Willow and Ash would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=2132</id>
		<title>Masoud Ur&#039;Shadrii</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=2132"/>
		<updated>2010-04-22T05:45:21Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is now a member of the Ur&#039;Shadrii (Clan of the Whispering Shadows), a nomadic clan that travels the breadth of the Grasslands and beyond. Theirs is a clan of Shamans, warriors and to some degree, assassins. It falls to the Ur&#039;Shadrii, Ur&#039;Kha-Sidim (Clan of the Night), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer judicial sentences and the like throughout the T&#039;kel clans. Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole. The Hama-tolla are never used against each other, nor are they used as a tool of revenge.&lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the Ur&#039;Doul&#039;gahn (Clan of the Winddeer) of the T&#039;kel alongside his three brothers and two sisters. The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest. During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle. As the two watched the various competitions, one combat round piqued Masoud&#039;s interest. Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd. Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors. At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.&lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when he was older. Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel. With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to. When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief. Nodding a polite dismissal, the two returned to their previous discussion. Masoud and his Grandfather returned to their clan area.&lt;br /&gt;
&lt;br /&gt;
Unknown to Masoud at that time, the two warriors were from separate clans of the Hama-tolla; one a Swordsage and the other a Dragonfire Adept.  The next day, the two Hama-tolla, in ceremonial dress, approached Masoud&#039;s parents and their Clan Chief. They petitioned Masoud&#039;s entry into the Monastery of the Ancestors as a Novice. Proud of this honour, Masoud was granted permission and left with the two warriors for the monastery after the Gathering.&lt;br /&gt;
&lt;br /&gt;
Not knowing which path he would choose, Masoud trained with the Masters of the monastery in different styles of weaponry, martial arts and magic for fifteen years.  His own unique style has been further aided by an unexpected event during one of his training years. During his fifth year of training, Masoud trained with one of his Instructors along the edge of the grasslands. As the two sparred and his instructor sought to teach him one of many magical disciplines, Masoud&#039;s dormant Draconic heritage manifested.  As the two sparred with bare weapons, Masoud was quickly disarmed by his Instructor.  Without warning, as his instructor swung her battleaxe at Masoud, he opened his mouth to scream. Instead, a gout of fire erupted from his mouth to hurl and engulf his surprised Instructor.  Confused, Masoud dropped his practice blade on the grass and ran to his instructor&#039;s side. Slightly hurt, but alive, his instructor ended the session and both returned to the monastery. There, the Masters conferred with each other about what occurred. After further tests and research into Masoud&#039;s bloodline, the Masters of the Hama-tolla offered him a path to the Dragonfire Adepts.  Masoud continued the rest of his training within the Dragonfire Adept discipline.  His Adept abilities and draconic lineage have grown since then.&lt;br /&gt;
&lt;br /&gt;
Masoud is a powerful looking T&#039;kel. Standing at 5&#039;, 4&amp;quot; and weighing 200 lbs, he is a striking creature, especially since the years of study as a Dragonfire Adept have developed his link to his Copper Dragon ancestry. Masoud&#039;s fine scales are a chocolate-brown colour, with indigo belly and back patterns. A faint copper sheen overlays his scales and emerald, slitted eyes gaze out of a masked face, with his body covered in leather armour under desert robes. Usually, his head is wrapped in the desert hood and shoufa, with only his mask and lower jaw showing. Besides his backpack, Masoud wears a belt with two pouches and a dagger attached to his right leg. His mace is strapped to his back, with his additional daggers attached to either side of his belt. A ring is on the index finger of his right hand. Currently he is on his journey-quest, a path that will enable him to know and understand the world around him. This journey-quest provides a Dragonfire Adept with the chance to develop his or her abilities and skills, as well as enable him to become more attuned to his draconic heritage. Masoud has travelled to the Northlands to try his skills on the snow and ice, and gather contacts and allies for his clan.&lt;br /&gt;
&lt;br /&gt;
After several adventures with the party, Masoud was called back to the Grasslands, in response to the growing war taking place across the country.  He left the party half-heartedly, but may return once his clan releases him.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2131</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2131"/>
		<updated>2010-04-22T05:42:33Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  What makes her even more unique is her half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, [[Ash]].  Traders and entertainers, her family wandered from place to place earning their living.  Her father was a Bard, while her mother was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother was a Spirit Shaman and her grandfather a Blacksmith.  Willow is the older of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and Willow knew about her fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group were summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.  It would not be until three more years had passed, that Willow and Ash would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  There they met Cugdish, a Cleric, whose attempt at a teleport spell, brought him to the caverns.  It was discovered that Nasar and Cugdish knew each other from a previous encounter.  Further in the labyrinth, an unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2130</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2130"/>
		<updated>2010-04-22T05:40:54Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  What makes her even more unique is her half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, [[Ash]].  Traders and entertainers, her family wandered from place to place earning their living.  Her father was a Bard, while her mother was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother was a Spirit Shaman and her grandfather a Blacksmith.  Willow is the older of the twins, and she and Ash were, at this point, undecided in their life paths.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and Willow knew about her fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group were summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.  It would not be until three more years had passed, that Willow and Ash would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.  As the party progressed through the caverns, it was apparent that an ancient artifact had been kept deep within the complex.  Furthermore, through various divinations and questioning of kobold foes, the party learned that an illithid was behind the possible corruption of the Fey and all infected living creatures.  Using her Rogue abilities, Willow has been able to guide her friends safely so far.  &lt;br /&gt;
&lt;br /&gt;
The party has entered a labyrinth and is making their way through the twisting paths.  An unexpected attack from some subterranean creatures led to the death of Nasar, but Willow was able to use the magic of her Spirit Shaman heritage, to reincarnate him.  However, unknown to the rest of her friends, Willow&#039;s Fey nature led her to include a magical coin dedicated to a Power of Luck, as well as invoke her patron God, Olidammara, the God of Rogues and Chaos, in the casting of the spell.  All of these factors, plus the uniqueness of the environment in which she cast the Reincarnation spell, and Nasar&#039;s own unique heritage, reincarnated him into a Dracotaur (half-dragon/centaur).&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2097</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2097"/>
		<updated>2010-01-09T09:18:54Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  What makes her even more unique is her half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, [[Ash]].  Traders and entertainers, her family wandered from place to place earning their living.  Her father was a Bard, while her mother was a Cleric of [[Farlanghn]].  Willow&#039;s grandmother was a Spirit Shaman and her grandfather a Blacksmith.  She and her twin sister, Ash, was at this point still undecided.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and Willow knew about her fey heritage and reveled in the knowledge.  Occasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group were summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.  It would not be until three more years had passed, that Willow and Ash would be reunited.  The sisters have since renewed their familial bond, and the link between the twins has grown stronger.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one of the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, [[Golradir Helyanwe]], cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, [[Trona]], who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities were tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirit guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  Upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the [[Dawn Brother]].  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepared for the sojourn into the cavern.  During this time, they discovered that the entrance and major portion of the inside of the cavern was engulfed in an anti-magic sphere of great power.  After much discussion and planning, the group managed to enter the cavern mouth behind the waterfall.  Together, they began the descent into the caverns, and discovered the much about the history and possible cause of the beginnings of the Fey taint.  Currently, the group has entered a small room; after the trials and tribulations of many traps, both mundane and magical.  Unfortunately for the group, the half-elven wizard, Golradir Helyanwe, became snared in a magical trap, alive, but unable to leave his magical prison.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2084</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2084"/>
		<updated>2009-12-09T11:29:08Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  What makes her even more unique is her half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, Ash.  Traders and entertainers, her family wandered from place to place earning their living.  Her father was a Bard, while her mother was a Cleric of Farlanghn.  Willow&#039;s grandmother was a Spirit Shaman and her grandfather a Blacksmith.  She and her twin sister, Ash, was at this point still undecided.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and Willow knew about her fey heritage and reveled in the knowledge.  Ocasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harrassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group were summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one fo the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the half-elven Wizard, Golradir Helyanwe, cast a &#039;&#039;Break Enchantment&#039;&#039; spell on her and the Crusader, Trona, who was also infected.  Unfortunately, since her half-fey heritage and Warlock abilities are tied inextricably, the spell caused an unexpected side-effect.  The spell also broke the link between Willow and the Fey Powers, causing her to lose her Warlock abilities AND a great portion of her fey heritage.&lt;br /&gt;
&lt;br /&gt;
However, not all was lost, for when the Fey link sundered, an even stronger link protected her.  Family binds closer, and even in death, Willow&#039;s grandmother, a powerful Spirit Shaman, crossed the void to save her granddaughter.  In the spirt guide form of an owl, she was able to nurture and re-establish Willow&#039;s link to some semblance of her fey heritage.  upon waking, Willow found she had gained the powers and abilities of a Spirit Shaman to replace the lost Warlock abilities and powers.  Using these, she was able to help her new friends defeat the evil taint that had almost killed her.&lt;br /&gt;
&lt;br /&gt;
Continuing on their journey, the group also met and parlayed with the Fey being known as the Dawn Brother.  Much information was exchanged, and Willow was also able to ask Dawn Brother if he was able to reignite her Fey Heritage.  He did, and Willow is once again a half-fey Whisper Gnome.  The Fey lord was able to speed the party&#039;s journey, and they found themselves near the waterfall cavern which seemed to be one link in the chain to finding the source of the Fey Madness Taint.  &lt;br /&gt;
&lt;br /&gt;
Currently, the group fought another pitched battle and managed to make their way to the entrance of the waterfall.  More information was gleaned there and the party prepares for the sojourn into the cavern.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2083</id>
		<title>Willow</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Willow&amp;diff=2083"/>
		<updated>2009-12-09T11:16:32Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Willow is a female Whisper Gnome, a race that is normally secretive and quiet by nature.  What makes her even more unique is her half-fey heritage, one that goes back decades to a Dryad ancestress.  As a child, Willow was brought up by her nomadic family, comprised of her parents, maternal grandparents and twin sister, Ash.  Traders and entertainers, her family wandered from place to place earning their living.  Her father was a Bard, while her mother was a Cleric of Farlanghn.  Willow&#039;s grandmother was a Spirit Shaman and her grandfather a Blacksmith.  She and her twin sister, Ash, was at this point still undecided.&lt;br /&gt;
&lt;br /&gt;
Life was fair for the family, and Willow knew about her fey heritage and reveled in the knowledge.  Ocasionally the family would meet in the Fey realm and join in the entertainment and fun.  However, life would take an unexpected turn when Willow was 19.&lt;br /&gt;
&lt;br /&gt;
The traders life has it&#039;s ups and downs, and Willow was learning the Rogue&#039;s trade from her father.  It was the hope that she would become a Bard as well, and help the family with the entertainment aspect of the trade.  Traveling in two horse-drawn wagons, was a thrill for the twins.  However, during one of the family&#039;s journeys, they stayed in a village where the situation became deadly.&lt;br /&gt;
&lt;br /&gt;
The family set up their camp for trade and entertainment, and the villagers were at first accepting of the little traders.  The village itself was a mix of humans, elves, half-elves, gnomes and halflings.  It was during their ninth day at the village that fate would take a fatal hand in Willow&#039;s life.  While the family was plying their trade, one of the local human youths decided that Ash was to be his next &amp;quot;fling&amp;quot;.  She gently rebuffed him at every turn, and even went so far as to tell her family of the ongoing harrassment.  Sensing their daughter&#039;s discomfort, the rest of the family decided to cut this visit short.  The trouble was that the young man in question was not used to being rejected, often resorting to force on his past &amp;quot;conquests&amp;quot;.  On the ninth night of the family&#039;s stay, Ash was attacked by the young man and his cronies, and dragged to a nearby abandoned barn.  Ash, also being half-fey, was able to magically send a message to her family, who with the aid of some of the villagers, rushed to her rescue and caught the youths in the act of attempting to rape Ash.  &lt;br /&gt;
&lt;br /&gt;
With this latest crime, the villagers found it impossible to ignore the youths&#039; growing violence.  The whole group were summarily banished from the village, and Willow&#039;s family was given compensation for the attack.  Mollified, they stayed for three more days before taking leave of the village.&lt;br /&gt;
&lt;br /&gt;
Two days out of the village, while camped by the side of the road, the tiny family were ambushed.  The banished youths, angry and humiliated, waited for the Whisper Gnome family to leave the village before exacting their vengeance.  Striking when most were asleep, the youths captured Willow&#039;s parents and grandparents, even as they fought.  They found and dragged Ash and Willow before the rest of the family, and described how they were going to violate and then kill them afterward.  Then before the two girls&#039; horrified eyes, the rogue youths slaughtered their parents and grandparents.&lt;br /&gt;
&lt;br /&gt;
It was at this point that something snapped in the twins...some aspect of their fey heritage surged with the death of their loved ones.  For Willow, the fey powers called to her blood, and demanded retribution.  She accepted and she suddenly found herself filled with the power of the fey.  Breaking free of her captors, Willow turned her new-found powers on her foes.  In her mind, the scene of her parents and grandparents&#039; deaths were too much, and a red haze filled her vision.  When her vision cleared, not much remained of the murderous youths but charred and mutilated bodies.  Of her sister Ash, no trace was found and she searched as best she could.  Ash simply disappeared.  Heartbroken, Willow salvaged what she could from the damaged wagons.  Then using the wood from the wagons, she built a pyre for her dead family.  Then without a backward glance, she took the horses and traveled onward.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until a little while later, that Willow discovered what occurred to her and her sister.  The rush of power from their fey heritage shaped itself into two different effects on the twins.  For Willow, the Fey Powers decided to intercede on her behalf and she accepted the mantle of a Fey Warlock.  Since then, she has traveled across the realm and into the Fey Realm as well, growing and learning all she can.  She never forgets the lesson she learned from that fateful night, and neither does she stop searching for her twin sister, Ash.&lt;br /&gt;
&lt;br /&gt;
At present, Willow has joined with a band of adventurers, who are searching for the cause of the mysterious madness infecting the Fey.  A chance meeting while Willow was dancing at one fo the Fey revels, led to meeting the party, and she willingly joined in hopes of learning the source of the madness and possibly destroying it.  The journey led to the Awakened Forest, and there, the party learned of the extraordinary infection that seemed to be the cause of the madness.  Battling different infected creatures, the group learned a great deal of information that may lead to the source and cure.  Yet it was during one of these battles that Willow herself was infected by the taint.  Being half-fey, this seemed a near-death sentence, but through the wisdom and intelligence of the party, the&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=1991</id>
		<title>Masoud Ur&#039;Shadrii</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=1991"/>
		<updated>2009-03-24T09:27:38Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is now a member of the Ur&#039;Shadrii (Clan of the Whispering Shadows), a nomadic clan that travels the breadth of the Grasslands and beyond. Theirs is a clan of Shamans, warriors and to some degree, assassins. It falls to the Ur&#039;Shadrii, Ur&#039;Kha-Sidim (Clan of the Night), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer judicial sentences and the like throughout the T&#039;kel clans. Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole. The Hama-tolla are never used against each other, nor are they used as a tool of revenge.&lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the Ur&#039;Doul&#039;gahn (Clan of the Winddeer) of the T&#039;kel alongside his three brothers and two sisters. The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest. During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle. As the two watched the various competitions, one combat round piqued Masoud&#039;s interest. Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd. Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors. At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.&lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when he was older. Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel. With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to. When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief. Nodding a polite dismissal, the two returned to their previous discussion. Masoud and his Grandfather returned to their clan area.&lt;br /&gt;
&lt;br /&gt;
Unknown to Masoud at that time, the two warriors were from separate clans of the Hama-tolla; one a Swordsage and the other a Dragonfire Adept.  The next day, the two Hama-tolla, in ceremonial dress, approached Masoud&#039;s parents and their Clan Chief. They petitioned Masoud&#039;s entry into the Monastery of the Ancestors as a Novice. Proud of this honour, Masoud was granted permission and left with the two warriors for the monastery after the Gathering.&lt;br /&gt;
&lt;br /&gt;
Not knowing which path he would choose, Masoud trained with the Masters of the monastery in different styles of weaponry, martial arts and magic for fifteen years.  His own unique style has been further aided by an unexpected event during one of his training years. During his fifth year of training, Masoud trained with one of his Instructors along the edge of the grasslands. As the two sparred and his instructor sought to teach him one of many magical disciplines, Masoud&#039;s dormant Draconic heritage manifested.  As the two sparred with bare weapons, Masoud was quickly disarmed by his Instructor.  Without warning, as his instructor swung her battleaxe at Masoud, he opened his mouth to scream. Instead, a gout of fire erupted from his mouth to hurl and engulf his surprised Instructor.  Confused, Masoud dropped his practice blade on the grass and ran to his instructor&#039;s side. Slightly hurt, but alive, his instructor ended the session and both returned to the monastery. There, the Masters conferred with each other about what occurred. After further tests and research into Masoud&#039;s bloodline, the Masters of the Hama-tolla offered him a path to the Dragonfire Adepts.  Masoud continued the rest of his training within the Dragonfire Adept discipline.  His Adept abilities and draconic lineage have grown since then.&lt;br /&gt;
&lt;br /&gt;
Masoud is a powerful looking T&#039;kel. Standing at 5&#039;, 4&amp;quot; and weighing 200 lbs, he is a striking creature, especially since the years of study as a Dragonfire Adept have developed his link to his Copper Dragon ancestry. Masoud&#039;s fine scales are a chocolate-brown colour, with indigo belly and back patterns. A faint copper sheen overlays his scales and emerald, slitted eyes gaze out of a masked face, with his body covered in leather armour under desert robes. Usually, his head is wrapped in the desert hood and shoufa, with only his mask and lower jaw showing. Besides his backpack, Masoud wears a belt with two pouches and a dagger attached to his right leg. His mace is strapped to his back, with his additional daggers attached to either side of his belt. A ring is on the index finger of his right hand. Currently he is on his journey-quest, a path that will enable him to know and understand the world around him. This journey-quest provides a Dragonfire Adept with the chance to develop his or her abilities and skills, as well as enable him to become more attuned to his draconic heritage. Masoud has travelled to the Northlands to try his skills on the snow and ice, and gather contacts and allies for his clan.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=1986</id>
		<title>Masoud Ur&#039;Shadrii</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=1986"/>
		<updated>2009-03-10T05:26:39Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is now a member of the Shadrii (Clan of the Whispering Shadows), a nomadic clan that travels the breadth of the Grasslands and beyond. Theirs is a clan of Shamans, warriors and to some degree, assassins. It falls to the Ur&#039;Shadrii, Ur&#039;Kha-Sidim (Clan of the Night), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer judicial sentences and the like throughout the T&#039;kel clans. Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole. The Hama-tolla are never used against each other, nor are they used as a tool of revenge.&lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the Doul&#039;gahn clan (Clan of the Winddeer) of the T&#039;kel alongside his three brothers and two sisters. The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest. During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle. As the two watched the various competitions, one combat round piqued Masoud&#039;s interest. Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd. Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors. At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.&lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when he was older. Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel. With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to. When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief. Nodding a polite dismissal, the two returned to their previous discussion. Masoud and his Grandfather returned to their clan area.&lt;br /&gt;
&lt;br /&gt;
Unknown to Masoud at that time, the two warriors were from separate clans of the Hama-tolla; one a Swordsage and the other a Dragonfire Adept.  The next day, the two Hama-tolla, in ceremonial dress, approached Masoud&#039;s parents and their Clan Chief. They petitioned Masoud&#039;s entry into the Monastery of the Ancestors as a Novice. Proud of this honour, Masoud was granted permission and left with the two Dragonfire Adeptss for the monastery after the Gathering.&lt;br /&gt;
&lt;br /&gt;
Not knowing which path he would choose, Masoud trained with the Masters of the monastery in different styles of weaponry, martial arts and magic for fifteen years.  His own unique style has been further aided by an unexpected event during one of his training years. During his fifth year of training, Masoud trained with one of his Instructors along the edge of the grasslands. As the two sparred and his instructor sought to teach him one of many magical disciplines, Masoud&#039;s dormant Draconic heritage manifested.  As the two sparred with bare weapons, Masoud was quickly disarmed by his Instructor.  Without warning, as his instructor swung her battleaxe at Masoud, he opened his mouth to scream. Instead, a gout of fire erupted from his mouth to hurl and engulf his surprised Instructor.  Confused, Masoud dropped his practice blade on the grass and ran to his instructor&#039;s side. Slightly hurt, but alive, his instructor ended the session and both returned to the monastery. There, the Masters conferred with each other about what occurred. After further tests and research into Masoud&#039;s bloodline, the Masters of the Hama-tolla offered him a path to the Dragonfire Adepts.  Masoud continued the rest of his training within the Dragonfire Adept discipline.  His Adept abilities and draconic lineage have grown since then.&lt;br /&gt;
&lt;br /&gt;
Masoud is a powerful looking T&#039;kel. Standing at 5&#039;, 4&amp;quot; and weighing 200 lbs, he is a striking creature, especially since the years of study as a Dragonfire Adept have developed his link to his Copper Dragon ancestry. Masoud&#039;s fine scales are a chocolate-brown colour, with indigo belly and back patterns. A faint copper sheen overlays his scales and emerald, slitted eyes gaze out of a masked face, with his body covered in leather armour under desert robes. Usually, his head is wrapped in the desert hood and shoufa, with only his mask and lower jaw showing. Besides his backpack, Masoud wears a belt with two pouches and a dagger attached to his right leg. His mace is strapped to his back, with his additional daggers attached to either side of his belt. A ring is on the index finger of his right hand. Currently he is on his journey-quest, a path that will enable him to know and understand the world around him. This journey-quest provides a Dragonfire Adept with the chance to develop his or her abilities and skills, as well as enable him to become more attuned to his draconic heritage. Masoud has travelled to the Northlands to try his skills on the snow and ice, and gather contacts and allies for his clan.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=1985</id>
		<title>Masoud Ur&#039;Shadrii</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=1985"/>
		<updated>2009-03-10T05:12:33Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is from the Shadrii (Clan of the Whispering Shadows), a nomadic clan that travels the breadth of the Grasslands and beyond. Theirs is a clan of Shamans, warriors and to some degree, assassins. It falls to the Ur&#039;Shadrii, Ur&#039;Kha-Sidim (Clan of the Night), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer judicial sentences and the like throughout the T&#039;kel clans. Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole. The Hama-tolla are never used against each other, nor are they used as a tool of revenge.&lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the various clans of the T&#039;kel alongside his three brothers and two sisters. The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest. During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle. As the two watched the various competitions, one combat round piqued Masoud&#039;s interest. Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd. Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors. At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.&lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when he was older. Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel. With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to. When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief. Nodding a polite dismissal, the two returned to their previous discussion. Masoud and his Grandfather returned to their clan area.&lt;br /&gt;
&lt;br /&gt;
Unknown to Masoud at that time, the two warriors were Dragonfire Adepts, one of an elite group of martial adepts, who guarded the T&#039;kel clans and administered the justice of the clan Elders, Shamans and Chiefs. The next day, the two Dragonfire Adepts, in ceremonial dress, approached Masoud&#039;s parents and their Clan Chief. They petitioned Masoud&#039;s entry into the Monastery of the Ancestors as a Novice. Proud of this honour, Masoud was granted permission and left with the two Dragonfire Adeptss for the monastery after the Gathering.&lt;br /&gt;
&lt;br /&gt;
Masoud trained with the Masters of the monastery in weaponry, martial arts and magic for fifteen years. His own unique style has been further aided by an unexpected event during one of his training years. During his fifth year of training, Masoud trained with one of his Instructors along the edge of the grasslands. As the two sparred and his instructor sought to teach him one of the magical abilities of the Adepts, Masoud&#039;s dormant Draconic inheritance manifested. Without warning, as his instructor swung her battleaxe at Masoud, it encountered a shield of energy which blasted the startled Swordsage with electricity. Confused, Masoud dropped his practice blade on the grass and ran to his instructor&#039;s side. Dazed, but alive, his instructor ended the session and both returned to the monastery. There, the Masters conferred with one of the monastery&#039;s Shamans about what occurred. Masoud was given additional Adept training. His Dragonfire Adept abilities and draconic lineage have grown since then.&lt;br /&gt;
&lt;br /&gt;
Masoud is a powerful looking T&#039;kel. Standing at 5&#039;, 4&amp;quot; and weighing 200 lbs, he is a striking creature, especially since the years of study as a Dragonfire Adept have developed his link to his Copper Dragon ancestry. Masoud&#039;s fine scales are a chocolate-brown colour, with indigo belly and back patterns. a faint copper sheen overlays his scales and emerald, slitted eyes gaze out of a masked face, with his body covered in leather armour under desert robes. Usually, his head is wrapped in the desert hood and shoufa, with only his mask and lower jaw showing. Besides his backpack, Masoud wears a belt with two pouches and a dagger attached to his right leg. His mace is strapped to his back, with his additional daggers attached to either side of his belt. A ring is on the index finger of his right hand. Currently he is on his journey-quest, a path that will enable him to know and understand the world around him. This journey-quest provides a Dragonfire Adept with the chance to develop his or her abilities and skills, as well as enable him to become more attuned to his draconic heritage. Masoud has travelled to the Northlands to try his skills on the snow and ice, and gather contacts and allies for his clan.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=1984</id>
		<title>Masoud Ur&#039;Shadrii</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Shadrii&amp;diff=1984"/>
		<updated>2009-03-10T05:03:44Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is from the Shadrii (Clan of the Whispering Shadows), a nomadic clan that travels the breadth of the Grasslands and beyond. Theirs is a clan of Shamans, warriors and to some degree, assassins. It falls to the Ur&#039;Shadrii, Ur&#039;Kha-Sidim (Clan of the Night), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer judicial sentences and the like throughout the T&#039;kel clans. Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole. The Hama-tolla are never used against each other, nor are they used as a tool of revenge.&lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the various clans of the T&#039;kel alongside his three brothers and two sisters. The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest. During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle. As the two watched the various competitions, one combat round piqued Masoud&#039;s interest. Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd. Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors. At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.&lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when he was older. Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel. With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to. When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief. Nodding a polite dismissal, the two returned to their previous discussion. Masoud and his Grandfather returned to their clan area.&lt;br /&gt;
&lt;br /&gt;
Unknown to Masoud at that time, the two warriors were Swordsages, an elite group of martial adepts, who guarded the T&#039;kel clans and administered the justice of the clan Elders, Shamans and Chiefs. The next day, the two Swordsages, in ceremonial dress, approached Masoud&#039;s parents and their Clan Chief. They petitioned Masoud&#039;s entry into the Monastery of the Six Dances as a Novice. Proud of this honour, Masoud was granted permission and left with the two Swordsages for the monastery after the Gathering.&lt;br /&gt;
&lt;br /&gt;
Masoud trained with the Masters of the monastery in weaponry, martial arts and magic for fifteen years. His own unique style has been further aided by an unexpected event during one of his training years. During his fifth year of training, Masoud trained with one of his Instructors along the edge of the grasslands. As the two sparred and his instructor sought to teach him one of the magical abilities of the Swordsages, Masoud&#039;s dormant shamanic abilities manifested. Without warning, as his instructor swung her battleaxe at Masoud, it encountered a shield of energy which blasted the startled Swordsage with electricity. Confused, Masoud dropped his practice blade on the grass and ran to his instructor&#039;s side. Dazed, but alive, his instructor ended the session and both returned to the monastery. There, the Masters conferred with one of the monastery&#039;s Shamans about what occurred. Masoud was given additional shamanic training along with the swordsage disciplines. Both his Swordsage and Dragon Shaman abilities have grown since then.&lt;br /&gt;
&lt;br /&gt;
Masoud is a powerful looking T&#039;kel. Standing at 5&#039;, 4&amp;quot; and weighing 200 lbs, he is a striking creature, especially since the years of study as a shaman have developed his link to his Blue Dragon totem. Masoud&#039;s fine scales are a blue-black colour, with indigo belly and back patterns. Emerald, slitted eyes gaze out of a masked face, with his body covered in leather armour under desert robes. Usually, his head is wrapped in the desert turban and shoufa, with only his mask and lower jaw showing. Besides his backpack, Masoud wears a belt with two pouches and a dagger attached to his right leg. His scimitar is strapped to his back, with his kama attached to either side of his belt. A ring is on the index finger of his right hand. Currently he is on his journey-quest, a path that will enable him to know and understand the world around him. This journey-quest provides a Swordsage with the chance to develop his or her abilities and skills, as well as his Dragon Shaman abilities. Masoud has travelled to the Northlands to try his skills on the snow and ice.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1983</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1983"/>
		<updated>2009-03-10T05:02:27Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: /* The Current Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome To The World of Joe!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Schedule==&lt;br /&gt;
&#039;&#039;&#039;Last Game Nov 11,2008 &#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Next Likely Game Mar 08,2009 &#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Updates==&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[House Rules]] section added &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Anyone have a image/logo we can use?&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Wiki Status and editing notes==&lt;br /&gt;
Hi Folks. &amp;lt;p&amp;gt;As a further note, this is the same software used for Wikipedia, ie. Mediawiki at http://www.mediawiki.org/, so any tutorials you find for that, should apply here..&amp;lt;/p&amp;gt; If you&#039;re at a loss for how to help out, just go to http://joesworld.thtree.com/index.php?title=Special:Wantedpages and click on a red link you think you know something about... and enter that something in... at worst it will be corrected, or updated... but then that&#039;s what a wiki is for...&amp;lt;G&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note: If you try to build a link with apostophes in it, if there is only one apostrophe, it will fail...&lt;br /&gt;
ie. you can&#039;t make a link to New Ballim&#039;s Rise, but you can make a link to [[New Ballims Rise]]&lt;br /&gt;
&lt;br /&gt;
== The Adventure Begins ==&lt;br /&gt;
We started out at [[The Keep]] and thus began [[The Start]] of [[The Journey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Players are currently in the 10 to 12th lvl range&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Current adventure is: [[Troubled Fey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: The Chaos of Peace (levels 2 through 6)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2: The Long Shadow of War (levels 6 through 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 3: Fomenting the Firmament (levels 10 through ??)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 4: ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
Gee.. how do you adequately describe such a large object... ie. Joe&#039;s Brain, supplemented by Galen&#039;s Brain&amp;lt;G&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Kingdom of Asgrim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Principalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Orclands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Places]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Other Realities]]&lt;br /&gt;
&lt;br /&gt;
== The Current Players ==&lt;br /&gt;
&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nasar]] and his trusty cohort [[Gwear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Wodash]](Craig&#039;s character)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Trona]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Masoud Ur&#039;Shadrii]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Other Players]] (ie. dead/vanished/left etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Important People ie. [[Major NPCs]] ==&lt;br /&gt;
[[Minor NPCs]]&lt;br /&gt;
&lt;br /&gt;
== The Eberron Adventure ==&lt;br /&gt;
&lt;br /&gt;
As a side game, we&#039;ve started up another adventure in the Eberron Campaign Setting, and information for that game will be available at http://eberron.thtree.com .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
 type=create&lt;br /&gt;
 &amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1829</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1829"/>
		<updated>2007-07-23T06:44:41Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: /* The Current Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Next Likely Game Mar 14th,2007 &#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[House Rules]] section added &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome To The World of Joe!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Wiki Status==&lt;br /&gt;
Hi Folks. &amp;lt;p&amp;gt;As a further note, this is the same software used for Wikipedia, so any tutorials you find for that, should apply here..&amp;lt;/p&amp;gt; If you&#039;re at a loss for how to help out, just go to http://joesworld.thtree.com/index.php?title=Special:Wantedpages and click on a red link you think you know something about... and enter that something in... at worst it will be corrected, or updated... but then that&#039;s what a wiki is for...&amp;lt;G&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Adventure Begins ==&lt;br /&gt;
We started out at [[The Keep]] and thus began [[The Start]] of [[The Journey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Current adventure is: [[Seeking the Spire]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: The Chaos of Peace (levels 2 through 6)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2: The Long Shadow of War (levels 6 through 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 3: Fomenting the Firmament (levels 10 through ??)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 4: ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
Gee.. how do you adequately describe such a large object... ie. Joe&#039;s Brain, supplemented by Galen&#039;s Brain&amp;lt;G&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Kingdom of Asgrim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Principalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Orclands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Places]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Other Realities]]&lt;br /&gt;
&lt;br /&gt;
== The Current Players ==&lt;br /&gt;
&lt;br /&gt;
(This is the first cut, based on my understanding of the spelling, in alphabetical order and I&#039;m missing folks, so send me a request and we can add you in.)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Masoud Ur&#039;Shadrii]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Izura Ur&#039;Zurasdanii]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Claw]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Der(a)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ivan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nasar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikolai]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Other Players]] (ie. dead/vanished/left etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Important People ie. [[Major NPCs]] ==&lt;br /&gt;
[[Minor NPCs]]&lt;br /&gt;
&lt;br /&gt;
== The Eberron Adventure ==&lt;br /&gt;
&lt;br /&gt;
As a side game, we&#039;ve started up another adventure in the Eberron Campaign Setting, and information for that game will be available at http://eberron.thtree.com .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
 type=create&lt;br /&gt;
 &amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1828</id>
		<title>Izura</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1828"/>
		<updated>2007-07-23T06:44:12Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Izura is T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands.  Historically, the T&#039;kel were a war-like and violent race, until one of the great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004).  As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers.  Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Izura herself, is the twice great-granddaughter of Philosopher-king Zuras.  Although they don&#039;t necessarily have royalty per se, the line of Zuras holds a special place in T&#039;kel civilization.  As a child, Izura grew up much like most children of other races.  However, at age 10, she was brought before the T&#039;kel elders of her clan (Ur&#039;Zurasdanii- &amp;quot;clan of the Wise&amp;lt;Zuras&amp;gt; Dragon&amp;lt;Daniir&amp;gt;&amp;quot;).  After a series of tests, she was given the choice of entering one of the many T&#039;kel monasteries and become a monk, or live a citizen&#039;s life in the clan.  She chose to become a monk, and journeyed to the Jishun Monastery.  There she began her training in the Wei Shahn Do (Path of Five Dragons) style of martial arts.  &lt;br /&gt;
&lt;br /&gt;
Wei Shahn Do epitomizes the T&#039;kel belief in nature and the draconic heritage they belong to .  The five dragons of this style of martial arts, covers the dragons of earth, air, water, fire, and void/spirit.  They are not necessarily reflective of the chromatic or metallic dragons , but are instead embodiments of all dragons that come under each separate, and combination of, the five &amp;quot;elemental&amp;quot; types.  As well as martial excellence and prowess, Wei Shahn Do also encompasses magical/divine training.  Like many other civilizations of the Gerborian Grasslands, the T&#039;kel have embraced a warrior-mage/cleric/druid society.  Each head of a T&#039;kel clan is a warrior/monk with some also being multi-classed with a mage, clerical or druidic class.  Izura&#039;s own father, Clanlord Arakis, is also one of the High Advisors to the current Philosopher-king Bardann.  &lt;br /&gt;
&lt;br /&gt;
Izura excelled in her training and became one of the Circle Guards, an elite personal guard to the Philosopher-kings.  She stayed on as one of the elite until the second stage of her monastic training called her away.  At age 25, she began her journey away from her clan and monastery to observe the world and &amp;quot;learn from the universe&amp;quot; as the T&#039;kel perceive it.  Because of this journey, Izura has gained much in her training monastically and magically.  She has become a &#039;&#039;shiro&#039; na-dan&#039;&#039;, or enlightened fist, and continues her journeys into the world.  Izura has been part of several adventuring parties, culminating in joining the current party involved in seeking a valuable artifact.&lt;br /&gt;
&lt;br /&gt;
Journeying across the Northlands, Izura and her comrades came across a destroyed caravan, along with those who attacked them...a few dead orcs.  while the rest of the party search the decimated caravan, Millain ,in hawk form, scouted across the obvious trail left by the orc party.  What she found was a large orc raiding party.  After casting a few spells, she flew back to the caravan and group, followed by a large number of angry orcs.  What followed was an immense battle at the caravan site.&lt;br /&gt;
&lt;br /&gt;
The group prepared for the onslaught and managed to slay a large number of orcs.  Izura and the Crusader, Trona, slew one of the Orcish berzerkers and simultaneously a large number of Orc regulars.  The Orcish Bard/Shaman(?) was still at large and a nuisance, while the remaining Orc berzerker was still relatively unaccounted for in the battle.  It was during a slight lull in the battle, that Izura met her end.  After slaying the Orc Berzerker with Trona, Izura charged a group of Orcs and decimating a number of them.  Panicked, the Orcs rallied and fifteen of them grappled her.  During the struggle, she managed to slay three of the Orcs grappling her, but the sheer number was too much.  The Orcs brought her down and four others systematically began administering sword-thrusts on her pinned body.  Her comrades saw her situation and rushed to her aid, but they were too late.  Izura succumbed to her wounds and died a warrior&#039;s death.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1827</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1827"/>
		<updated>2007-07-21T18:56:18Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: /* The Current Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Next Likely Game Mar 14th,2007 &#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[House Rules]] section added &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome To The World of Joe!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Wiki Status==&lt;br /&gt;
Hi Folks. &amp;lt;p&amp;gt;As a further note, this is the same software used for Wikipedia, so any tutorials you find for that, should apply here..&amp;lt;/p&amp;gt; If you&#039;re at a loss for how to help out, just go to http://joesworld.thtree.com/index.php?title=Special:Wantedpages and click on a red link you think you know something about... and enter that something in... at worst it will be corrected, or updated... but then that&#039;s what a wiki is for...&amp;lt;G&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Adventure Begins ==&lt;br /&gt;
We started out at [[The Keep]] and thus began [[The Start]] of [[The Journey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Current adventure is: [[Seeking the Spire]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: The Chaos of Peace (levels 2 through 6)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2: The Long Shadow of War (levels 6 through 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 3: Fomenting the Firmament (levels 10 through ??)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 4: ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
Gee.. how do you adequately describe such a large object... ie. Joe&#039;s Brain, supplemented by Galen&#039;s Brain&amp;lt;G&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Kingdom of Asgrim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Principalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Orclands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Places]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Other Realities]]&lt;br /&gt;
&lt;br /&gt;
== The Current Players ==&lt;br /&gt;
&lt;br /&gt;
(This is the first cut, based on my understanding of the spelling, in alphabetical order and I&#039;m missing folks, so send me a request and we can add you in.)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Masoud Ur&#039;Shadrii]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Izura]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Claw]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Der(a)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ivan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nasar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikolai]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Other Players]] (ie. dead/vanished/left etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Important People ie. [[Major NPCs]] ==&lt;br /&gt;
[[Minor NPCs]]&lt;br /&gt;
&lt;br /&gt;
== The Eberron Adventure ==&lt;br /&gt;
&lt;br /&gt;
As a side game, we&#039;ve started up another adventure in the Eberron Campaign Setting, and information for that game will be available at http://eberron.thtree.com .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
 type=create&lt;br /&gt;
 &amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1826</id>
		<title>Masoud Ur&#039;Kha-Sidim</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1826"/>
		<updated>2007-07-21T18:55:36Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is from the Shadrii (Clan of the Whispering Shadows), a nomadic clan that travels the breadth of the Grasslands and beyond.  Theirs is a clan of Shamans, warriors and to some degree, assassins.  It falls to the Ur&#039;Shadrii, Ur&#039;Kha-Sidim (Clan of the Night), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer judicial sentences and the like throughout the T&#039;kel clans.  Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole.  The Hama-tolla are never used against each other, nor are they used as a tool of revenge.  &lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the various clans of the T&#039;kel alongside his three brothers and two sisters.  The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest.  During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle.  As the two watched the various competitions, one combat round piqued Masoud&#039;s interest.  Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd.  Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors.  At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.  &lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when  he was older.  Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel.  With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to.  When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief.  Nodding a polite dismissal, the two returned to their previous discussion.  Masoud and his Grandfather returned to their clan area.&lt;br /&gt;
&lt;br /&gt;
Unknown to Masoud at that time, the two warriors were Swordsages, an elite group of martial adepts, who guarded the T&#039;kel clans and administered the justice of the clan Elders, Shamans and Chiefs.  The next day, the two Swordsages, in ceremonial dress, approached Masoud&#039;s parents and their Clan Chief.  They petitioned Masoud&#039;s entry into the Monastery of the Six Dances as a Novice.  Proud of this honour, Masoud was granted permission and left with the two Swordsages for the monastery after the Gathering.&lt;br /&gt;
&lt;br /&gt;
Masoud trained with the Masters of the monastery in weaponry, martial arts and magic for fifteen years.  His own unique style has been further aided by an unexpected event during one of his training years.  During his fifth year of training, Masoud trained with one of his Instructors along the edge of the grasslands.  As the two sparred and his instructor sought to teach him one of the magical abilities of the Swordsages, Masoud&#039;s dormant shamanic abilities manifested.  Without warning, as his instructor swung her battleaxe at Masoud, it encountered a shield of energy which blasted the startled Swordsage with electricity.  Confused, Masoud dropped his practice blade on the grass and ran to his instructor&#039;s side.  Dazed, but alive, his instructor ended the session and both returned to the monastery.  There, the Masters conferred with one of the monastery&#039;s Shamans about what occurred.  Masoud was given additional shamanic training along with the swordsage disciplines.  Both his Swordsage and Dragon Shaman abilities have grown since then.&lt;br /&gt;
&lt;br /&gt;
Masoud is a powerful looking T&#039;kel.  Standing at 5&#039;, 4&amp;quot; and weighing 200 lbs, he is a striking creature, especially since the years of study as a shaman have developed his link to his Blue Dragon totem.  Masoud&#039;s fine scales are a blue-black colour, with indigo belly and back patterns.  Emerald, slitted eyes gaze out of a masked face, with his body covered in leather armour under desert robes.  Usually, his head is wrapped in the desert turban and shoufa, with only his mask and lower jaw showing.  Besides his backpack, Masoud wears a belt with two pouches and a dagger attached to his right leg.  His scimitar is strapped to his back, with his kama attached to either side of his belt.  A ring is on the index finger of his right hand.  Currently he is on his journey-quest, a path that will enable him to know and understand the world around him.  This journey-quest provides a Swordsage with the chance to develop his or her abilities and skills, as well as his Dragon Shaman abilities.  Masoud has travelled to the Northlands to try his skills on the snow and ice.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1825</id>
		<title>Masoud Ur&#039;Kha-Sidim</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1825"/>
		<updated>2007-06-15T07:17:56Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is from the Kha-Sidim clan (Clan of the Night), a nomadic clan that travels the breadth of the Grasslands and beyond.  Theirs is a clan of Shamans, warriors and to some degree, assassins.  It falls to the Ur&#039;Kha-Sidim, the Ur&#039;Shadrii (Clan of the Whispering Shadows), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer judicial sentences and the like throughout the T&#039;kel clans.  Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole.  The Hama-tolla are never used against each other, nor are they used as a tool of revenge.  &lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the various clans of the T&#039;kel alongside his three brothers and two sisters.  The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest.  During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle.  As the two watched the various competitions, one combat round piqued Masoud&#039;s interest.  Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd.  Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors.  At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.  &lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when  he was older.  Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel.  With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to.  When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief.  Nodding a polite dismissal, the two returned to their previous discussion.  Masoud and his Grandfather returned to their clan area.&lt;br /&gt;
&lt;br /&gt;
Unknown to Masoud at that time, the two warriors were Swordsages, an elite group of martial adepts, who guarded the T&#039;kel clans and administered the justice of the clan Elders, Shamans and Chiefs.  The next day, the two Swordsages, in ceremonial dress, approached Masoud&#039;s parents and their Clan Chief.  They petitioned Masoud&#039;s entry into the Monastery of the Six Dances as a Novice.  Proud of this honour, Masoud was granted permission and left with the two Swordsages for the monastery after the Gathering.&lt;br /&gt;
&lt;br /&gt;
Masoud trained with the Masters of the monastery in weaponry, martial arts and magic for fifteen years.  His own unique style has been further aided by an unexpected event during one of his training years.  During his fifth year of training, Masoud trained with one of his Instructors along the edge of the grasslands.  As the two sparred and his instructor sought to teach him one of the magical abilities of the Swordsages, Masoud&#039;s dormant shamanic abilities manifested.  Without warning, as his instructor swung her battleaxe at Masoud, it encountered a shield of energy which blasted the startled Swordsage with electricity.  Confused, Masoud dropped his practice blade on the grass and ran to his instructor&#039;s side.  Dazed, but alive, his instructor ended the session and both returned to the monastery.  There, the Masters conferred with one of the monastery&#039;s Shamans about what occurred.  Masoud was given additional shamanic training along with the swordsage disciplines.  Both his Swordsage and Dragon Shaman abilities have grown since then.&lt;br /&gt;
&lt;br /&gt;
Masoud is a powerful looking T&#039;kel.  Standing at 5&#039;, 4&amp;quot; and weighing 200 lbs, he is a striking creature, especially since the years of study as a shaman have developed his link to his Blue Dragon totem.  Masoud&#039;s fine scales are a blue-black colour, with indigo belly and back patterns.  Emerald, slitted eyes gaze out of a masked face, with his body covered in leather armour under desert robes.  Usually, his head is wrapped in the desert turban and shoufa, with his mask only showing.  Besides his backpack, Masoud wears a belt with two pouches and a dagger attached to his right leg.  His scimitar is strapped to his back, with his kama attached to either side of his belt.  A ring is on the index finger of his right hand.  Currently he is on his journey-quest, a path that will enable him to know and understand the world around him.  This journey-quest provides a swordsage with the chance to develop his or her abilities and skills, as well as his Dragon Shaman abilities.  Masoud has travelled to the Northlands to try his skills on the snow and ice.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1824</id>
		<title>Masoud Ur&#039;Kha-Sidim</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1824"/>
		<updated>2007-06-15T07:12:44Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is from the Kha-Sidim clan (Clan of the Night), a nomadic clan that travels the breadth of the Grasslands and beyond.  Theirs is a clan of Shamans, warriors and to some degree, assassins.  It falls to the Ur&#039;Kha-Sidim, the Ur&#039;Shadrii (Clan of the Whispering Shadows), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer judicial sentences and the like throughout the T&#039;kel clans.  Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole.  The Hama-tolla are never used against each other, nor are they used as a tool of revenge.  &lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the various clans of the T&#039;kel alongside his three brothers and two sisters.  The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest.  During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle.  As the two watched the various competitions, one combat round piqued Masoud&#039;s interest.  Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd.  Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors.  At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.  &lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when  he was older.  Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel.  With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to.  When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief.  Nodding a polite dismissal, the two returned to their previous discussion.  Masoud and his Grandfather returned to their clan area.&lt;br /&gt;
&lt;br /&gt;
Unknown to Masoud at that time, the two warriors were Swordsages, an elite group of martial adepts, who guarded the T&#039;kel clans and administered the justice of the clan Elders, Shamans and Chiefs.  The next day, the two Swordsages, in ceremonial dress, approached Masoud&#039;s parents and their Clan Chief.  They petitioned Masoud&#039;s entry into the Monastery of the Six Dances as a Novice.  Proud of this honour, Masoud was granted permission and left with the two Swordsages for the monastery after the Gathering.&lt;br /&gt;
&lt;br /&gt;
Masoud trained with the Masters of the monastery in weaponry, martial arts and magic for fifteen years.  His own unique style has been further aided by an unexpected event during one of his training years.  During his fifth year of training, Masoud trained with one of his Instructors along the edge of the grasslands.  As the two sparred and his instructor sought to teach him one of the magical abilities of the Swordsages, Masoud&#039;s dormant shamanic abilities manifested.  Without warning, as his instructor swung her battleaxe at Masoud, it encountered a shield of energy which blasted the startled Swordsage with electricity.  Confused, Masoud dropped his practice blade on the grass and ran to his instructor&#039;s side.  Dazed, but alive, his instructor ended the session and both returned to the monastery.  There, the Masters conferred with one of the monastery&#039;s Shamans about what occurred.  Masoud was given additional shamanic training along with the swordsage disciplines.  Both his Swordsage and Dragon Shaman abilities have grown since then.&lt;br /&gt;
&lt;br /&gt;
Masoud is a powerful looking T&#039;kel.  Standing at 5&#039;, 4&amp;quot; and weighing 200 lbs, he is a striking creature, especially since the years of study as a shaman have developed his link to his Blue Dragon totem.  Masoud&#039;s fine scales are a blue-black colour, with indigo belly and back patterns.  Emerald, slitted eyes gaze out of a masked face, with his body covered in leather armour under desert robes.  Usually, his head is wrapped in the desert turban and shoufa, with his mask only showing.  Besides his backpack, Masoud wears a belt with two pouches and a dagger attached to his right leg.  His scimitar is strapped to his back, with his kama attached to either side of his belt.  A ring is on the index finger of his right hand.  Currently he is on his journey-quest, a path that will enable him to know and understand the world around him.  This journey-quest provides a swordsage with the chance to develop his or her abilities and skills&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1823</id>
		<title>Masoud Ur&#039;Kha-Sidim</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1823"/>
		<updated>2007-06-15T07:05:15Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is from the Kha-Sidim clan (Clan of the Night), a nomadic clan that travels the breadth of the Grasslands and beyond.  Theirs is a clan of Shamans, warriors and to some degree, assassins.  It falls to the Ur&#039;Kha-Sidim, the Ur&#039;Shadrii (Clan of the Whispering Shadows), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer judicial sentences and the like throughout the T&#039;kel clans.  Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole.  The Hama-tolla are never used against each other, nor are they used as a tool of revenge.  &lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the various clans of the T&#039;kel alongside his three brothers and two sisters.  The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest.  During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle.  As the two watched the various competitions, one combat round piqued Masoud&#039;s interest.  Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd.  Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors.  At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.  &lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when  he was older.  Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel.  With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to.  When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief.  Nodding a polite dismissal, the two returned to their previous discussion.  Masoud and his Grandfather returned to their clan area.&lt;br /&gt;
&lt;br /&gt;
Unknown to Masoud at that time, the two warriors were Swordsages, an elite group of martial adepts, who guarded the T&#039;kel clans and administered the justice of the clan Elders, Shamans and Chiefs.  The next day, the two Swordsages, in ceremonial dress, approached Masoud&#039;s parents and their Clan Chief.  They petitioned Masoud&#039;s entry into the Monastery of the Six Dances as a Novice.  Proud of this honour, Masoud was granted permission and left with the two Swordsages for the monastery after the Gathering.&lt;br /&gt;
&lt;br /&gt;
Masoud trained with the Masters of the monastery in weaponry, martial arts and magic for fifteen years.  His own unique style has been further aided by an unexpected event during one of his training years.  During his fifth year of training, Masoud trained with one of his Instructors along the edge of the grasslands.  As the two sparred and his instructor sought to teach him one of the magical abilities of the Swordsages, Masoud&#039;s dormant shamanic abilities manifested.  Without warning, as his instructor swung her battleaxe at Masoud, it encountered a shield of energy which blasted the startled Swordsage with electricity.  Confused, Masoud dropped his practice blade on the grass and ran to his instructor&#039;s side.  Dazed, but alive, his instructor ended the session and both returned to the monastery.  There, the Masters conferred with one of the monastery&#039;s Shamans about what occurred.  Masoud was given additional shamanic training along with the swordsage disciplines.  Both his Swordsage and Dragon Shaman abilities have grown since then.&lt;br /&gt;
&lt;br /&gt;
Masoud is a powerful looking T&#039;kel.  Standing at 5&#039;, 4&amp;quot; and weighing 200 lbs, he is a striking creature, especially since the years of study as a shaman have developed his link to his Blue Dragon totem.  Masoud&#039;s fine scales are a blue-black colour, with&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1822</id>
		<title>Masoud Ur&#039;Kha-Sidim</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Masoud_Ur%27Kha-Sidim&amp;diff=1822"/>
		<updated>2007-06-15T06:42:24Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Masoud is a T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands. Historically, the T&#039;kel were a war-like and violent race, until one of their great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004). As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers. Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Masoud is from the Kha-Sidim clan (Clan of the Night), a nomadic clan that travels the breadth of the Grasslands and beyond.  Theirs is a clan of Shamans, warriors and to some degree, assassins.  It falls to the Ur&#039;Kha-Sidim, the Ur&#039;Shadrii (Clan of the Whispering Shadows), and Ur&#039;Vor&#039;Paxx (Clan of the Swift Blade) to administer death sentences and the like throughout the T&#039;kel clans.  Together, the three clans are called the Hama-tolla (the Sworn Justice)and the carry out the will of the clans as a whole.  The Hama-tolla are never used against each other, nor are they used as a tool of revenge.  &lt;br /&gt;
&lt;br /&gt;
Masoud grew up among the various clans of the T&#039;kel alongside his three brothers and two sisters.  The fifth son of a warrior father and healer mother, he lived much like the rest of the T&#039;kel children, until his eleventh harvest.  During one of the annual clan Gathers, Masoud travelled with his grandfather, Va-diir, to the Competition Circle to watch one of his older brothers wrestle.  As the two watched the various competitions, one combat round piqued Masoud&#039;s interest.  Two T&#039;kel warriors dressed in simple garb were battling with blade and magic, to the excitement and delight of the crowd.  Drawn to the competitors, Masoud was fascinated by the graceful dance of martial prowess and spellcraft exhibited by the two warriors.  At last, one failed to defend himself properly, and the winner soundly struck a non-killing blow.  &lt;br /&gt;
&lt;br /&gt;
With a child&#039;s innocence, Masoud led his Grandfather to the two warriors and announced that he would like to be &amp;quot;just like them&amp;quot; when  he was older.  Chuckling, one of the warriors removed the head-covering they wore and revealed a female T&#039;kel.  With a smile, she asked Va-diir how old Masoud was and to which clan he belonged to.  When the details were exchanged, both warriors exchanged a look and said they would speak with Masoud&#039;s father, mother and clan chief.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1821</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1821"/>
		<updated>2007-06-15T06:18:35Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: /* The Current Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Next Likely Game Mar 14th,2007 &#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[House Rules]] section added &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome To The World of Joe!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Wiki Status==&lt;br /&gt;
Hi Folks. &amp;lt;p&amp;gt;As a further note, this is the same software used for Wikipedia, so any tutorials you find for that, should apply here..&amp;lt;/p&amp;gt; If you&#039;re at a loss for how to help out, just go to http://joesworld.thtree.com/index.php?title=Special:Wantedpages and click on a red link you think you know something about... and enter that something in... at worst it will be corrected, or updated... but then that&#039;s what a wiki is for...&amp;lt;G&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Adventure Begins ==&lt;br /&gt;
We started out at [[The Keep]] and thus began [[The Start]] of [[The Journey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Current adventure is: [[Seeking the Spire]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: The Chaos of Peace (levels 2 through 6)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2: The Long Shadow of War (levels 6 through 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 3: Fomenting the Firmament (levels 10 through ??)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 4: ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
Gee.. how do you adequately describe such a large object... ie. Joe&#039;s Brain, supplemented by Galen&#039;s Brain&amp;lt;G&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Kingdom of Asgrim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Principalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Orclands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Places]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Other Realities]]&lt;br /&gt;
&lt;br /&gt;
== The Current Players ==&lt;br /&gt;
&lt;br /&gt;
(This is the first cut, based on my understanding of the spelling, in alphabetical order and I&#039;m missing folks, so send me a request and we can add you in.)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Masoud Ur&#039;Kha-Sidim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Izura]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Claw]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Der(a)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ivan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nasar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikolai]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Other Players]] (ie. dead/vanished/left etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Important People ie. [[Major NPCs]] ==&lt;br /&gt;
[[Minor NPCs]]&lt;br /&gt;
&lt;br /&gt;
== The Eberron Adventure ==&lt;br /&gt;
&lt;br /&gt;
As a side game, we&#039;ve started up another adventure in the Eberron Campaign Setting, and information for that game will be available at http://eberron.thtree.com .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
 type=create&lt;br /&gt;
 &amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1820</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1820"/>
		<updated>2007-06-15T06:17:44Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: /* Important People ie. Major NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Next Likely Game Mar 14th,2007 &#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[House Rules]] section added &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome To The World of Joe!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Wiki Status==&lt;br /&gt;
Hi Folks. &amp;lt;p&amp;gt;As a further note, this is the same software used for Wikipedia, so any tutorials you find for that, should apply here..&amp;lt;/p&amp;gt; If you&#039;re at a loss for how to help out, just go to http://joesworld.thtree.com/index.php?title=Special:Wantedpages and click on a red link you think you know something about... and enter that something in... at worst it will be corrected, or updated... but then that&#039;s what a wiki is for...&amp;lt;G&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Adventure Begins ==&lt;br /&gt;
We started out at [[The Keep]] and thus began [[The Start]] of [[The Journey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Current adventure is: [[Seeking the Spire]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: The Chaos of Peace (levels 2 through 6)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2: The Long Shadow of War (levels 6 through 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 3: Fomenting the Firmament (levels 10 through ??)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 4: ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
Gee.. how do you adequately describe such a large object... ie. Joe&#039;s Brain, supplemented by Galen&#039;s Brain&amp;lt;G&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Kingdom of Asgrim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Principalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Orclands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Places]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Other Realities]]&lt;br /&gt;
&lt;br /&gt;
== The Current Players ==&lt;br /&gt;
&lt;br /&gt;
(This is the first cut, based on my understanding of the spelling, in alphabetical order and I&#039;m missing folks, so send me a request and we can add you in.)&amp;lt;br&amp;gt;&lt;br /&gt;
Masoud Ur&#039;Kha-Sidim&lt;br /&gt;
[[Izura]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Claw]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Der(a)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ivan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nasar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikolai]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Other Players]] (ie. dead/vanished/left etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Important People ie. [[Major NPCs]] ==&lt;br /&gt;
[[Minor NPCs]]&lt;br /&gt;
&lt;br /&gt;
== The Eberron Adventure ==&lt;br /&gt;
&lt;br /&gt;
As a side game, we&#039;ve started up another adventure in the Eberron Campaign Setting, and information for that game will be available at http://eberron.thtree.com .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
 type=create&lt;br /&gt;
 &amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1819</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1819"/>
		<updated>2007-06-15T06:17:26Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: /* The Current Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Next Likely Game Mar 14th,2007 &#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[House Rules]] section added &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome To The World of Joe!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Wiki Status==&lt;br /&gt;
Hi Folks. &amp;lt;p&amp;gt;As a further note, this is the same software used for Wikipedia, so any tutorials you find for that, should apply here..&amp;lt;/p&amp;gt; If you&#039;re at a loss for how to help out, just go to http://joesworld.thtree.com/index.php?title=Special:Wantedpages and click on a red link you think you know something about... and enter that something in... at worst it will be corrected, or updated... but then that&#039;s what a wiki is for...&amp;lt;G&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Adventure Begins ==&lt;br /&gt;
We started out at [[The Keep]] and thus began [[The Start]] of [[The Journey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Current adventure is: [[Seeking the Spire]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: The Chaos of Peace (levels 2 through 6)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2: The Long Shadow of War (levels 6 through 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 3: Fomenting the Firmament (levels 10 through ??)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 4: ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
Gee.. how do you adequately describe such a large object... ie. Joe&#039;s Brain, supplemented by Galen&#039;s Brain&amp;lt;G&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Kingdom of Asgrim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Principalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Orclands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Places]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Other Realities]]&lt;br /&gt;
&lt;br /&gt;
== The Current Players ==&lt;br /&gt;
&lt;br /&gt;
(This is the first cut, based on my understanding of the spelling, in alphabetical order and I&#039;m missing folks, so send me a request and we can add you in.)&amp;lt;br&amp;gt;&lt;br /&gt;
Masoud Ur&#039;Kha-Sidim&lt;br /&gt;
[[Izura]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Claw]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Der(a)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ivan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nasar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikolai]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Other Players]] (ie. dead/vanished/left etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Important People ie. [[Major NPCs]] ==&lt;br /&gt;
Masoud Ur&#039;Kha-Sidim&lt;br /&gt;
[[Minor NPCs]]&lt;br /&gt;
&lt;br /&gt;
== The Eberron Adventure ==&lt;br /&gt;
&lt;br /&gt;
As a side game, we&#039;ve started up another adventure in the Eberron Campaign Setting, and information for that game will be available at http://eberron.thtree.com .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
 type=create&lt;br /&gt;
 &amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1818</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Main_Page&amp;diff=1818"/>
		<updated>2007-06-15T06:16:36Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: /* Important People ie. Major NPCs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;big&amp;gt;&#039;&#039;&#039;Next Likely Game Mar 14th,2007 &#039;&#039;&#039;&amp;lt;/big&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;[[House Rules]] section added &#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;&#039;&#039;&#039;Welcome To The World of Joe!&#039;&#039;&#039;&amp;lt;/big&amp;gt;&lt;br /&gt;
==Wiki Status==&lt;br /&gt;
Hi Folks. &amp;lt;p&amp;gt;As a further note, this is the same software used for Wikipedia, so any tutorials you find for that, should apply here..&amp;lt;/p&amp;gt; If you&#039;re at a loss for how to help out, just go to http://joesworld.thtree.com/index.php?title=Special:Wantedpages and click on a red link you think you know something about... and enter that something in... at worst it will be corrected, or updated... but then that&#039;s what a wiki is for...&amp;lt;G&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The Adventure Begins ==&lt;br /&gt;
We started out at [[The Keep]] and thus began [[The Start]] of [[The Journey]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Current adventure is: [[Seeking the Spire]]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 1: The Chaos of Peace (levels 2 through 6)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 2: The Long Shadow of War (levels 6 through 10)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 3: Fomenting the Firmament (levels 10 through ??)&amp;lt;br&amp;gt;&lt;br /&gt;
Chapter 4: ??&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== The World ==&lt;br /&gt;
Gee.. how do you adequately describe such a large object... ie. Joe&#039;s Brain, supplemented by Galen&#039;s Brain&amp;lt;G&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[The World]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Kingdom of Asgrim]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Principalities]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[The Orclands]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Places]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Other Realities]]&lt;br /&gt;
&lt;br /&gt;
== The Current Players ==&lt;br /&gt;
&lt;br /&gt;
(This is the first cut, based on my understanding of the spelling, in alphabetical order and I&#039;m missing folks, so send me a request and we can add you in.)&amp;lt;br&amp;gt;&lt;br /&gt;
[[Izura]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Claw]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Der(a)]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Gwear]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ivan]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Laran]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Millain]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nasar]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nikolai]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shadow]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Other Players]] (ie. dead/vanished/left etc.)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Important People ie. [[Major NPCs]] ==&lt;br /&gt;
Masoud Ur&#039;Kha-Sidim&lt;br /&gt;
[[Minor NPCs]]&lt;br /&gt;
&lt;br /&gt;
== The Eberron Adventure ==&lt;br /&gt;
&lt;br /&gt;
As a side game, we&#039;ve started up another adventure in the Eberron Campaign Setting, and information for that game will be available at http://eberron.thtree.com .&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;inputbox&amp;gt;&lt;br /&gt;
 type=create&lt;br /&gt;
 &amp;lt;/inputbox&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1817</id>
		<title>Izura</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1817"/>
		<updated>2007-06-12T03:24:46Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Izura is T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands.  Historically, the T&#039;kel were a war-like and violent race, until one of the great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004).  As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers.  Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Izura herself, is the twice great-granddaughter of Philosopher-king Zuras.  Although they don&#039;t necessarily have royalty per se, the line of Zuras holds a special place in T&#039;kel civilization.  As a child, Izura grew up much like most children of other races.  However, at age 10, she was brought before the T&#039;kel elders of her clan (Clan Chodanii - &amp;quot;clan of the Wise&amp;lt;Cho&amp;gt; Dragon&amp;lt;Daniir&amp;gt;&amp;quot;).  After a series of tests, she was given the choice of entering one of the many T&#039;kel monasteries and become a monk, or live a citizen&#039;s life in the clan.  She chose to become a monk, and journeyed to the Jishun Monastery.  There she began her training in the Wei Shahn Do (Path of Five Dragons) style of martial arts.  &lt;br /&gt;
&lt;br /&gt;
Wei Shahn Do epitomizes the T&#039;kel belief in nature and the draconic heritage they belong to .  The five dragons of this style of martial arts, covers the dragons of earth, air, water, fire, and void/spirit.  They are not necessarily reflective of the chromatic or metallic dragons , but are instead embodiments of all dragons that come under each separate, and combination of, the five &amp;quot;elemental&amp;quot; types.  As well as martial excellence and prowess, Wei Shahn Do also encompasses magical/divine training.  Like many other civilizations of the Gerborian Grasslands, the T&#039;kel have embraced a warrior-mage/cleric/druid society.  Each head of a T&#039;kel clan is a warrior/monk with some also being multi-classed with a mage, clerical or druidic class.  Izura&#039;s own father, Clanlord Arakis, is also one of the High Advisors to the current Philosopher-king Bardann.  &lt;br /&gt;
&lt;br /&gt;
Izura excelled in her training and became one of the Circle Guards, an elite personal guard to the Philosopher-kings.  She stayed on as one of the elite until the second stage of her monastic training called her away.  At age 25, she began her journey away from her clan and monastery to observe the world and &amp;quot;learn from the universe&amp;quot; as the T&#039;kel perceive it.  Because of this journey, Izura has gained much in her training monastically and magically.  She has become a &#039;&#039;shiro&#039; na-dan&#039;&#039;, or enlightened fist, and continues her journeys into the world.  Izura has been part of several adventuring parties, culminating in joining the current party involved in seeking a valuable artifact.&lt;br /&gt;
&lt;br /&gt;
Journeying across the Northlands, Izura and her comrades came across a destroyed caravan, along with those who attacked them...a few dead orcs.  while the rest of the party search the decimated caravan, Millain ,in hawk form, scouted across the obvious trail left by the orc party.  What she found was a large orc raiding party.  After casting a few spells, she flew back to the caravan and group, followed by a large number of angry orcs.  What followed was an immense battle at the caravan site.&lt;br /&gt;
&lt;br /&gt;
The group prepared for the onslaught and managed to slay a large number of orcs.  Izura and the Crusader, Trona, slew one of the Orcish berzerkers and simultaneously a large number of Orc regulars.  The Orcish Bard/Shaman(?) was still at large and a nuisance, while the remaining Orc berzerker was still relatively unaccounted for in the battle.  It was during a slight lull in the battle, that Izura met her end.  After slaying the Orc Berzerker with Trona, Izura charged a group of Orcs and decimating a number of them.  Panicked, the Orcs rallied and fifteen of them grappled her.  During the struggle, she managed to slay three of the Orcs grappling her, but the sheer number was too much.  The Orcs brought her down and four others systematically began administering sword-thrusts on her pinned body.  Her comrades saw her situation and rushed to her aid, but they were too late.  Izura succumbed to her wounds and died a warrior&#039;s death.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1816</id>
		<title>Izura</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1816"/>
		<updated>2007-06-12T03:17:59Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Izura is T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands.  Historically, the T&#039;kel were a war-like and violent race, until one of the great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004).  As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers.  Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Izura herself, is the twice great-granddaughter of Philosopher-king Zuras.  Although they don&#039;t necessarily have royalty per se, the line of Zuras holds a special place in T&#039;kel civilization.  As a child, Izura grew up much like most children of other races.  However, at age 10, she was brought before the T&#039;kel elders of her clan (Clan Chodanii - &amp;quot;clan of the Wise&amp;lt;Cho&amp;gt; Dragon&amp;lt;Daniir&amp;gt;&amp;quot;).  After a series of tests, she was given the choice of entering one of the many T&#039;kel monasteries and become a monk, or live a citizen&#039;s life in the clan.  She chose to become a monk, and journeyed to the Jishun Monastery.  There she began her training in the Wei Shahn Do (Path of Five Dragons) style of martial arts.  &lt;br /&gt;
&lt;br /&gt;
Wei Shahn Do epitomizes the T&#039;kel belief in nature and the draconic heritage they belong to .  The five dragons of this style of martial arts, covers the dragons of earth, air, water, fire, and void/spirit.  They are not necessarily reflective of the chromatic or metallic dragons , but are instead embodiments of all dragons that come under each separate, and combination of, the five &amp;quot;elemental&amp;quot; types.  As well as martial excellence and prowess, Wei Shahn Do also encompasses magical/divine training.  Like many other civilizations of the Gerborian Grasslands, the T&#039;kel have embraced a warrior-mage/cleric/druid society.  Each head of a T&#039;kel clan is a warrior/monk with some also being multi-classed with a mage, clerical or druidic class.  Izura&#039;s own father, Clanlord Arakis, is also one of the High Advisors to the current Philosopher-king Bardann.  &lt;br /&gt;
&lt;br /&gt;
Izura excelled in her training and became one of the Circle Guards, an elite personal guard to the Philosopher-kings.  She stayed on as one of the elite until the second stage of her monastic training called her away.  At age 25, she began her journey away from her clan and monastery to observe the world and &amp;quot;learn from the universe&amp;quot; as the T&#039;kel perceive it.  Because of this journey, Izura has gained much in her training monastically and magically.  She has become a &#039;&#039;shiro&#039; na-dan&#039;&#039;, or enlightened fist, and continues her journeys into the world.  Izura has been part of several adventuring parties, culminating in joining the current party involved in seeking a valuable artifact.&lt;br /&gt;
&lt;br /&gt;
Journeying across the Northlands, Izura and her comrades came across a destroyed caravan, along with those who attacked them...a few dead orcs.  while the rest of the party search the decimated caravan, Millain ,in hawk form, scouted across the obvious trail left by the orc party.  What she found was a large orc raiding party.  After casting a few spells, she flew back to the caravan and group, followed by a large number of angry orcs.  What followed was an immense battle at the caravan site.&lt;br /&gt;
&lt;br /&gt;
The group prepared for the onslaught and managed to slay a large number of orcs.  Izura and the Crusader,&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1815</id>
		<title>Izura</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1815"/>
		<updated>2007-06-12T03:14:08Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Izura is T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands.  Historically, the T&#039;kel were a war-like and violent race, until one of the great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004).  As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers.  Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Izura herself, is the twice great-granddaughter of Philosopher-king Zuras.  Although they don&#039;t necessarily have royalty per se, the line of Zuras holds a special place in T&#039;kel civilization.  As a child, Izura grew up much like most children of other races.  However, at age 10, she was brought before the T&#039;kel elders of her clan (Clan Chodanii - &amp;quot;clan of the Wise&amp;lt;Cho&amp;gt; Dragon&amp;lt;Daniir&amp;gt;&amp;quot;).  After a series of tests, she was given the choice of entering one of the many T&#039;kel monasteries and become a monk, or live a citizen&#039;s life in the clan.  She chose to become a monk, and journeyed to the Jishun Monastery.  There she began her training in the Wei Shahn Do (Path of Five Dragons) style of martial arts.  &lt;br /&gt;
&lt;br /&gt;
Wei Shahn Do epitomizes the T&#039;kel belief in nature and the draconic heritage they belong to .  The five dragons of this style of martial arts, covers the dragons of earth, air, water, fire, and void/spirit.  They are not necessarily reflective of the chromatic or metallic dragons , but are instead embodiments of all dragons that come under each separate, and combination of, the five &amp;quot;elemental&amp;quot; types.  As well as martial excellence and prowess, Wei Shahn Do also encompasses magical/divine training.  Like many other civilizations of the Gerborian Grasslands, the T&#039;kel have embraced a warrior-mage/cleric/druid society.  Each head of a T&#039;kel clan is a warrior/monk with some also being multi-classed with a mage, clerical or druidic class.  Izura&#039;s own father, Clanlord Arakis, is also one of the High Advisors to the current Philosopher-king Bardann.  &lt;br /&gt;
&lt;br /&gt;
Izura excelled in her training and became one of the Circle Guards, an elite personal guard to the Philosopher-kings.  She stayed on as one of the elite until the second stage of her monastic training called her away.  At age 25, she began her journey away from her clan and monastery to observe the world and &amp;quot;learn from the universe&amp;quot; as the T&#039;kel perceive it.  Because of this journey, Izura has gained much in her training monastically and magically.  She has become a &#039;&#039;shiro&#039; na-dan&#039;&#039;, or enlightened fist, and continues her journeys into the world.  Izura has been part of several adventuring parties, culminating in joining the current party involved in seeking a valuable artifact.&lt;br /&gt;
&lt;br /&gt;
Journeying across the Northlands, Izura and her comrades came across a destroyed caravan, along with those who attacked them...a few dead orcs.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1814</id>
		<title>Izura</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1814"/>
		<updated>2007-04-15T22:15:15Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Izura is T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands.  Historically, the T&#039;kel were a war-like and violent race, until one of the great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004).  As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers.  Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Izura herself, is the twice great-granddaughter of Philosopher-king Zuras.  Although they don&#039;t necessarily have royalty per se, the line of Zuras holds a special place in T&#039;kel civilization.  As a child, Izura grew up much like most children of other races.  However, at age 10, she was brought before the T&#039;kel elders of her clan (Clan Chodanii - &amp;quot;clan of the Wise&amp;lt;Cho&amp;gt; Dragon&amp;lt;Daniir&amp;gt;&amp;quot;).  After a series of tests, she was given the choice of entering one of the many T&#039;kel monasteries and become a monk, or live a citizen&#039;s life in the clan.  She chose to become a monk, and journeyed to the Jishun Monastery.  There she began her training in the Wei Shahn Do (Path of Five Dragons) style of martial arts.  &lt;br /&gt;
&lt;br /&gt;
Wei Shahn Do epitomizes the T&#039;kel belief in nature and the draconic heritage they belong to .  The five dragons of this style of martial arts, covers the dragons of earth, air, water, fire, and void/spirit.  They are not necessarily reflective of the chromatic or metallic dragons , but are instead embodiments of all dragons that come under each separate, and combination of, the five &amp;quot;elemental&amp;quot; types.  As well as martial excellence and prowess, Wei Shahn Do also encompasses magical/divine training.  Like many other civilizations of the Gerborian Grasslands, the T&#039;kel have embraced a warrior-mage/cleric/druid society.  Each head of a T&#039;kel clan is a warrior/monk with some also being multi-classed with a mage, clerical or druidic class.  Izura&#039;s own father, Clanlord Arakis, is also one of the High Advisors to the current Philosopher-king Bardann.  &lt;br /&gt;
&lt;br /&gt;
Izura excelled in her training and became one of the Circle Guards, an elite personal guard to the Philosopher-kings.  She stayed on as one of the elite until the second stage of her monastic training called her away.  At age 25, she began her journey away from her clan and monastery to observe the world and &amp;quot;learn from the universe&amp;quot; as the T&#039;kel perceive it.  Because of this journey, Izura has gained much in her training monastically and magically.  She has become a &#039;&#039;shiro&#039; na-dan&#039;&#039;, or enlightened fist, and continues her journeys into the world.  Izura has been part of several adventuring parties, culminating in joining the current party involved in seeking a valuable artifact.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1813</id>
		<title>Izura</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1813"/>
		<updated>2007-03-17T03:36:47Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Izura is T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands.  Historically, the T&#039;kell were a war-like and violent race, until one of the great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004).  As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers.  Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Izura herself, is the twice great-granddaughter of Philosopher-king Zuras.  Although they don&#039;t necessarily have royalty per se, the line of Zuras holds a special place in T&#039;kel civilization.  As a child, Izura grew up much like most children of other races.  However, at age 10, she was brought before the T&#039;kel elders of her clan (Clan Chodanii - &amp;quot;clan of the Wise&amp;lt;Cho&amp;gt; Dragon&amp;lt;Daniir&amp;gt;&amp;quot;).  After a series of tests, she was given the choice of entering one of the many T&#039;kel monasteries and become a monk, or live a citizens life in the clan.  She chose to become a monk, and journeyed to the Jishun Monastery.  There she began her training in the Wei Shahn Do (Path of Five Dragons) style of martial arts.  &lt;br /&gt;
&lt;br /&gt;
Wei Shahn Do epitomizes the T&#039;kel belief in nature and the draconic heritage they belong to .  The five dragons of this style of martial arts, covers the dragons of earth, air, water, fire, and void/spirit.  They are not necessarily reflective of the chromatic or metallic dragons , but are instead embodiments of all dragons that come under each separate, and combination of, the five &amp;quot;elemental&amp;quot; types.  As well as martial excellence and prowess, Wei Shahn Do also encompasses magical/divine training.  Like many other civilizations of the Gerborian Grasslands, the T&#039;kel have embraced a warrior-mage/cleric/druid society.  Each head of a T&#039;kel clan is a warrior/monk with some also being multi-classed with a mage, clerical or druidic class.  Izura&#039;s own father, Clanlord Arakis, is also one of the High Advisors to the current Philosopher-king Bardann.  &lt;br /&gt;
&lt;br /&gt;
Izura excelled in her training and became one of the Circle Guards, an elite personal guard to the Philosopher-kings.  She stayed on as one of the elite until the second stage of her monastic training called her away.  At age 25, she began her journey away from her clan and monastery to observe the world and &amp;quot;learn from the universe&amp;quot; as the T&#039;kel perceive it.  Because of this journey, Izura has gained much in her training monastically and magically.  She has become a &#039;&#039;shiro&#039; na-dan&#039;&#039;, or enlightened fist, and continues her journeys into the world.  Izura has been part of several adventuring parties, culminating in joining the current party involved in seeking a valuable artifact.&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
	<entry>
		<id>http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1812</id>
		<title>Izura</title>
		<link rel="alternate" type="text/html" href="http://joesworld.thtree.com/index.php?title=Izura&amp;diff=1812"/>
		<updated>2007-03-17T03:35:00Z</updated>

		<summary type="html">&lt;p&gt;Jethelo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Izura is T&#039;kel, a race of reptilian humanoids from the Gerborian Grasslands.  Historically, the T&#039;kell were a war-like and violent race, until one of the great Philosopher-kings, Zuras, led them to an enlightened age (see T&#039;kel histories, Dragon magazine, March 2004).  As a result, the T&#039;kel have progressed toward a civilization of martial artists and nature worshipers.  Although they still follow a somewhat nomadic hunter-gatherer way of life, most T&#039;kel live in walled towns and villages near their legendary monasteries.&lt;br /&gt;
&lt;br /&gt;
Izura herself, is the twice great-granddaughter of Philosopher-king Zuras.  Although they don&#039;t necessarily have royalty per se, the line of Zuras holds a special place in T&#039;kel civilization.  As a child, Izura grew up much like most children of other races.  However, at age 10, she was brought before the T&#039;kel elders of her clan (Clan Chodanii - &amp;quot;clan of the Wise&amp;lt;Cho&amp;gt; Dragon&amp;lt;Daniir&amp;gt;&amp;quot;).  After a series of tests, she was given the choice of entering one of the many T&#039;kel monasteries and become a monk, or live a citizens life in the clan.  She chose to become a monk, and journeyed to the Jishun Monastery.  There she began her training in the Wei Shahn Do (Path of Five Dragons) style of martial arts.  &lt;br /&gt;
&lt;br /&gt;
Wei Shahn Do epitomizes the T&#039;kel belief in nature and the draconic heritage they belong to .  The five dragons of this style of martial arts, covers the dragons of earth, air, water, fire, and void/spirit.  They are not necessarily reflective of the chromatic or metallic dragons , but are instead embodiments of all dragons that come under each separate, and combination of, the five &amp;quot;elemental&amp;quot; types.  As well as martial excellence and prowess, Wei Shahn Do also encompasses magical/divine training.  Like many other civilizations of the Gerborian Grasslands, the T&#039;kel have embraced a warrior-mage/cleric/druid society.  Each head of a T&#039;kel clan is a warrior/monk with some also being multi-classed with a mage, clerical or druidic class.  Izura&#039;s own father, Clanlord Arakis, is also one of the High Advisors to the current Philosopher-king Bardann.  &lt;br /&gt;
&lt;br /&gt;
Izura excelled in her training and became one of the Circle Guards, an elite personal guard to the Philosopher-kings.  She stayed on as one of the elite until the second stage of her monastic training called her away.  At age 25, she began her journey away from her clan and monastery to observe the world and &amp;quot;learn from the universe&amp;quot; as the T&#039;kel perceive it.  Because of this journey, Izura has gained much in her training monastically and magically.  She has become a &#039;&#039;shiro&#039; na-dan&#039;&#039;, or enlightened fist, and continues her journeys into the world.  Izura has been part of several adventuring parties, culminating in joining the current party involved in&lt;/div&gt;</summary>
		<author><name>Jethelo</name></author>
	</entry>
</feed>